Glitch Assets Are Now Public Domain


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Despite the failing of Glitch on a financial level, the folks at Tiny Speck have already cemented their place in our hearts. Rather than allow years of work to go to waste, the team at Tiny Speck has announced that all of the art assets (minus the logo and trademark, of course) have been relinquished to the public domain.

The entire library of art assets from the game, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose. (But: use it for good.)

You can find the library of assets at the link below. Hopefully the files are used for good.

(Source: Glitch HQ)

MMOrning Shots: Greed Monger Tri


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Today’s MMOrning Shot comes to us from Greed Monger, showing off some of the game’s beautiful looking scenery. Yes, the photo is cropped to remove the relatively ugly looking player models, but what do you expect? This is pre-alpha.

MMOments: Mobile Side Questing


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I love some Side Quest here at MMO Fallout and while obligations regarding school and work have kept me from playing nearly as much as I would like, I still pop in every now and then to check out the alpha and get some questing done. For all that it does I can’t help but feel that Side Quest is a game destined for mobile devices, and that it will likely find its best audiences on the iOS and Android markets. It is a game that lends well to the casual gamer or those waiting in line, sitting in a waiting room, or on the bus.

As I understand, Side Quest will eventually be released on mobile platforms. The game is still in alpha, so no rush. You can check out the public build at http://side-quest.com/

Flying Disabled Until First Warlords of Draenor Patch


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Here at MMO Fallout, we stand by our belief that flying mounts are among the worst mechanics ever brought to the genre, and apparently we have friends at Blizzard who agree with us. From a consumer standpoint, it sounds pretty cool. For the developers creating the content in a zone, it messes with the normal flow and can make some areas entirely pointless. Instead of allowing players to trivialize the combat in Warlords of Draenor, Blizzard has announced that they intend to disable flying during the leveling process from 90-100 and have flying available again once the first major patch goes live. Why? I’ll let Bashiok explain:

Flying trivializes combat. A lot of people like to say we’re trying to force world PvP, or that we just really want people to look at the pretty trees we made, but those really aren’t the reasons that drive this same decision we’ve made every expansion. Flying allows you to escape or enter combat at-will. There’s a reason why flying isn’t allowed in dungeons and raids, or battlegrounds and arenas, and that’s because it would trivialize the core mechanic of the game in those areas – combat. For much the same reason it trivializes how content is approached in the outdoor world based on the simple fact that you can lift off and set down wherever you like.

As Bashiok points out, World of Warcraft is meant to be a guided experience and flying mounts render much of that moot, but this is the bed that Blizzard made and now they must lie in it.

(Source: World of Warcraft)

Less Than Massive: Thinking About Burial At Sea Part 1


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I finally finished Bioshock Infinite’s second DLC: Burial at Sea Part 1, which wasn’t exactly an easy feat. I see a lot of reviews stating that the game takes around two hours to complete, which sounds like a reasonable estimation, but I kept getting frustrated by multiple game-breaking bugs that the process from start to finish took a few days. If you aren’t an idiot like I am and knew where you were going, backtracking is literally impossible at the moment (at least in the PS3 version) because of the presence of a bug that causes the airlocks to spin forever when you try to enter through them a second time. I also faced several times where the game crashed, which I think had to do with attacking certain story-related splicers before I was supposed to. I haven’t seen a game crash from breaking NPC scripting in a long time.

My biggest complaint with Burial at Sea is that the game attempts to merge both worlds of Columbia and Rapture with varying success. In all honesty, I would have rather seen Infinite’s characters dealing with a more Rapture-centric lifestyle. Plasmids and Eve are the exact same Vigors and Salts you encountered in Infinite, they are just called Plasmids and Eve now. Elizabeth lies to Booker by telling him that her ability to rip tears is just a Plasmid called none of your damn business, and he doesn’t question much further. The sky-hook, or the air grabber as it is called here, has no contextual reason for existing in Rapture’s tight corridors and would have been better replaced by Bioshock’s large wrench, but I get the feeling that Ken Levine wouldn’t let this go through without the sky hook being present. Apparently someone created a tool to navigate Rapture’s equally pointless decorations.

There aren’t many upgrades, not that it matters because you won’t find enough money over the course of the game to afford more than two or three of them. I managed to pick up a generic weapon mod that gave +25% damage across the board and an upgrade to the shock jockey. Ken Levine said that Burial at Sea is all about stealth and resource management, a fancy way of saying that ammo is extremely scarce, and the game definitely feels like a constant fight for survival. You’ll find yourself regularly outnumbered and outgunned, and death comes very easy in Rapture. Even on the lower difficulty, your shield doesn’t protect from much and recharges very slowly. You have a very difficult game when you add in Rapture’s ability to fill what was previously a cleared out room with new splicers.

One bit I particularly enjoyed about Rapture is the ability to miss what otherwise would have been key features. Previous Bioshock games had a habit of ensuring you were forced to encounter new weapons and Plasmids in order to progress the story. Aside from the one or two Plasmids required to progress, it is very possible to walk by and completely pass them over if you aren’t paying attention. I actually missed the Carbine and the shotgun my first playthrough. The most powerful weapon in the game is the microwave gun, another creation that has no reason for existing, that literally cooks your enemy until they explode, can also be completely missed if you don’t find the audio log that reveals the door code.

The short glimpse of normal Rapture that you get is rigid and filled with emotionless exposition on topics you already know if you’ve played the original Bioshock games. It feels less like a walk through pre-crazy Rapture and more like a really inauthentic museum exhibit. Where they do manage to impress is in a couple of small areas where you see people using Plasmids in a context that has nothing to do with murder. The waiter, for instance, zips around the floor of a restaurant to better serve the customers with the use of a teleportation Plasmid. Booker snaps his fingers to create a flame to light Elizabeth’s cigarette. Small things, but interesting nonetheless.

I found myself more interested with Sander Cohen, the man who sends you to the prison Andrew Ryan set up for Fontaine’s men to find your lost daughter, than anyone else. After all, I already knew (or thought I knew) Booker’s story and Elizabeth is about as subtle as a hammer to the skull. Cohen is still the same brilliant artist and maniacal psychopath that he always was, and his art gallery and performance are bound to terrify and leave you in awe. As in Bioshock, Cohen seems to know a lot about what is going on, and what part Booker and Elizabeth play in it.

Burial at Sea definitely has closure in its ending, one that throws a curveball by playing on your knowledge of Infinite to get you guessing as to what the big reveal is, only to go in a completely opposite direction. If you enjoyed Infinite, pick up the season pass for $20. It includes a survival mode and Burial at Sea part 1 and 2.

NCSoft Operating Profit Down 51% Over Last Quarter


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NCSoft has released their financial statements for the third quarter of 2013 and the results are not so great. While sales dropped only 12% over last quarter, operating profit dipped 51% over the same period and pre-tax income similarly dropped 47%. Net income stands at a 23% drop over the previous quarter. In the report, NCSoft links the loss of profit due to the “lion’s share of Lineage in-game item sales in 3Q being carried over to 4Q.”

On the game side, Lineage saw a nearly 27% drop in sales over the last quarter, while Blade & Soul enjoyed 40% rise in sales attributed to the “Baek-chung” content pack recently released for the game. Sales for Lineage 2, Aion, and Guild Wars 2 all dropped over the previous quarter.

According to NCSoft, while labor costs remained flat, royalty and marketing expenses increased due to a license contract with the Baseball Players Association and the Wildstar marketing campaigns respectively. Other expenses included the relocation of the NCSoft headquarters, restoration of the Seoul offices, and office supplies.

(Source: NCSoft Corporate)

Automatic Veteran Rewards For Champions Online Lifetime Subscribers


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As a token of thanks to players, Cryptic Studios has announced that anyone who purchases a lifetime subscription will receive all veteran awards immediately, regardless of how old their account is. This applies to all lifetime holders, old and new, and includes other exclusives like extra costume and character slots. Veteran rewards are issued every one hundred days and include items like exclusive titles, retcon coins, costume pieces, and more. Check out the full announcement at the link below.

Earlier this year, Cryptic North opened up to address problems in Champions Online and bring the game up a few notches.

(Source: Champions Online)

MMOrning Shots: DC Universe


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Today’s MMOrning Shot comes from DC Universe Update 31. Set for release in November, Update 31 brings with it a number of upgrades to prepare the game for launch on the PlayStation 4, including graphical boosts, a new smoother leveling system, and plenty of under the hood updates. Check it out when it goes live and don’t forget that DC Universe on the PlayStation 4 will not require an active PS+ subscription to play online.

Trion World's New Trove Looks Strangely Familiar


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Trion released this screenshot of their upcoming game Trove with the message “what will you find?” I found Waldo, what did you find?

(Source: Twitter)

PSA: Use Your Perfect World Codes Now


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If I learned one thing from writing here at MMO Fallout, it is that publishers love consolidated launchers and stores. Steam, Origin, Uplay, iTunes, Google Play, Amazon Store, and even that evil decaying behemoth once known as Games for Windows Live. Perfect World Entertainment has joined the list of publishers with the introduction of Arc, an upcoming consolidated launcher for Perfect World’s games. Eventually everything will be moved over to the Arc Network, with a single client handling all of Perfect World’s game downloads and operations, code redemption, etc.

What is crucially important to this process is that keys issued before the transition will not be redeemable.

It is important to note that most keys that were issued before the initial transition will not be redeemable in the new system, due to an entirely new system being implemented. If you currently possess any keys or codes, we recommend redeeming them before the new website launch.

Check out the whole announcement at the link below.

(Source: Perfect World)