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Stargate Worlds : Youtube Flamethrower Concept Interview

Posted Sep 22, 2008 by Jon Wood

The folks at Firesky have released a new YouTube video that talks about the concept for the flamethrower in Stargate Worlds.

Stargate World's new YouTube channel has opened and is being filled with inside information. This channel takes you inside the design and development process behind aspects of our game. To be updated with the new information this channel reveals, please go to http://www.youtube.com/InsideStargateWorlds and subscribe!

Check it out here.

Spellborn : Euro Launch Date Announced.

Posted Sep 22, 2008 by Jon Wood

The folks at The Chronicles of Spellborn have announced the European release date for their upcoming MMORPG. It seems that November 27th is the date to watch for EU players. We are told that we should have word soon on a North American launch date.

One of the most eagerly awaited online role-playing games is approaching the final stretch in its development. The German, English and French versions of The Chronicles of Spellborn are scheduled for release on November 27th, 2008 in Europe. In preparation of the release, the innovative fantasy MMORPG has started into the next phase of the closed beta tests along with a large content patch Wednesday, 17th of September.

 

The update brings along substantial advancements in the class system, the quest architecture, the fame system and the combat gameplay as well as improvements on art and general game mechanics lifting the game onto a new level of gameplay experience. During the upcoming weeks, developer Spellborn NV and publisher Frogster will invite more selected registered community members into the closed beta tests. A detailed beta and release schedule for The Chronicles of Spellborn will be announced shortly. Interested fantasy adventurers can register via the brand new beta registration on www.tcos.com to get the chance to have a look at the game before its actual release.

Read more here.

Warhammer Online : Jacobs on GOA, Forums and Accountability

Posted Sep 22, 2008 by Jon Wood

MMORPG.com Managing Editor Jon Wood had the opportunity to speak with Mythic Entertainment boss Mark Jacobs about GOA, forums and Mythic accountability.

Just before the launch of Mythic Entertainment's Warhammer Online: Age of Reckoning, I had the opportunity to sit down and talk about the game. We covered a lot of ground in our short interview, and in this half, we talked about talking about everything from the finished product itself to the GOA head start issue to Mythic's decision to forgo official forums and his thoughts on accountability.

I started out my conversation with Mark by asking him a question that I asked both Jeff and Josh before him. Was there anything that got into the finished product of the game at the last minute that you were worried wouldn't make it? His answer was the same as Jeff's. "I'm glad the auction house got in on time," he answered with a bit of a chuckle. "That one was touch and go there for a while."

Read the first part of the interview here.

Final Fantasy XI : Correspondent - September Update

Posted Sep 22, 2008 by Jon Wood

MMORPG.com FFXI Correspondent Tristain Belisle writes this overview of what's new to the game this month in Square Enix's Fainal Fantasy XI.

September’s update is here! As many know the talk of Vana’diel is the new “Level Sync” system featured in our update. Aside from the obvious of being able to gain experience points via parties much easier at various different levels should you level down for one, I’ve seen a possible great use of the level sync in one particular instance besides not being utterly irritated when trying to find capped level gear such as when you are going to an area like the Promyvion areas, Burning Circle Notorious Monsters, Kindred Seal Notorious Monsters, Empty Notorious Monsters, Garrisons, Assaults, and several other things. As many end-game FFXI players ‘zerg’ (a really powerful all-out attacking using majority of attack enhancing job abilities and involved buffing ie: Minuets, Marches, and Rolls), it is useful especially for Dark Knights to have Kraken Club which costs 15M+ on nearly all servers. Well… thanks to level sync your octave clubs are actually useful for once, provided you would have a linkshell member or friend keep a level 72 job. Nevertheless, thinking about a Dark Knight dual wielding clubs just about takes the cake of anything possible! Aside from dual wielding clubs, you can also gain the benefits of lesser known items such as: Divisor ring should you level sync down to a level which is a multiple of 5, Multiple ring if your level is a multiple of 10, and Coven Hat for odds and evens respectively, though it may not be as frequent or exciting as using an octave club that never hit as many times as we all would have liked. Just something to keep in mind should you have any of these items or are newly taking interest in them.

Read the article here.

Warhammer Online : A Guide to Playing the Chosen

Posted Sep 22, 2008 by Jon Wood

MMORPG.com Warhammer Onine Corresponsent Lou Rossi writes this guide to playing Destruction's Chosen class in Mythic Entertainment's Warhammer Online: Age of Reckoning.

It’s not hard to notice the lack of actual informational material presented about Warhammer’s career paths these days. Sure, there’s plenty of glorification of their ‘mechanics’ available, with some lore mixed in, but when it comes time to sit down and get into the action – all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.

The intention with these articles – focused on RVR and PVE career mechanics for Warhammer’s characters, is to really provide an in depth look at what each of the many paths has to offer.

Read the article here.

Fiesta : Correspondent - Fiesta Online Overview

Posted Sep 21, 2008 by Jon Wood

MMORPG.com Fiesta Online Correspondent Thomas Watson writes this article giving us an overivew of advancement in Outspark's F2P MMO.

Just like in any MMORPG, leveling up can be so rigorous to do. Lower-level players look at the higher-level players in astonishment and wonder how they got up so high. Most would think that it all has to do with questing and killing monsters over and over again making most MMORPG games incredibly boring and unappealing. Leveling up in Fiesta Online is one of the most complicated skills any player in an MMORPG can possibly go through. Most players can level up very easily while others take their time. Leveling up, in the end, is something that every player in the community can say takes time and effort.

Read the article here.

Age of Conan : Correspondent - Opinions on Customizati

Posted Sep 20, 2008 by Jon Wood

MMORPG.com Age of Conan Correspondent Jean-Francois Doyon writes this article giving his own opinion of the customiztion in Funcom's flagship title.

Back in the days of glory of single-player games, your introduction to a new game would usually be the tutorial, or the first mission in the game's campaign. In the world of MMORPGs, your introduction to the game usually has one more step before you can jump into the action (not counting installation issues, server crashes and unbelievably long patching times, which are in the best of cases an annoyance, and in the worst of cases an introduction of the game to the trash bin): the character generation system. This system fulfills a need that most players will have; the need to give their avatar in the world a look they like and to differentiate themselves from other players, much like the need to wear a dress or a suit that isn't worn by everyone else in a reception. As the technology available to game makers becomes more powerful, players are also asking for more freedom to make their characters look the way they like.

Read the whole article here.

Tabula Rasa : Garriott on Colbert Report

Posted Sep 19, 2008 by Jon Wood

Yesterday, I thought that maybe the folks promoting Tabula Rasa through Opperation Immortality were looking for the Colbert Bump when they announced that the TV comedian's DNA would go into space as a part of the marketing gimmick / science-like project. Last night, I was proven right.

As I watched the Colbert Report on Comedy Central (Comedy Network here in Canada), I was surprised to hear an interview with Tabula Rasa creator Richard Garriott. Colbert bump? Maybe, but look how it worked out for former presidential hopeful Mike Heckabee...

Minutes before Richard Garriott went into quarantine for his space flight to the International Space Station, he talked to Stephen Colbert last night about Colbert's immortality. Colbert's DNA has been digitized and will travel with Garriott into space as a part of Operation Immortality. Watch the Colbert video to see the full interview.

See the video here.

World of Warcraft : Talk Like A Pirate Day... Again Matey

Posted Sep 19, 2008 by Jon Wood

It seems PotBs aren't the only ones celebrating Talk Like a Pirate Day as Blizzard gets in on the action.

Yarrrr, matey! Commoners wearing pirate garb bring the news that the Dread Captain DeMeza and her crew have landed in Booty Bay and declared September 19 to be Pirates' Day! Learn more about this new one-day event, including how you can join Captain DeMeza's pirate crew, on our Pirates' Day page.

Read more here.

Zu Online : Moonmaiden Screenshots

Posted Sep 19, 2008 by Jon Wood

The folks from IGG have sent along these five new screenshots of the Moonmaiden, one of the occupations that focuses on "fighting spells" in ZU Online.

Check them out here.

Warhammer Online : Launch Interview Part Two: Josh Drescher

Posted Sep 19, 2008 by Jon Wood

Recently, MMORPG.com Managing Editor Jon Wood had the opportunity to sit down in separate interviews with Jeff Hickman, Josh Drescher and Mark Jacobs to talk about the launch of Warhammer Online, the game that they have both been working on diligently for the last three years. In today's Part Two Josh Drescher answers the questions.

How do you feel now that this stage of development is over for Warhammer Online?

Josh’s answer:

Josh's answer to this question was almost metaphysical. He actually referenced "Lost in the Cosmos" by Walker Percey who at one point talked about how people can get so involved in what they're doing that day to day things get lost in the shuffle. You stop remembering your drive to work... that kind of thing. He went on to tell me that the day after they let the players in for the head start, he actually walked outside and noticed the sky for the first time.

While this may seem like a bit of an odd answer, it isn't as much as you'd think. Making a game like this, on this scale, can be all-consuming. It's funny what happens to people when it ends.

Read the interview here.

Shot Online : USA vs Europe United Cup

Posted Sep 19, 2008 by Jon Wood

Gamescampus has announced an upcoming tournament that will see the USA square off against Europe.

The Popular Free-to-play MMO Golf Simulation to Host the Global Scale
Tournament-Preliminaries Start September 21st

San Jose, Calif. (September 19, 2008) - San Jose-based online game publisher, Gamescampus.com (www.gamescampus.com, run by OnNet USA), announced today that it will launch the 2008 United Cup, a global scale tournament between USA and Europe in its game, Shot Online. The preliminary tournament will take place September 21 through the 24th and be held in the game's Rufus Arena. The finals for the tournament will be held on September 30th at the game's Pearl Green Island course. The game can be downloaded and played for free at http://shotonline.gamescampus.com/index.asp. There is a fee of 200,000 NG to enter the tournament (price applies to each try). Prizes will be awarded to ten players and will include Hall of Fame status and clothing sets.

About the United Cup 2008

Any player, beginners, amateurs, semi pro or pros alike can participate in the 2008 United Cup. Players are allowed to participate in the tournament with only one (1) character (the highest level character per account) and can participate in this tournament up to 1,000 times.

The best score submitted will be the player's final score.

In the tournament, players will be asked whether they are from United States or the European Union and then will be matched against their own region, or players have the option to choose to represent either the United States or the European Union if they have a preference.

Winners will be awarded prizes including the Team captain's name being entered into the Shot Online Hall of Fame. In addition, each team member will receive their choice of 2008 United Cup Clothing set.

"What better way to kick off the fall season than with a good old-fashioned USA vs. Europe competition," said David Chang, Executive Vice President of Marketing and Business Development for Gamescampus.com. "We only recently unveiled the Pearl Green Island course so it will be great to see which players have perfected their
game and can come away the winners."

Read more here.

Jumpgate Evolution : Spacecraft Information

Posted Sep 19, 2008 by Jon Wood

Codemasters has just released some new information on spacecraft in the upcoming MMORPG, Jumpgate Evolution.

A wide variety of single-pilot combat and utility ships ply the spacelanes of our jumpgate network. All ships may be described as either combat or commercial vessels. However, there is considerable variance in ship design based on intended role, and by the specific nation, faction, or corporation that produces and uses the ship. For example, the Slipstream is a Solrain combat ship classified as a patrol fighter and produced by an industrial division of the Zelcane Trust. Its characteristics differ from other patrol fighters that belong to the Octavian Imperial Navy or that are produced by a Quantar corporation. Even individual Slipstream-class ships may be customized by the pilot’s choice of loadout and other modifications, either emphasizing a strength of the class, or mitigating a weakness. The options available to pilots for customization of any particular ship vary by the specific ship class.

Read it all here.

Runes of Magic : Item System in Runes of Magic

Posted Sep 19, 2008 by Jon Wood

The folks from Runes of magic have provided us with this great new Dev Journal on the Item System in the upcoming Free2Play MMORPG.

Besides a solid training, adventurers need to be well equipped to survive in Taborea. Most important are adequate clothes and a good weapon to be prepared for the dangers of the game world of Runes of Magic. But of course the different classes of the ambitious fantasy online role-playing game have individual requirements and possibilities.

Warriors and Knights equip themselves with heavy metal armor and can choose from heavy weapons and two handed swords and axes. Scouts and Rouges prefer more flexible leather armor suits or light robes and long-range weapons like bows or throwing weapons and lighter close combat weapons. Mages and Priests in contrast have trust in the powers of their mind while in battle and use staffs and wands. In contrast they take great pride in their appearance and are well groomed because glorious robes are very popular. Besides such important equipment it’s the potions, resources for the crafting skills and diverse fighting goods which fill the backpacks in Runes of Magic. Some Items are important for quests while others are exhausted after a single use or give the player a benefit for a longer time.

Read the article here.

Star Wars Galaxies : Roleplaying is Dead, Long Live Roleplayi

Posted Sep 19, 2008 by Jon Wood

MMORPG.com Star Wars Galaxies Correspondent Jef Reaheard writes this editorial piece reflecting on the days of a roleplayer's paradise in Star Wars Galaxies.

A funny thing happened while I was roleplaying my way to gangster infamy on Star Wars Galaxies' Starsider server from early 2004 to mid 2006. Amidst the story arcs, the guild drama (both in-character and out-of-character), and of course the hornet's nest stirred up by Sony's New Game Enhancements, I found myself drifting slowly but inexorably away from the reason I had jumped on the whole MMORPG bandwagon in the first place: to tell stories.

Looking back, I don't know that I was ever truly a 'roleplayer,' even though I defended the play style against all comers and engaged in some particularly nasty forum jousting with various antagonists. Though I was almost always 'in-character,' even while grinding mobs, I was basically playing myself in the Star Wars universe, something that I've dreamed of doing since early childhood, and boy was it a rude awakening when I realized that the lion's share of my fellow players didn't give a bantha poodoo about back stories, character development, or immersive authenticity. My quest for full immersion was doomed from the start, given the nature of these games and the people that play them, but that didn't stop me at the time, and, though I still play Star Wars Galaxies (and two other MMORPGs) on a daily basis, and though I've made attempts to rekindle the storytelling flame in each new game, it always ends the same way: leaving me wistfully remembering the roleplay on Starsider and wondering if, not when, that magic will resurface.

Read the article here.

Pirates of the Burning Sea : Yarr... It Be Talk Like a Pirate Day...

Posted Sep 19, 2008 by Jon Wood

The folks at Flying Lab Software, the makers of Pirates of the Burning Sea would like to remind us that that today is international talk LIke a Pirate Day... Matey.

Pirates of the Burning Sea is the official video game of International Talk Like A Pirate Day (September 19th). Yarr, it be true. To commemorate this auspicious day, Flying Lab Software has created special missions and secret booty just for the occasion. Until September 26th2008, players can log in to Pirates of the Burning Sea and party with the grog-swillin’, booty-plundering founders of the day, Cap’n Slappy and Ol’ Chumbucket. These rum-swiggin’ salts will be taking their rightful place in the Burning Sea as they hand out missions and teach everyone a thing or two about getting booty.

Join the crew to party and talk piratical talk!

Quick Pirate Reference Guide:

To prepare you for the day, here is a quick reference guide of pirate terms and sayings.

Pirate Saying ---> Translation:

Arrrr! ---> Interject as much as possible!

Ahoy! ---> Hello!

Booty ---> Treasure

Cap’n ---> Captain

Fair Winds! ---> Good luck!

Godspeed!---> Good bye, good luck!

Me Hearties! ---> Pirate’s Crew

Pillage ---> To rob or plunder

Sail ho! ---> To see a ship!

Salt ---> Veteran sailor

Shiver me timbers! ---> Yikes!

Sink me! ---> Said in surprise

Swab ---> To clean something

Phrases:

Don’t maroon ye matey, join me for Talk Like A Pirate Day!

Avoid mutiny, talk like a pirate!

Don’t be a poop deck, talk like a pirate!

A rose, it be red, a pirate be rank, talk like a pirate, or ye'll be walking the plank.

 

Pick-up Lines:

You be the Cap’n of me heart.

Scurvy is just fancy talk for sexified.

Nice sea legs!

 

Now, put your piratical talk to use, me hearties!

 

Avast ye! Pirates o’ the Burnin’ Sea be free (for a time): This holiday coincides with our Free 14-Day Trial Key, so set sail with Pirates of the Burning Sea; it’s more fun than dancing the hempen jig (That’s slang for being hung)!

 

Read more here.

Warhammer Online : Launch Interview Part One: Jeff Hickman

Posted Sep 18, 2008 by Jon Wood

Recently, MMORPG.com Managing Editor Jon Wood had the opportunity to sit down in separate interviews with Jeff Hickman, Josh Drescher and Mark Jacobs to talk about the launch of Warhammer Online, the game that they have both been working on diligently for the last three years. In today's Part One Jeff Hickman answers the questions.

Yesterday, I had the opportunity to sit down in separate interviews with Jeff Hickman, Josh Drescher and Mark Jacobs to talk about the launch of Warhammer Online, the game that they have both been working on diligently for the last three years.

I asked both Jeff and Josh of them the same set of questions about the game and its launch. In Part One, Jeff Hickman answers our questions, Part Two will give us Josh’s answers to the same questions and Part Three will give you an overview of my one-on-one conversation with Mark Jacobs about not only the launch, but EA, Mythic’s future and more.

In Part One though, It’s Jeff Hickman’s turn to answer our launch questions:

Read the article here.

Warhammer Online : Pre-Launch News From Mark Jacobs

Posted Sep 18, 2008 by Jon Wood

Warhammer Online is now up and running for fans of the game to jump in and enjoy. Last night though, just before the servers went live, Mark jacobs delivered a message that discusses Code of Conduct, Crashes to Desktop and Server Cloning.

Folks,

Well, it’s less than an hour till the full launch of the game and I’ve got three very good bits of news to share with you.

(1) First, let’s start with a change to our Code of Conduct. After reviewing the CoC, we’ve decided that it is not necessary to have you click through it every time you enter the game. However, you will need to continue to scroll through the EUALA for the foreseeable future. While we are making it easier to do that it will remain as it is. I’m truly sorry that it is necessary but for now, due to legal reasons, it will still need to be scrolled through and accepted when you enter the game.

(2) On a much lighter and even more important note, as you know one of main priorities for our engineering team over the last few weeks has been to reduce the number of crashes to desktop (CTDs) that are experienced by a small percentage of our players. We applied a client patch yesterday and over the last 24 hours, the aggregate number of CTDs per play hour has decreased by 50%. We are applying another patch that we hope will take the numbers down even further but for now, even with the 50% reduction, the number of CTDs is now at its lowest ever.

(3) Finally, we have some even better news for a large number of our players. Since we launched the Head Start program, we have told people that after launch we would allow them to move characters from a high population server to a low population server free of charge.

Tomorrow morning, we will begin a process to essentially clone (who says you can’t mix sci-fi and fantasy) all character, Auction House and guild information of several of our high population servers to brand new servers. Players and guilds can choose which server (old, new or both!) they wish to play on. Nobody’s characters will be deleted and because they are being copied to clean servers, everyone gets to keep their names and their guild names. As far as we know nobody has done this before in the MMORPG industry and we are proud to be the first to offer this to our players.

So, it is up to you, whether you are just an individual player or guild to stay on the existing server or to move to the new server. Here are the servers that are being moved and the names of their clones:

Phoenix Throne => White Tower

Skull Throne => Tower of Doom

Volkmar => Magnus

Badlands => Mordheim

Dark Crag => Eerie Downs

Once again we have shown our commitment to make WAR the best MMORPG on the market both through our commitment to game development and customer service.

Mark

Read more here.

Ryzom : Plans For The Future

Posted Sep 18, 2008 by Jon Wood

The new developers of Ryzom have deployed a press release that details some of their plans for the future of the MMORPG.

As many of you have asked us to know what our plans are concerning the future of our MMORPG Ryzom, we wanted to let you know that they are mainly :

  • To get profitable and raise enough money to allow us to finance all our development dreams.
  • To get all our new Developer Teams up to date with the Ryzom Code - which I can assure you is no little task as the code of Ryzom includes millions of lines.
  • Meanwhile, with the help of our new CTO Vianney Lecroart, we are preparing a yearly dev plan of tasks, milestones, and goals that we would like to achieve, prioritize and define; in short, all the things that will make our game even better like completing bug fixes, implementing new missions, creating new content and new game features that we think you will love and deserve to have.

Every day we are thinking about where we want to go and what we want to achieve for you. But we don't want to make the mistake of planning bad decisions because we hadn't prepared enough or we rushed into these decisions too quickly; we want to prepare ourselves as best as possible before giving you any straight answers. Don't forget that an MMORPG is an extremely complex living thing, especially Ryzom.

So as you can see we have quite a lot of work ahead of us, as we now have behind us; lots more thinking and preparation in the pipeline before we can answer for definite all of your questions. Don't think that because we didn't communicate very much these past months that we were doing nothing; don't forget that we've only had the game data for less than three months and look at what we've done so far, it is already something to be very proud of : we have redone our website entirely, we have reopened all three shards for free to everyone less than one month ago and last week we opened our new Nel MMORPG engine open source website : http://dev.ryzom.com where, if you are a coder and want to help us, you can join our new open source community. As well as this, we have been recruiting and forming new developer, customer support and marketing teams at the same time!

A lot of you have probably been wondering how long the testing phase and the associated free access for everyone will last. Well we can tell you for now that Ryzom will stay free for everyone *at least* until the end of October, and possibly longer. If you haven't done so already, or if you don't know what we're talking about and just want to try out game for free, you can download it here, and you can create a FREE Ryzom account on this page (Hurry up, no credit card required for the moment).

Read more here.

Requiem : New Massive Update

Posted Sep 18, 2008 by Jon Wood

Gravity Interactive has announced a new content update for their mature-rated MMORPG, Requiem: Bloodymare.

MARINA DEL REY, Calif – September 17, 2008 – Gravity Interactive, developer and publisher of a wide variety of online games including both casual and hardcore MMOs, today announced the deployment of a content update to its free-to-play massively multiplayer online game, Requiem: Bloodymare. Billed by the company as “Update 3.0”, the deployment is the biggest roll-out of new content for the critic and user acclaimed horror MMO since its debut. Released in July 2008, Requiem has already attracted more than 300,000 registered users primarily through word of mouth. Gravity additionally announced a viral campaign, launching a contest designed to introduce gamers of all types to the exceptionally mature game play in this first-of-its kind MMO RPG. Existing players and interested participants can sign up to win premium subscriptions, valuable in-game items and more at the Requiem: Bloodymare web site at www.playrequiem.com.

 

Requiem: Bloodymare is a stunning new direction for MMO game play, delivering the caliber of video game technology and content most gamers have come to expect in traditional single-player PC and console titles. Players are thrust into missions and combat rendered with intense sequences of blood and gore, making Requiem a unique online multiplayer experience designed for mature players. Game play is brutally realistic, using the renowned Havok physics engine to make bodies react to blows in combat, limbs sever and quiver as they fall to the ground, and rag-doll physics create unique and unnervingly real death animations. Requiem has a completely free-to-play model, giving players access to the most exciting aspects of the game without subscription while offering premium memberships to enhance the experience as the game progresses.

 

“Requiem: Bloodymare represents a natural step in the evolution of free-to-play persistent world online games,” said Jay Choi, VP of Gravity Interactive. “Until now, these games have targeted a segment of the game audience accustomed to visual and game play styles derived from traditional role-playing games and fantasy genres. Yet fans of these traditional games have matured in much the same way the market for online games has matured and broadened. We want to entice new gamers to try out this uniquely sophisticated free-to-play MMO, and with this massive infusion of new content into Requiem there has never been a better time to do so.”

 

With the content upgrades introduced through Update 3.0, players of Requiem: Bloodymare have access to more in-game playable characters, items and multiplayer options than ever before. Update 3.0 introduces an entirely new character class, creating a fourth playable race that boasts its own unique weapons, abilities, and items, along with an entirely new level-up tree. The deployment also adds features to player-versus-player game play (PvP) including Guild-versus-Guild exercises. There are also notable enhancements to game items and functionality.

Read more here.

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