Gamigo Shutting Down Grimlands Development


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Gamigo’s upcoming MMO shooter Grimlands has announced that it is setting development. In a news post on the game’s website today, Gamigo has revealed that Grimlands is the unfortunate victim of a shift in company focus, with less priority placed on high-risk and in-house developed projects, and putting more focus on publishing games. The announcement in its entirety:

The intensified focus on publishing and distribution and reduction of high-risk development projects has been pushed further forward. With this in mind the decision has been made not to proceed with the development of the MMORPG, Grimlands. The game still requires substantial additional funds to be brought to completion. Even other games in the “development pipeline” are to be critically assessed anew according to opportunities and risks.

With luck, Grimlands might be picked up by another developer and brought to completion.

 

Wildstar In Less Than Five Minutes


Wildstar is an explosive cocktail just looking for someone to party with. Check it out when it heads into beta.

PointMMO Improves Functionality With Additional Features


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PointMMO is a digital distribution platform for free to play MMOs. The program is currently in beta and has been updated with new features to make downloads faster and more accessible. Essentially, PointMMO is a program along the lines of Xfire, or Raptr that tracks your play time and includes promotional items, except you can also use the platform to more quickly download the games you wish to play. And the list is nothing to scoff at. Players are encouraged to sign up and take advantage of free beta keys and promotional items.

Check out a list of supported games. PointMMO is 100% free.

  • Age of Conan
  • Aika
  • Allods Online
  • Anarchy Online
  • Bloodline Champions
  • City of Steam
  • Dino Storm
  • District 187: Sin Streets
  • Flyff
  • Golfstar
  • The Guardian: Dark Ages
  • GUNS and ROBOTS
  • Hawken
  • King of Kings 3
  • The Lost Titans (Beta)
  • Maestia: Rise of Keledus
  • Rift
  • The Secret World
  • SEVENCORE
  • Uncharted Waters Online
  • Warframe (Beta)
  • Wargame 1942
  • World of Tanks
  • World of Warplanes (Beta)

(Source: PointMMO Press Release)

Neverwinter: Getting A Beta Perspective


GameClient 2013-03-09 08-42-24-69

Like most of you, I’ve had my silent preconceptions about Neverwinter. After all, we’ve had two past releases from Cryptic to look at and base our assumptions off of, and I’m happy to say that most of them will be proven wrong. I enjoyed Champions Online when it launched and, seeing as how I have the progression speed of a dead opossum crossing the road, by the time I’d gotten bored of the game (around level 40), I never hit that wall of no content that many people complained about. My biggest complaint, and arguably the deal breaker, with Champions Online was, and still is, how clunky and unresponsive the controls are. I’ve always felt that the game could be best explained as someone else was controlling your character and you were speaking your commands to them, and they had taken three or four Oxycontin. Star Trek Online was an improvement, but is still pretty clunky.

Let’s get one thing out of the way before I proceed: Neverwinter is not Dungeons and Dragons Online. Not one iota of the two games are similar to each other, and as such they will no doubt appeal to completely different tastes in gaming. To put it shortly: Dungeons and Dragons Online is a slower, more methodical and strategic MMO: Closer to the earlier versions of the pen and paper D&D where small groups of adventurers take on stories and quests in a modular, instanced environment surrounding non-combat hubs. Neverwinter is more in line with what you might expect from a game like TERA, an action-oriented game set in the D&D universe with open worlds surrounding frequent solo/group instances.

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Combat in Neverwinter is something of a mixture of several other MMOs. You use the mouse to aim your reticle and attack with abilities set to the left and right mouse buttons, as well as Q, E, R, with two “daily” abilities and a side bar for potions other other items. Many of the creatures that you fight will have special attacks that will either need to be dodged or blocked, and are indicated either with markers on the floor or distinct animations leading up to the attack. What makes Neverwinter’s combat so impressive isn’t so much its innovation, of which it doesn’t do a whole lot, but rather the responsiveness of the system. As I said, I had very little confidence that Cryptic’s engine could deliver a powerful action-oriented game, and I’m happy to say that Neverwinter has blown my expectations away so far.

There is a ton of content in Neverwinter, even if not all of it has been implemented for the beta. As you travel through dungeons, you’ll come across various skill plots which require either an appropriate skill or kit in order to open. The plots are essentially just extra treasure chests. There are always events going on every half hour, encouraging players to participate in everything from skirmishes, dungeons, pvp, training professions, and more to gain extra rewards. Then of course there is the player foundry, where players are able to create quests for others to play.

GameClient 2013-03-09 08-40-39-89

Since this is a beta, I tend to be more forgiving when it comes to bugs, although it is rather reassuring that the “top bugs” list in the report tool is quite empty. I’ve become stuck in an instance after the reward chest at the end refused to spawn and the game refused to allow me to leave until I looted said chest, but other than that Neverwinter seems to be in pretty good shape. Knowing Murphy’s Law, that could all go down the toilet once the game launches and the influx of players trigger yet-unseen bugs and crashes, but for now all is pretty hunky dory.

The only part of Neverwinter that has genuinely frustrated me so far lies within the group instances, in several respects. First off, there is apparently no role check in place for the dungeon finder. In most other MMOs, the dungeon finder has a specific set of requirements: one healer, one tank, generally one or two DPS, and then usually a wildcard slot. In Neverwinter, you can wind up in a random group that might have no healer, too many healers, no tank, too many DPS classes, etc. At this point, especially in cases where the group doesn’t have a dedicated healer, the players are better off just quitting since the dungeon is going to be virtually impossible, especially once you hit level 15+.

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Another fundamental problem with dungeon grouping lies in the need before greed system. Players roll for higher value items, but these items drop in an unidentified state. You can tell if the item can be used by your class (incompatible items are shaded red), however there is no way of knowing if the gear is worth rolling for since the stats are hidden. I’ve also seen a demand in the forums to prevent players from rolling on items that their class cannot equip, either by not allowing them to roll “need” or not allowing them to roll at all. Every group seems to have at least one greedy person who will roll need on everything, often by waiting to see if the rest of the group rolls greed, thus ensuring the item for himself. I would rather see a simple requirement of having a compatible class to roll need on an item.

There is a LOT of content still not implemented in Neverwinter, from a considerable number of those half hour events I mentioned earlier, to the crafting system, and much of the game’s story mode. One thing I will say is that this isn’t so much an attempt to bring the pen and paper game to the gaming audience as Turbine attempted to do with DDO, but it’s an action MMO based in the Neverwinter universe with stuff from D&D. If you start making comparisons to the pen and paper game, or if you were looking for a more current version of Turbine’s DDO, I feel I need to make it clear now that you are likely going to be very disappointed.

I will have more to discuss in the future, but I have to say my first impressions have been very positive. There is no nondisclosure agreement in effect for Neverwinter, so feel free to drop us a comment on your experience or send an email to contact[at]mmofallout<dot>com.

RealU Lays Off Most Staff, Gamigo Seeks New Developer


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Otherland is an upcoming MMO based on the book series of the same name, written by Tad Williams. The game is being developed by RealU, and published by Gamigo. At least it was, recent rumors that RealU has laid off most of its staff were confirmed by a Community Manager over at the Otherland official forums:

Unfortunately we have to confirm that the rumors are true and RealU, the developer of Otherland, has laid off most of its staff. RealU is a subsidiary of German publisher dtp, which by itself is currently in insolvency, and gamigo had and has very limited influence on this decision. We are disappointed by this development and very sorry for the development team.

As for Otherland itself, Gamigo hasn’t given up the ghost yet.

As for the Otherland game: we are still holding the exclusive publishing rights for Europe and North America and we are currently looking into opportunities to finish the title at another location. Please understand that for legal reasons we are unable to comment further on this matter.

Gamigo will keep us updated if they do manage to find a new location.

(Source: Otherland)

Night Cap: When Excitement Expires


Darkfall01

Thank you for joining me for a night cap. Remember a time when Darkfall was on track for launch? Neither do I. Now, I’m not going to be mean to an indie developer for not making a release date, I know only enough that much larger companies have just as much of a problem meeting deadlines, but I have to admit: the excitement is waning. It’s been a good month or two since we’ve heard anything of substance from Aventurine on the status of Darkfall: Unholy Wars. My personal diary (this website) says December 11th as the last day anything meaningful was revealed about the release of Unholy Wars, and even then it was a non-direct sometime-in-the-future statement.

It is February 1st, we’ll be heading into three months from the initial November 20th, 2012 target date for Unholy Wars, and even further if you would go as far as to count Darkfall: Unholy Wars as still being the final product of what was once called “Darkfall 2010.” On November 14th, Aventurine delayed launch until December 12th. Late at night on December 11th, the day before launch, Aventurine delayed Unholy Wars yet again to an undisclosed date sometime hopefully in 2013. Mid-December, Aventurine opened up preorders for Unholy Wars, allowing new players and old to join up and play the beta until the new game launched. Those players aren’t in any place to tell us anything, as there is still an NDA in effect.

And again, I’m not going to be mean to an indie dev for not making their launch date, but it begs to question: Did Aventurine really think that Unholy Wars would be ready for November 20th? If you read the news posts, the first delay into December is most closely attributed to the sudden and unexpected approval on Steam Greenlight. The second delay was due to a desire by Aventurine to have the game tested by members of the community. After that, how long can Aventurine keep the public’s attention before they all walk away to check out the other attractions?

After all, there is only so far you can go on trailers and feature lists.

Sony Online Entertainment Advises Reinstalling Wizardry Online


wizardry-online

Wizardry Online is live and kicking. The hardcore free to play MMO launched today under Sony Online Entertainment, who issued a news piece advising players who participated in beta. For the sake of reducing complications between the beta client and the live client, SOE has advised that players uninstall any beta versions before launching the game.

With Wizardry Online’s Official Launch it’s time for a fresh install. Because the Launch version of Wizardry Online has a number of minor differences in the server environment, a clean install will provide you with the best possible experience of Wizardry Online and avoid technical issues.

Those of you not willing to install a fresh copy of Wizardry will be happy to know that this is simply a precautionary move. You may encounter some bugs that wouldn’t exist on a fresh copy, but the game should work alright.

(Source: Wizardry Online)

How To Get Into The Neverwinter Beta Free


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I know what you’re thinking: Omali, I want to play the Neverwinter beta, but I don’t want to buy some ridiculous copy of PC Gamer magazine just to take part in the beta. Well good news, you can accomplish both. All you have to do is follow the instructions below:

  1. Head over to play.google.com
  2. Click on Magazines and find PC Gamer
  3. Opt to subscribe with the 14 day free trial. You will not be charged.
  4. Go to promo.pcgamer.com/neverwinter
  5. Follow the instructions using the same billing information you provided to Google.
  6. You may have to answer a question related to the issue. The magazine can be viewed on your desktop.
  7. Get your key and use it at Playneverwinter.com
  8. Cancel your trial subscription to PC Gamer. You won’t be charged.

This way everyone is happy. You got your hands on a free copy of PC Gamer and a beta key for Neverwinter, and a free horse mount to top it off. Meanwhile PC Gamer gets the satisfaction of bringing joy to someone’s heart, even if they are doing it for free. Granted this means nothing if you already subscribe to PC Gamer.

Continuing City of Steam’s Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

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The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

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Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

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One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.

Continuing City of Steam's Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

chrome 2012-12-16 23-02-46-90

The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

chrome 2012-12-16 23-45-44-89

Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

chrome 2012-12-16 23-02-46-90

One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.