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Dark and Light : New Musical Contribution

Posted Nov 03, 2005 by Jon Wood

The makers of the much-anticipated "Dark and Light", have released a small sampling of heir game's music. This piece has been inspired by the lovable dodo. Extinct in our own world, but a faithful pet in Ganareth.

The Dodo is a flightless bird that supposedly originated from the Mauritius island. Although the species is extinct since the end of the 17th Century, they nevertheless play an important role in Dark and Light’s lore. They will be your most faithful and docile pets during your stay in Ganareth. These animals seem to have inspired the composers of the game’s music who are granting us with a lyrical and entrancing track.

Please judge by yourselves by downloading this new extract from the Dark and Light original soundtrack!

For more information on Dark and Light, click here.

RF Online : London MCM: Day 2

Posted Nov 03, 2005 by Jon Wood

As promised, RF Online developers have continued with their day-by-day account of the London MCM Expo. Today's installment takes us through their second day at the popular event.

A beautiful morning at the docklands awaits us at 7am.

We head down to breakfast and take in a good old fashioned full English breakfast to set us on our way. We decide to get to the show an hour early to set-up the PC’s and ensure our characters are loaded up with as many potions and items that we can put on them.

The walk to the show shows that there is a keen interest in the London MCM Expo with one or two people queuing up outside the main doors.

We get to the stand and boot up the PCs. All is looking well. Click the RF Online executable and the game launcher engages, but wait, what is this? Seems that we are having a couple of problems with the ports that we use, and the security with the centre’s net connection. A couple of calls later and we are able to see the game servers and have an internet connection…well to some degree. It is at this point the panic sets in as we find that we are having a few issues connecting to the Internet with the PCs. Not a pleasant feeling admittedly, but we do what we can to ensure that the PCs can play the game.

To read the rest of this entry, click here.

Dark Age of Camelot : Log In Poll

Posted Nov 03, 2005 by Jon Wood

A new log in poll is the order of the day for Mythic's flagship game, Dark Age of Camelot. Sanya Thomas announced the new poll today in the Camelot Herald at the game's official website.

We've got a great log in poll for our customers to take. All the items on it were taken directly from various threads, and our Herald feedback forms. By that, I mean we creamed off the most popular categories and slapped 'em into our log in system. Now, these were our most popular categories, and we're planning some work into all of the options. And of course, ordinary bug fixing and class tweaking will continue during every patch, so you won't see those options on the poll.

But even though we're planning to work on all of the options, won't you log in tonight and help us decide what order to do them in?

One last note: The categories are obviously pretty broad. The winning category and possibly its runner up will become its own poll in the near future, allowing us to get more specifics from you. So pick your favorite category, if you want the chance to vote in a more detailed way.

For more DAoC, click here.

Auto Assault : Information Overload

Posted Nov 03, 2005 by Jon Wood

Plenty of interesting thigns going on over at the Auto Assault website. Fortunately, the developers have been kind enough to wrap all of the most recent information into a single package for our viewing pleasure:

Our Halloween bag o' treats is overflowing with goodies this week. Aside from the Operation: Outpost contest mentioned above, we have a new Recon item this week featuring the horrific Biomutes and their relationship with the Biomeks and Mutants.

Every Wednesday in November (except for Thanksgiving week) we'll be presenting a new lesson with Chassis 101, a new Flash primer that teaches you about Auto Assault chassis and their various hardpoints. For the first lesson this week, we'll be focusing on the weapon hardpoints.

Our Weigh-in Wednesday poll asks, "What kind of grind do you prefer?"

For more on Auto Assault, click here.

D&D Online : Beta Journal #1: The Rogue

Posted Nov 03, 2005 by Jon Wood

No that the transition has been made over at Turbine's Dungeons and Dragons Online from Alpha to Beta phase, one of their regular website features has made the transition as well. After bringing us a number of Alpha journals, testimonials about the game from players, Turbine has transitioned and brings us Bea Journal #1:The Rogue

This week we have a journal entry describing how one person created their rogue. As always, this journal was written by a player in our Beta and not by the Turbine staff. The account that follows is one person's suggestions and strategies for how to create a rogue based on their personal preference for playing the class.

Building the Deadly Rogue

DDO affords us rogue aficionados the opportunity to really explore what it's like to be a crafty shadow-dweller. Whether it's picking locks, disarming deadly traps, or delivering death upon your enemies in silence, DDO allows the rogue to shine. This is my version of a rogue build, based on my own personal taste and the options DDO gives me.

Character Creation:

I decided to create a dual-wielding shadow stalker. I start off with 8 points in every attribute which is modified by my race. I selected Halfling because they are small and agile. By selecting Halfling, I gain the following bonuses:

  • +2 to Dexterity: By far the most important rogue stat.
  • +1 size bonus to Armor Class: Halflings are small and therefore harder to hit.
  • +4 on Hide checks: Rogues are masters of the shadows and the +4 bonus is a nice deal for a new character.
  • +2 morale bonus on saves vs. fear.
  • +2 bonus on Listen checks: A keen ear is important for a rogue.
  • +1 on all saves: Who wouldn't benefit from this?
  • +1 to Jump and Move Silently checks: Move Silently is the one we are most interested in.
  • I get a -2 on my Strength score by choosing Halfling because they're small, but that can be adjusted as you will see during the point buy allocation.

To read the rest of this journal, click here.

General : Major Announcement on Saturday

Posted Nov 03, 2005 by Dana Massey

On Saturday, MMORPG.com will play host to a major announcement from a big MMORPG company. The announcement is exclusive to MMORPG.com throughout the weekend, before a general press release next week.

So, let the guessing begin and check back on Saturday afternoon to find out what the big news really is.

Second Life : AGC Game Update

Posted Nov 03, 2005 by Dana Massey

Staff Writer Laura Gendner talked to Jim Purbrick and Ian Nilkes of Linden Labs about their game (or metaverse... or platform) in Austin at AGC. Second Life has always been a unique title, in that it allows players to build their own games within a larger framework. Here is what she learned:

“Second Life is not a game. Second Life is a platform, a metaverse, a virtual world.” I learned this during my interview with Ian Nilkes and Jim Purbrick of Linden Lab during the Austin Gaming Conference, and if anyone can make this claim, it’s Linden.

Second Life started with Philip Rosedale (now CEO of Linden Labs) when he was still in high school. The dream lay untouched for years until, in 1999, Rosedale left his job at Real Networks and started working on Virtual Reality hardware. He soon realized that the hardware wasn’t going to do what he wanted it to do, and switched to software — thus work began on Linden World, the never released predecessor to Second Life.

You can read her entire article here.

ROSE Online : AGC Preview

Posted Nov 03, 2005 by Dana Massey

Laura Genender talked to David Kim of Gravity Interactive about ROSE Online, the Korean MMORPG on its way to Europe and North America in the near future.

While at the Austin Gaming Conference I got to meet with David Kim of Gravity Interactive’s ROSE Online, a new Korean MMO that is currently in open beta. This kid-friendly MMO takes place in a huge world, or rather, universe — players can travel between seven different planets, three of which are already in the game, to fight monsters, do quests, and make friends.

The ROSE universe is inhabited by two gods: Arua, a friendly goddess, and Hebarn, the god of malice. Arua created the seven planets, but Hebarn was jealous of her ability to create. He stole the seventh planet, naming it after himself, and has since been a constant threat to the rest of the planets and their creator. Because of this Arua created the Visitors, the playable race of ROSE, and has charged them with the task of protecting the universe.

You can read the entire article here.

Nexus : Restoration of Purged Characters

Posted Nov 02, 2005 by Jon Wood

Kru Interactive, the makers of Nexus: Kingdoms of the Winds, have announced that they will be restoring characters that have been purged. They are asking that players of restored characters commit to a minimum of three months of play.

Kru Interactive has just announced that they WILL be restoring purged characters! Currently, they are are limiting patrons to 1 restoration at a time.

Kru support writes, "Please understand that character restoration is a time-consuming process, and there are many requests in the queue. It may take some time for your character to be restored. Due to the time required to restore a character we require a minimum commitment from you. We will ask that you renew your account for at least 3 months."

For more on Nexus: Kingdom of the Winds, click here.

Star Wars Galaxies : Producer, Julio Torres Speaks

Posted Nov 02, 2005 by Jon Wood

Star Wars Galaxies Producer, Julio Torres has written an open letter to SWG players and fans outlining plans for the game's future. The plan is to try to address a concern that is shared by many players of the game. Simply put, it doesn't "feel" like Star Wars. Torres and the SGW team will be making some changes in the hopes of re-capturing the Star Wars feeling.

Greetings Star Wars Galaxies Players, Fans, and Other Denizens of the Galaxy:

My name is Julio Torres and I am the Producer on Star Wars Galaxies for LucasArts. We wanted you, the great members of the Galaxies community, to be the first to hear some exciting news about the current and future plans for Star Wars Galaxies!

Over the past year we have been working hard to respond to feedback we have gotten from players, fans, focus groups, and other research. This feedback has ultimately centered on one key area: the game does not feel like a heroic Star Wars experience. Currently, the early game has a steep learning curve and there is no clearly defined path of advancement or adventure. Many of our fans who bought the game did not see enough Star Wars style action early-on and ultimately left our world. It is our goal to change this and improve the experience for all players.

We are introducing a series of game enhancements to Star Wars Galaxies this month that include both significant enhancements to the live game as well as a completely redesigned experience for new players. The primary areas of focus include combat and profession and character development. The combat depicted in the Star Wars films, fiction, and canon that we have all come to know and love is fast-paced, action-packed, and visually intense. In order to stay true to the Star Wars fiction as well as to make the combat system more engaging, we have shifted the turn-based paradigm towards a much more engaging fast-action combat system where you control every move! After receiving feedback from members of the community, conducting extensive focus tests, and evaluating the combat systems of other games in the genre, we are confident this new fast-action combat truly delivers what players, fans, and gamers have come to expect from a Star Wars experience.

As mentioned earlier, combat is not the only area where we decided to focus our improvement efforts. We have also improved and brought more clarity to the profession and character development system.

Changing a live game is never easy. We realize that players do not like to have their experience altered. These enhancements will take some getting used to and for that reason we lined-up some incentives for the current players to enjoy as our thanks for your loyalty to our game.

We value our community and want you to stay with us. Our goal is to continuously improve the Star Wars experience, the one we all know and love from the films and fiction; action-packed, story-driven, Star Wars fun. With these features and enhancements we are setting the stage for incredible things to come for Galaxies with more announcements happening in the coming months.

I'd like to thank you all for your continued support of Star Wars Galaxies and for making it one of the premier gaming experiences online today.

May The Force Be With You,

Julio Torres, Producer - LucasArts

Julio Torres recently answered MMORPG.com's questions regarding the recent "Trials of Obi-Wan" expansion. Get that here.

For more on Star Wars Galaxies, click here.

Tabula Rasa : AGC Preview

Posted Nov 02, 2005 by Dana Massey

Richard Garriott, sometimes called "Lord British", currently acts as the Executive Producer of Tabula Rasa. This upcoming sci-fi MMORPG from NCSoft offers some fresh feature from the an all-star team of developers including the inventor of Ultima himself. At AGC this year we had a chance to talk to Richard - who as it turns out Laura attempted to kill one time in Lineage II - about his project.

Richard Garriott is one of the few names in this industry that raises the profile of a game simply by being attached to it. He invented the Ultima series and was a key member of the team that created Ultima Online. Now with NCSoft, Richard serves as the Executive Producer on Destination Games’ Tabula Rasa.

Originally announced some time ago, the game underwent a marked shift just before E3 2005. Richard explained how it began with a rather trivial observation: everyone on the development team exclusively played female characters.

You can read the full account of our interview here.

City of Villains : Interview with Jack Emmert

Posted Nov 02, 2005 by Dana Massey

Jack Emmert, the Creative Director at Cryptic Studios, talked to our Laura Genender about his company's sophomore release City of Villains, which hit shelves on Monday.

MMORPG.com: How do the Gladiator badges work?

Jack Emmert: Gladiator badges unlock different critters a player can summon in our new “pet” arena. In this battle, two players command hordes of mobs that battle to the death. At the moment, these creatures are drawn from City of Villains lore; these include the mysterious Coralax, the arcane Hordelings, and the countless Arachnos troop types. We’ll be adding more in the future. Some Gladiator badges are earned by defeating certain types of mobs, visiting different places in the world or winning matches in the Arena.

You can read the full interview here.

Ryzom : Ryzom Ring Alpha Starting

Posted Nov 02, 2005 by Jon Wood

The developers of The Saga of Ryzom have announced that their new expansion, The Ryzom Ring, is ready to begin its Alpha testing phase. At the moment, only 50 players have been chosen to take part, but as time goes by, more testers will be added.

The Ryzom Ring, the upcoming expansion which will allow you to create your own events and scenarios within the game, is now approaching the alpha stage.

Soon, a first version will be released for the first pass of tests and debug; this version won't be feature complete, the goal being to fix bugs and start getting your feedback. We have selected about 50 of you for the phase 1 of the alpha test, based on displayed interest and skills - if you have been selected, you will receive an email in the next 7 days (be sure to check that the address recorded in the billing system)...

Since the first team needs to be small and focused, we couldn't include everyone we wished - but don't worry, we will progressively ramp up the number of alpha testers as we move forward, and an application form will be available.

Also, during the alpha test (and later during the beta test), I will dedicate a good deal of my time to the Ring alpha testers, ensuring communication between them and the Ring dev team. As a result, Marjo - whom you have probably noticed since she's writing the Forum Watch news - will temporarily take over some of my current duties, such as writing the news and articles on ryzom.com. She'll also join the boards and start posting there. You should start to see her around as soon as today. :)

Note: as usual during a game alpha or beta-test, testers will be bound to a non-disclosure agreement (to prevent concepts from being leaked and to avoid giving a wrong impression of the game to the general public), so please don't harass them with questions - they won't be able to answer you. Don't worry though, I'll stay around to make sure you get updates when we reach important milestones.

For more information on The Saga of Ryzom, click here.

Tactica Online : More Skills

Posted Nov 02, 2005 by Jon Wood

Tactica Online has continued in its series of skill explanations today. Last time, the skills centered around combinations. This time, the developers bring us a wide variety of skills to "fill in the gaps".

Another mixed bag today, as we start to fill in some of the gaps left in previous weeks. Tonic provides a much-needed way to restore Endurance; Feint is another quick buff skill, situational but highly useful in the right circumstances; Rapid Shot finally provides bonuses to those whose prefered weapon is the bow, while Precise Shot aids all marksmen; Votive Offering allows you to exchange Vitality for damage (better be able to restore that Vitality afterwards!); and Diffusion follows in the footsteps of Symmetry, this time allowing the allocation of damage rather than effects.

Check the Skills pages for all skills currently revealed, and Combat Concepts for details on related combat rules.

To get more information on the skills listed above, visit the Tactica Online official website.

World of Warcraft : Halloween Ghosts Cause Account Credit

Posted Nov 02, 2005 by Jon Wood

Due to some server instability on Halloween, October 31st, World of Warcraft developers are going to credit the accounts of all of their players for 24 hours of play. This decision was announced on the official WoW forums on November 1st. 

There were a variety of issues with the authentication server yesterday and today that caused players to have issues logging in to the game and forums. Several realms came down for unscheduled maintenance yesterday to resolve a few continent crashes. The extended maintenance today also caused a great deal of inconvenience to many. As a result, we are giving all accounts a 24-hour credit on their subscription. This credit should show up on your account by the end of the week.

As of this post, things are back to normal, but we will continue to closely monitor the realms and be prepared to take action should any other issues arise. We regret that the game was unavailable for a number of players both before and after the regularly scheduled maintenance period, and we would like to thank you all for your patience during this time.

For more information on World of Warcraft, click here.

Istaria : Plot Reclamation Continues

Posted Nov 02, 2005 by Jon Wood

Tulga Games, the developers of the MMORPG, Horizons, have announced that their automated plot reclamation process continued on its way today with the first live pass through the inactive accounts.

The automated plot reclamation process continued today with the first live pass through the inactive accounts. While the personal plot owners should be familiar with this process, those players who have been anxiously awaiting guild sub-plot reclamations will be pleased to know that the sub-plots are now back in the control of your guild!

Guild sub-plots have been included in the list for plot reclamations. What this means for our players is that we will be removing the sub-plots from the control of expired accounts. These plots will not be auctioned. The guild sub-plots will be set for sale immediately after the actual reclamation. These plots will be left with all structures as you see them when the reclamation takes place. They will be reset to the standard guild price of 1 silver. These plots will only be sellable to currently active guild members in those communities. In this manner, it will be left up to the guild to decide who will take over ownership of these plots.

PLEASE NOTE: Baela is contacting active guilds individually about the master guild plots now that the automated system is fully underway! The active guild member contacts have already begun! Make sure your email address is up to date with us so you don't miss any news about this process!

For more information on the plot reclamation process, check out this link!

For more information on Horizons, click here.

Dark and Light : Bestiary #13

Posted Nov 02, 2005 by Jon Wood

The much talked about new game, Dark and Light has released the 13th in their monster profile series known as "The Bestiary". This time, the entry features the much-feared sabretooth, a giant cat that would love to make a tasty morsel of players.

A man quickly stepped into the inn. The atmosphere was filled with smoke. He was wearing a long and used tunic, and his head was stuffed in a turban and his face chiseled, much like the faces of sandmen.

He rapidly gazed over the room and seemed to relax while noticing that the clients were all calm, seated at their tables, suddenly silent and examining him.

"What a coincidence! We were just talking about you!" Tamirius suddenly shouted - a dumpy dwarf, but you’d better not tell him that according to his buddies. He was standing on a stool in front of the counter, a mug in his hand.

"That was a superb procession that your troop put up for us, especially your sabertooth creatures! I rarely saw one from so close and I’m telling you, I have been roaming the savana for many years. I imagine it was not an easy task to tame those!"

"Even harder than you think..." the stranger replied while walking hurriedly towards him. "By the way" he carried on more discreetly, "that is why I wanted to meet you, I was told you were the best hunter in this area and..."

Tamirius burst into laughter. "Maybe, but you must equal my skills since you dared approach these wild beasts. The last time I hunted them they took my best friend’s arm. Those creatures certainly are agile and fast! And treacherous! You may end up wondering who is the hunter, and who is the hunted when they are together as a family..."

The stranger answered more quietly, and even leaned towards the dwarf to make sure he was the only one listening. "Well... since you obviously know about this problem, you can be useful to me..."

That’s when someone screamed. The whole assembly gave a start, and most of the mugs ended up on the floor. The door to the back room crashed open allowing a bouncing gnome out. She was yelling, and this yell was never to be heard again in Ganareth. She made a run for the exit, spreading kitchen tools behind her which appointed her the name "transportable kitchen of the house".

A roar followed her. It left no doubt in everyone’s mind about the reason why the gnome entered the room, and the reason why the gnome exited the room so quickly. Slowly pulling a whip from his belt, the stranger went on, "And the quicker the better. Sheerka is old, she hasn’t left her cage for some time. But you know, reflexes come back quite quickly, and.. it’s time for lunch..."

For More information on the Sabretooth, click here.

Guild Wars : Guild of the Week: The Order of Dii

Posted Nov 02, 2005 by Jon Wood

Guild Wars has announced their 23rd Guild of the Week. This week's selection are known as The Order of Dii, and they are celebrating their one year anniversary this month. Congratulations to this week's choice as we eagerly await GoTW #24 

Celebrating its one year anniversary this month, The Order of Dii was formed at the end of the Guild Wars World Preview Event. Dii was created specifically for this event, and was made up of players acquainted with one another from a previous gaming community (one which you may already have discerned). The guild’s membership soon found themselves hooked on Guild Wars, and it was decided that the guild would continue on together from that point.

Dii maintains a balanced outlook on playing Guild Wars, choosing to focus on both the PvE and PvP aspects of the game. As a part of this philosophy, Dii allows any of its members to participate in all of the aspects of the game, including GvG. The guild chooses not to exclude people on the basis of their talent, but rather to include players of all levels of skill so that everyone has a chance to experience the rush of a competitive match.

To get the rest of the info on The Order of Dii, click here.

World of Warcraft : Contest Winners

Posted Nov 02, 2005 by Jon Wood

Blizzard's World of Warcraft has announced the winners of their halloween contests. Blizzard held both a screenshot and a pumpkin carving contest this year!
 
Here is the winner and runners up to the screenshot contest: 
 

And the winner and runners up to the pumpkin contest:

For more information on WOW, click here.

RF Online : Beta Sign Up Announcement

Posted Nov 02, 2005 by Jon Wood

There must be someting in the air this week. RF Online has officially announced their Beta Sign-Up in the West. Players can go to the game's site and sign up for a first look at this highly anticipated game.

Sci-fi fantasy epic RF Online launches BETA sign-up across the West

BETA sign-up program and Fansite Toolkit now live online, fansite creators to given preferential access to the BETA test.

Codemasters today unveils the BETA sign-up process for the highly anticipated sci-fi and fantasy MMORPG epic RF Online. The BETA sign-up form is now live on the game's official site www.rf-onlinegame.com along with details of the exclusive RF Online BETA VIP Program.

The RF Online BETA VIP Program details alternative ways MMO gamers can access the BETA, which is due to begin early in 2006. As part of the BETA VIP Program, Codemasters has also launched the RF Online Fansite Toolkit, which enables members of the rapidly growing community the opportunity to show their allegiance and design their very own RF Online fansite.

While spaces within the RF Online BETA are extremely limited, in an unprecedented move Codemasters has announced that fansite creators will be given preferential access to the BETA as spaces remain. Further details of this exciting program can also be found at www.rf-onlinegame.com

RF Online is an epic mix of traditional fantasy and explosive sci-fi bringing a completely unique experience to multiplayer online gaming. Published by Codemasters Online Gaming, RF Online is set for release in spring 2006 across the US and UK. Declare your allegiance and sign up today for the BETA at the official website www.rf-onlinegame.com

ABOUT RF ONLINE

RF Online is an epic mix of traditional fantasy MMOG mixed with unique futuristic sci-fi action to bring an entirely new and original take on the existing MMORPG genre. Set in a deep space galaxy known as Novus, take your pick from three all-powerful warring factions leading your character into the final battle for total control over the entire Novus galaxy. Chose from either the Bellato Union, taking control of individual robot battle units like never seen before within any MMOG, Holy Alliance Cora, the mystical and fantasy orientated faction utilising the power of magic and finally the mighty Accretia Empire, a futuristic alien faction intent on spreading destruction across the entire sector with their advanced weaponry systems. RF Online will deliver a unique approach to Player versus Player gameplay, utilising one of the most advanced combat systems of any MMO title. Full-scale battles break out daily as thousands of players engage in deadly wars - the reward of victory is high: the winning faction gains control of the game world's most valuable mine and its precious resources.

 

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