Beta Perspective: I Can’t Heap Enough Praise On Overwatch


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I don’t think a lot of people had much faith in Overwatch when we first heard of it, after all consider the circumstances. Blizzard just got done telling us that their MMO Titan was being canned because it wasn’t fun, but that the remains of the title would be stitched together in a Frankenstein’s monster-like fashion to create a new game. It makes you wonder what exactly Titan was, and why it sucked.

Functionally, Overwatch is what would happen if Team Fortress 2 and a MOBA made love and had a child. It is a 6v6 first person shooter with a massive cast of unique characters on numerous themed maps over several game modes. Rather than Team Fortress 2’s nine classes, Overwatch currently provides 21, split into four groups (offense, defense, tank, and support).

A Team Fortress 2 player would find themselves much at home in Overwatch. You have Pharah as the soldier with her rocket launcher and rocket jump ability, Torbjorn as the engineer capable of building and upgrading an automatic turret, Widowmaker as the sniper, Mercy as the medic with her medigun, D.Va as the heavy, Tracer as the scout, Junkrat as the demoman, and probably Winston as the pyro. There isn’t really an equivalent of the spy, the TF2 character that can disguise and go invisible.

Even Call of Duty fans have a dedicated character in Soldier 76, a hero who carries an automatic rifle that alt-fires rockets.

Even within each category, the characters vary pretty wildly and have a number of uses. In support, for instance, Mercy isn’t just a follow-and-heal character. While useless in combat, her staff can heal and it can also boost damage, while her ultimate ability can be used to resurrect characters on the spot. Lucio, on the other hand, is capable of using his offensive weapon to damage enemies or to knock them around. His Crossfade ability can regenerate health or amplify movement speed. Symmetry has a weapon that builds damage the longer it connects, while her sentry turret slows enemy movement.

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But it still doesn’t reduce the versatility of characters. Even non-support characters have healing powers that vary from simply boosting oneself to providing area of effect healing and shield. They give every character the potential to just massacre the enemy team, regardless of their type. Roadhog, for instance, already being a tank with ridiculous defense and health, can bring enemies in close and then utilize an ability to heal himself. Widowmaker, with her sniper rifle and ability to scale to higher places, can be absolutely devastating in the hands of a sharpshooter.

The increase in characters allows for some devastating combinations. If you’ve looked up videos on Overwatch, you’ve probably seen the combo where Bastion (a giant robot) transforms into his stationary turret mode on the Payload objective and just mows down people while Reinhardt (a tank character) protects him with his shield.

There are three game modes planned for launch as well as a hybrid mode. Escort has one team escorting a payload while the other team runs down the clock. Assault has an attacking team trying to capture control points while the defending team tries to run down the clock. Control has both teams fight over control of capture points which control adds to a meter which, when full, ends the round. Hybrid starts out as assault and eventually becomes escort.

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More updates are planned after launch, obviously, including new heroes and new maps, as well as new game modes. If there’s one thing you can expect from Blizzard, it is that the Overwatch that exists a couple of years from now will be massive in comparison to what we get at launch.

The only real downside of the beta so far is the prevalence of matchmaking throwing you into a guaranteed loss about twenty seconds before the match ends. It’s an inevitability in any game that has matchmaking, and Blizzard has alleviated the frustration by making it so you do not gain a loss if you backfill a match, however you can score a win if your team is victorious. It’s relatively simple functions like these that Blizzard is known to put in their games to make them a bit more fair.

It is a testament to these games when you can do poorly without going full tilt, even though the nature of the game demands a balanced team and I’ve had a few moments of shouting obscenities at my computer because my team was attacking on an escort map and my team just would not stop camping in their own spawn area or those public games when your team throws the game away because three members just wanted to be snipers. The game gives suggestions based on your team, but it doesn’t force you to pick a balanced list of characters so if you have a team of tanks and the enemy team is balanced, you’re screwed.

I see massive eSports potential from Overwatch, just from the litany of gifs showing up online. There are already tournaments planned, and hopefully Blizzard adds spectating tools in the same with Valve has with Counter Strike: GO, Team Fortress 2, and Dota 2. I can’t wait for the full launch of Overwatch. If you haven’t gotten into the game yet, the beta was extended until May 10th mid-afternoon EST. Even if you can only get a few games in, I wholeheartedly recommend it. It’s been a long time since I’ve come out of a game this positive.

The game will also make a killing out of the loot system. Basically you have an overall level that is functionally meaningless, but every time you level up from experience gained in each round you get a loot box that is full of random skins, victory poses, sprays, etc. When the game goes live, you’ll be able to buy them with credits as well. Longer play sessions can lead to better experience gains, since you get a boost from staying in a match through successive rounds. You’ll also apparently be able to toss away the stuff you don’t want for credits to eventually earn the stuff you do want.

I never tell my audience outright to spend money on a game just because I told you I liked it, so I really recommend getting into the beta while it is still live.

Riders of Icarus Giveaway


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It’s giveaway day here at MMO Fallout, and today’s game is Riders of Icarus, a mount-flying MMORPG from Nexon America and WeMade Entertainment. We have one hundred keys to give away for the second closed beta test, beginning today (April 21st) and running through Thursday April 28th. If you happen to be visiting PAX East, you can pick up closed beta access in your attendee bag.

Players who previously participated in the closed beta will automatically be in for this round. There is no need to grab another key. Since we only have 100 keys to give away, the codes have been locked to one per IP.

Riders of Icarus tasks players with taming hundreds of different mounts, from ferocious bears to fire-breathing dragons. Players in North America, Mexico, Europe, Australia/New Zealand, and parts of South America are invited to be among the first to experience mounted aerial combat with dragons and bears! Well maybe not flying bears.

New players can grab a key below and follow the instructions to redeem. For the full list of supported regions, check out this page.

For NEW Closed Beta participants:

  •  Download and Install Nexon Launcher – http://download2.nexon.net/Game/NexonLauncher/NexonLauncherSetup.exe
  • Create Nexon America Account
  • In the upper right hand corner click the down arrow next to your profile name
  • Click “ACTIVATE PRODUCT” to enter your key and click “NEXT”
  • Select Riders of Icarus from the games list
  • Click “PLAY NOW” to start pre-downloading the game

[keys id=17025]

Beta Perspective: Fantasy Tales Online


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It’s very obvious, or at least it should be, when you’re dealing with an independent MMO made with passion. Fantasy Tales Online, as I’ve been told, is being developed by a team of three people at Cold Tea Studio. Right now the game is gearing up for Steam early access, and I was contacted and offered a key to get in a little early.

As far as graphics go, Fantasy Tales Online is virtually future proof. It is retro-inspired but not basic, the kind of style that will still look good in ten years time compared to making a polygonal game that looks like it was born out of the early Everquest era. FTO advertises customization, dynamic raids, player housing, a massive world, and more. But can it live up to the hype? Sure, why not.

The sure sign of an addictive game is one that steals time, and somewhere along the line after booting up Fantasy Tales Online I lost five hours. I hate to make comparisons to other games, but it feels like a higher functioning RPG MO, which is in turn an homage to RuneScape Classic, which is probably why FTO set my clock forward the length of a short work shift. It also bears a strong resemblance to another game that is taking up a lot of my time, Stardew Valley.

FTO is played from a top down perspective using the mouse, keyboard, or combination of the two. You can move by clicking or using the WASD keys, and you can mostly disregard the mouse by enabling targeting which places a key binding over interactive objects on screen. A very handy tool that you don’t normally see in games, and as you’ll hear me say quite a bit in this game’s coverage, it’s the little things that go a long way.

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There are a lot of little things that make the world less stagnant and boring, while also giving players little hints on where they can go next. Walking through the mines early on, I noticed a rat immediately get smashed by falling debris, warning the player of impending danger. NPCs run around the towns, giving random bits of dialogue and pointing toward places of interest while actually giving the area a living feel. I accidentally said hello to one of the NPCs, I won’t lie.

Dungeons are where Fantasy Tales Online becomes something of a Diablo-esque romp. Each dungeon you enter is randomly generated at the start, a series of interlocking rooms with plenty of mobs to mow down and loot to obtain. There are traps, a few simple puzzles inserted so far, and bosses at the end that will probably knock you around the first few times you make your way through. The first boss you encounter has a trick that took me a minute to figure out, you have to knock out the support beams to destroy his armor. For some reason that makes sense.

I like how quests are written, if only because it’s a nice change from the usual first person view of quest text. Quest lines are a bit more like Dungeons & Dragons, written from the perspective of an outside narrator giving exposition. “Mayor Donnoville say this time he would like you to eradicate one hundred squirrels.” Now I read the quest dialogue in pretty much every MMO that I play, and I can get behind any game that strong-arm’s the player into reading the text to know what is going on. Quests are somewhere between standard and RuneScape, a bit heavier on the story and slightly more in-depth than you standard go here and kill the things until you get the stuff.

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Crafting is pretty basic at the moment with the most fleshed out area being the ability to create a wide variety of potions that boost health, strength, armor, etc. There isn’t much to say here other than that reagents can take up a large amount of space in your backpack along with potions and loot, and since you can only have one buff active at any time it’s best to travel light. Inventories at the moment can’t be expanded and you’ll quickly find them filled with loot.

Of course, the game is not without its flaws. This is early access, after all, and the only glaring issue that I can find at the moment is that your character’s attacks are rather unreliable, which the guys at Cold Tea Studio have attributed to a few unfixed bugs. While generally not a problem, your character will occasionally not engage in combat without multiple button clicks. It is semi-frequent and, if inattentive as myself, will probably get you killed a couple of times.

Another gripe I have is with the game’s crafting system, if only because it is different and I am inattentive. Right now, you need to manually remove your ingredients and final product from the crafting screen, not unlike Minecraft. If you don’t remove your items, they are wiped after about an hour (according to one of the crew in chat).

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With about eight hours of game time so far, Fantasy Tale Online is shaping up to be quite an entertaining game. I look forward to seeing what the small team can accomplish. For now, I will continue leveling and providing coverage.

Test Wild Terra Free This Week


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Wild Terra is an upcoming MMO where players train and live on a map that generates as they explore, and the developers have opened up testing to everyone for the next week. From March 29th to April 5th, you’ll be able to download the client and give the game a try.

MMO Fallout will have more coverage on Wild Terra coming this week.

(Source: Wild Terra)

Luna Online Beta Giveaway


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MMO Fallout has partnered with Suba Games to give away beta keys to the upcoming relaunch of Luna Online. Dubbed Luna Online: Reborn, the revival includes numerous improvements and additions over the original launch in order to attract a more nostalgic crowd of gamers. Suba Games is relaunching the title in response to overwhelming demands by its community after the servers were shut down by gPotato.

New to Luna Online: Reborn is a revamped progression system, the removal of race restrictions on classes, new housing options and guild halls, and more.

  1. Obtain a BETA KEY.
  2. Visit Suba Games and submit your BETA KEY
  3. Download and install the game client. Closed beta starts on March 30th, 2016 (7pm EDT)

[keys id=16844]

In addition, Luna Online: Reborn is currently running a Kickstarter campaign in order to assist in advertising the relaunch.

About Luna Online: Reborn

Luna Online: Reborn is an anime themed MMORPG set in the cute fantasy world of Blueland. The game is a remake of the popular Luna Online, now published by Suba Games. It provides adjustments to original content that remove any negative experience gamers reported about Luna Plus.

Furthermore, we’ve added in new Realm vs Realm & Real Time Ranking Systems that are certain to provide a new meaning to gaining dominance over Luna castle.

Features:

  • The beautiful and vibrant world of Blueland is yours to explore!
  • Experience over 500 skills and 116 classes as well as 50 000 items.
  • Start your own family.
  • Own your own house & farm.
  • Customize your gameplay with over 100 pets.

The Division Played By 6.4 Million This Weekend


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The Division’s beta this weekend set new records for beta traffic on a new IP on current generation system. All in all, 6.4 million people took part over the weekend on PC, PS4, and Xbox One. The number trounces Destiny’s previously held beta record of 4.6 million, albeit with the knowledge that Destiny came out much earlier in the console’s lifespan and did not appear on PC at all. It also doesn’t come close to the 9.5 million that played Star Wars Battlefront during its beta.

The average time played was nearly five hours, with a third of the total play time spent in the Dark Zone, the open combat area where players can freely kill each other over powerful loot. The Division releases March 8th.

(Source: Ubisoft Press Release)

Lineage Eternal Hits Beta This Year, Probably


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NCSoft Korea is planning on launching Lineage Eternal’s closed beta test in April, at least that’s what the current plans are. The news comes to us from Steparu, reporting on another source from Korean website GameFocus. Steparu reminds viewers that this anticipated closed beta date comes after multiple other scheduled, and subsequently missed, beta dates for the upcoming MMO over the past year or so.

Lineage Eternal was originally announced in 2011 with an accompanying quarter hour of gameplay footage. The game has seen numerous delays, with beta schedules going as far back as 2013 for Korean audiences, and it is currently unknown when NCSoft plans on launching the title.

(Source: Steparu)

Grab A Free Car In Triad Wars


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Triad Wars is running another promotion to give free stuff to beta testers. From now until August 20th, you will be able to claim a free DZS-90 Hypercar. All you have to do is log in during the aforementioned time and the item will be automatically added to your account after the 20th.

You may have heard tales of this fabled hypercar, and now we have crafted an exclusively detailed and customized version just for our awesome Triad Wars beta testers. It’s the fastest land vehicle currently within the Triad Wars open world and you’ll feel every bit of horsepower as you break records [and possibly a few bad guys] with its gorgeous aerodynamic chassis.

New players are also able to get in on the action. Grab a beta key here and log in before the 20th.

(Source: Triad Wars email)

World of Warcraft’s Next Expansion Is Legion


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At Gamescom today, Blizzard announced the next expansion to their underground hit World of Warcraft. Set to go into beta this year, Legion introduces the brand new Demon Hunter class for Night Elves and Blood Elves, promising a unique experience along the lines of the Death Knight. Legion brings back the hordes of the Burning Legion, a force that has threatened Azeroth more than once in the past.

In this dire new chapter of the Warcraft® saga, the demonic Burning Legion has returned, seeking to call forth their fallen leader—the dark titan Sargeras, Ravager of Worlds. As destruction rains across Azeroth, its heroes must seek salvation among the ruins of the Broken Isles, doomed center of ancient night elf civilization and birthplace of myths dating back to the world’s creation.

Players will level up to the new cap of 110 on the continent of the Broken Isles, and wield new artifact weapons that grow in power as you level up. There is a ton of content coming in this expansion, and you can find more details at the link below.

(Source: Official website)

[Rant] Double Standards And The Scrubbed Starting Line


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I dove into this topic in my piece about Infinite Crisis last week, but the line between beta and launch has become so blurred in the MMO industry that the whole concept has lost its meaning and many of us in gaming journalism are thoroughly sick of it. Go to virtually any website that reviews MMOs and you’ll likely see the same policy: We start judging when they start charging. I’m paraphrasing, but the point is the same regardless.

In earlier years, I defended the practice of selling beta access as a perk for pre-ordering because it was the best a customer could do to get a “demo” on an MMO. Granted, these were the days when 90% of western titles had subscriptions and wouldn’t see free trials until at least six months post launch, if at all. Furthermore, it was relatively low risk for the consumer. All you normally had to do was throw down the $5 minimum at Gamestop (or your local equivalent), a refundable/transferable five bucks I should add, and you’d get a beta key on your receipt. Apart from some know-how of the game and maybe a participation item, people in the beta didn’t get any advantage because characters were reset before launch.

But then free to play became dominant and the goal posts got moved time and time again. Developers stopped wiping beta characters, began opening up the cash shop in beta and in some cases even alpha. It’s important to read into the motives because the general consensus is that once you start charging for the use of a product, you agree that it is worth selling and therefore worth critiquing.

The launchification of beta, or early access as the industry has started calling it, has presented a remarkable double standard in game developers who want the freedom to treat the game as effectively launched in the sense that the servers won’t be wiped, the cash shop is open, and anyone can create an account and start playing, but keep up their shield against criticism whenever someone like myself posts a preview saying “this isn’t worth buying right now.” I have several times been the recipient of an email conveying disappointment or offering corrections, calling my criticism unfair because the product wasn’t considered launched yet.

What we’ve learned from the industry these past few years is that certain devs have no problem blurring the lines between beta and launch so long as it conveniences them and, when pushed on it, rubbing it out and flat out denying that it exists. When pushed on refunds, Turbine turned around and said no to founders because they’ve been playing for two years and, by Turbine’s opinion, they got their money’s worth regardless of if the game launched. When players struck back and pointed out that at least a decent portion of the time was spent dealing with outages, extended maintenance, game breaking bugs, and missing or incomplete features, Turbine’s CM simply denied the concept of launch altogether.

Because, in their logic, what does launch really mean when the game will continue to receive updates, bug fixes, and new heroes in the coming years? It makes sense, yes, but going by this line of thought, when are reviewers allowed to critique your product? Because if it’s unfair to criticize a game before it is finished, and a game like Infinite Crisis is in your explanation never finished, are you trying to say that it is never fair to criticize the game?

Or does the whole narrative eventually collapse and we go back to where we started?

With games increasingly shutting down mid-beta or very shortly after and then refusing to compensate customers, the need for tough scrutiny is higher than ever. The days of beta being a low risk, fun thing we did to get some game time in, help squash some bugs while stress testing, and ease the pain of waiting for launch are long over, and in its place is the high risk, predatory game of early access that carries no customer protection, no guarantee of ever receiving a final product, and no out once you’re in.

Otherwise I have no opinion on the matter.

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