Deep Silver has announced its intention to part ways with Dead Island 2 developer Yager. According to a statement from Deep Silver, the publisher will "continue working towards bringing out vision of Dead Island 2 to life and will share further information at a later stage."
Fedeen Games has announced that its forthcoming mobile title, Forsaken World Mobile, will be officially launching on July 23rd. Soft launch is already underway in Canada, with the rest of the world joining the battle next week. To pass the time, Fedeen is conducting a character class quiz and choosing winners for in-game items when FWM launches.
Fedeen Games will be hosting two live Q&A sessions on Twitter using the hashtag "#ASKFWM." The first session will take place on Sunday, July 19 at 7PM (PST), and the second session will take place on Wednesday, July 22 at 11AM (CET). Each session will last for 30 minutes. More information can be found at www.fedeen.com/forsaken-world-
Check out the links above for more information.
Marko Kieckmann has gone on record as saying that he and the team will be reluctantly closing down Face of Mankind by the end of August 2015. Kieckmann thanks backers, the community and his development team for their nearly fourteen years of dedication. Further, he indicates that he is currently working on a new project that he will be able to share "soon".
The Korean open beta for Civilization Online will kick off on July 14th and run through July 18th. To celebrate the imminent beginning, the team has released a new customization video featuring all four included groups: Roman, Chinese, Aztec and Egyptian. Check it out and let us know what you think.
Is Tavern Brawl a worthy addition to Hearthstone given the team’s desire to keep the overall experience pared down to only the cream of the crop? It should come as no surprise to you that I’m a fan given the article headline, but let’s dig a bit deeper into the new game mode.
Read more of Michael Bitton's Hearthstone: Tavern Brawl is a Welcome Addition.
Bandai-Namco has announced that the first round of closed beta testing on July 23rd. Supernova is a real-time strategy MOBA for PC. Players can find out how to get involved in the CBT by visiting the official site.
Supernova will be releasing their teased Alpha Reward, the fierce commander, B.R.O.
Battle Robot Operations was a private company started for the sole purpose of selling robotic defense units during the Gliesan Civil War. One of their least popular models was the GTL-360, a mid to close range unit with a powerful, arm mounted sword. Soon, the company was forced to close, and Battle Robot Operations units everywhere were discarded for newer, better models. Sometime later, a discarded GTL-360 unit rebooted itself and awoke on the junkyard moon of Carrion. Unable to recall anything about its past or its purpose, the robot’s only clue was a branding of letters on the inside of its arm, which it took to be its name: B.R.O.
Find out more on the Supernova site.
The biggest event in Dark Age of Camelot in ages, The Otherworlds Campaign, it set to launch today via Broadsword. Read on for the details, and where to get started in-game.
You may remember from our exclusive reveal, that The Otherworlds Campaign is massive series of events for all Realms taking place over the next several months. Be sure to watch that video for some background from John Thornhill.
Check out the Campaign Calendar below:
Phase one with Patch 1.118 begins today, and the following comes direct from the Herald, and has all the info you need to get started right away.
Chapter 1 of the Otherworlds Campaign is live with 1.118!
· Chapter 1 of the campaign continues from the Prologue’s quest and encounters that came out in the 1.117 patch. As such, in order to begin Chapter 1, players will need to complete the Prologue’s quests first if they have not already done so.
- Earn the new Otherworldly Rings for completing Chapter 1!
- To begin the Prolgoue visit the following NPCs once you’ve reached level 50
- Albion: Chamberlain Harlen in the Throne Room
- Midgard: Athr Hasetti Theyr in the Throne Room
- Hibernia: Seneschal Desmond in the Throne Room
For those that have already completed the Prologue and are ready to begin Chapter 1, visit the following NPCs to continue:
- Albion: Lieutenant Haley in Lyonesse
- Midgard: Arin Snowtouch in Vanern Swamp
- Hibernia: Nara Manastrong in Bog of Cullen
The Otherworlds campaign will encompass 11 total chapters, including the prologue, to be released every few weeks throughout the summer and fall!
- o Each chapter’s release will be accompanied by new item rewards or a crafting update:
- New item rewards will be obtainable via the chapter’s quest chain and trade-able; no need to farm boss mobs over and over!
- New item rewards will contain new Mythical stat cap bonuses!
- Chapter 2, coming in only a few weeks, will allow players to craft 6 new potions, including the Draught of Supremacy!
- Stay tuned for more detailed notes when Chapter 2 releases!
- Craftable Legendary Weapons will be receiving improvements in a later chapter as well!
- A new Herald feature, the Otherworlds Campaign Calendar will let you easily follow along as the campaign progresses (follow along HERE)!
- Walkthroughs for previously released chapters will be added to the calendar at each new chapters’ release, along with notes for the new one!
Citadel Studios Project Lead Derek Brinkmann has announced that the pre-alpha 2 client for Shards Online has launched. Folks are asked to check their email for an invitation to download the server and the toolkit.
During the pre-alpha 2 phase, alpha backers who contributed at the $200 mark will be able to mod and host their own servers. This is a milestone event with servers being hosted by non-Citadel personnel. In addition, pre-alpha 2 player admins can invite others to check out their servers.
Players will also have access to an NDA-safe IRC channel in which they can chat with developers.
Find out more about Shards Online.
The Reavers were never meant to take ED-L9T. They were harassers and skirmishers sent by The Imperium, the largest of EVE Online's player-made coalitions. While The Imperium was locked in a deadly conflict against rival alliances Darkness and The Kadeshi, the Reavers were sent behind enemy lines, to Querious, to wreak as much havoc as possible.
Read more of Steven Messner's EVE Online: Chronicles of a New Eden - The Devil Went Down to Querious.
Guild of Dungeoneering has officially launched for both PC and Mac. Interested players can grab a copy off of Steam or GoG for $14.99. The game turns the game around by having players build the dungeon for their non-playable dungeoneer to explore.
Guild of Dungeoneering turns traditional dungeon crawling on its head by putting a new spin on classic game play – rather than controlling a dungeoneer, players build their dungeon around him (or indeed her). Using a random deck of cards, players can expand the dungeon and strategically place loot and monsters to lure their dungeoneer in the direction they want him to go. When their dungeoneer confronts a monster (either willingly or not), battle lines are drawn and the victor will be decided on how cunning a player is with the hand that’s been dealt to them.
Check out the Guild of Dungeoneering site for more information.
Skyforge is a bit of a dark horse. While I doubt the game will come away with accolades and throngs of fans attending cons to praise it, Obsidian Entertainment and Allods Team have doubtless crafted a unique and engaging MMORPG. I’ve been playing for about 15 hours so far, and while some things worry me, the most important part is there. Skyforge is accessible and fun, with loads of goals to work towards.
Read more of Bill Murphy's Skyforge: Review in Progress #1.
UPDATE: This was just posted on the Star Citizen forums by Ben Lesnick regarding the refund of Derek Smart's investment in Star Citizen:
I believe I can clarify this. We refunded Mr. Smart’s package because he was using Star Citizen as a platform to gain attention as part of a campaign to promote his ‘Line of Defense’ space game. Our ToS (or in this case, the Kickstarter ToS) allows us to refund troubled users who we would rather not have interacting with the community. The process lets us entirely disable their accounts, preventing them from playing the finished game. Think of it as the video game equivalent of a ‘we reserve the right to refuse service to anyone’ sign in a restaurant. We’ve used this ability a limited number of times in the past, always with the aim of improving the community (until today, the most famous example being our old friend jcrg99/Manzes/PonyMillar/he of many other alts.)
I do now want to stress that that is not to say you can get your money back by simply being as obnoxious as possible; we’re also able to ban accounts from the forums without requiring a refund. But sometimes we take a look at a user and decide that they’re so toxic or their intentions are so sinister that we simply don’t want them associated with Star Citizen.
As for refund requests working the other way: per the ToS, we’re not required to offer them. We do try and work with backers who are facing hardships, but the hard truth is that the money is by necessity being spent to develop a game rather than sitting unused somewhere (that being the significant difference with Steam; those refunds are taken out of their games’ profits rather than their development budgets.)
Derek Smart has taken to his personal blog and launched a long piece about Star Citizen, how it has taken vast sums of money from backers who appear to, as Smart alleges, be willing in all that is spoken about the game without much actually being shown. It should be noted that Mr. Smart is a backer of Star Citizen and RSI himself, and that these allegations are coming from a fan as well as a developer. It is Smart's contention that fans will never see a product that will even approach its actual cost. With $85M in the coffers, Smart feels that dollars are being burned through very quickly with a staff of 300+.
The article begins with this:
From everything that we have uncovered thus far, it is our belief that the game, Star Citizen, as of this writing, has all the makings of a crowd-funding failure, and an unmitigated disaster. A disaster which, if, and when it happens, and everything eventually comes out, is likely to be the most shocking event in recent gaming memory, which threatens to eclipse even the 38 Studios collapse of 2012.
Smart asserts that there is no game on the planet of the scope and size that Roberts et al have pitched that could be built for less than $150M. He further claims that the main stream media has, even if inadvertently, been in collusion with one another and that none in the media are willing to do what it takes to investigate the situation fully.
Smart goes on:
Yes, when all is said and done, not only have they failed to deliver as originally promised, there is seemingly no accountability for development slips, feature creep, where the crowd-funded money is going etc.
In short, all in gaming, are at war. Again.
Smart next goes on to rebut the article posted on the Star Citizen forum where developers spoke to specific community concerns:
The point of the matter is that, this Star Citizen fiasco is so polarizing, that, not only is there a massive battle waging between supporters (White Knights), and dissenters (Black Nights) on their forums, but in every single gaming forum, or group that has any interest in the game.
From here Smart analyzes what he believes is RSI's attempt to obfuscate significant happenings at the company and bury important news in other, less significant, announcements. Most notably, he mentions the departure of Alex Mayberry and how the news about this significant event was buried in a "news release" that partner CIG had moved into a new office in Germany -- an office that he contends has been open since August of 2014. This, Smart implies, is evidence that RSI is being less than up front with its patrons.
After hours and days of research, Smart writes that he has come up with 33 important points for fans to consider, then posts what he believes are the most significant ten:
- The project slipped it’s original Nov 2014 ship date as promised in the Oct 2012 Kickstarter pledge
- Almost four (1 year prior to KS, 2 years pledged timeline, 8 months delayed) years, they have not delivered a game; of any scope as originally pitched in 2012
- Key people (we have a running list) have been leaving, some for patently dubious reasons
- Some ex personnel have already taken to places like glassdoor to voice concerns
- Key modules are either buggy, to the point of unplayable for the most part (Arena Commander), or put on indefinite hold (Star Marine fps module)
- Technological hurdles, and the limitations of the CryEngine3 they chose, have only now started coming to light as recently as June’s dev update
- Chris, as seen/heard in the video above, had already stated, and I quote “the game on the low side was going to be about 14 million dollars to make and the high side, which is where we are at now, is going to be about 20 million” We’re $85m in. No game.
- They continued to increase the scope of the project, not only as a way to continue raising money through stretch goals, but also thereby putting the project at risk of never being completed as originally visioned; as doing so, makes it a very expensive proposition
- They continue to crowd-fund and raise money, selling virtual items for a game that doesn’t exist, and based on a TOS that all but guarantees that people who pledge, will have little to no recourse to get their money back, unless they sued and got the TOS tossed (as we suspect that it will, if the FTC doesn’t get there first) by a judge
- Investigations in the past weeks, and discussions with various people, have led to some very alarming, and disturbing things that, I’m not even going to bother making public – yet.
Further, he notes:
- The hangar module is not the game they promised. That just ended up being a conduit for viewing virtual ships sold, for a game that doesn’t exist
- The Arena Commander, largely a broken mess, is not the game they promised. That just ended up being a test module, and conduit for testing virtual ships sold, for a game that doesn’t exist
- The Star Marine FPS module has been put on indefinite hold. Plus, sources tell me what they have now is just two test levels. Which means it will end up being another shoddy mess like Arena Commander upon release (if ever).
- There is no Squadron 42 game
- There is no Star Citizen game
The next portion of the article cites several Federal Trade Commission (FTC) violations that Roberts Space Industry may be in violation of and opined that, should any legal action be taken against the company, these violations may lead to the ultimate cessation of the project altogether.
Smart says he reached out to Chris Roberts, his legal council Ortwin Freyermuth and to the lead PR representative David Swofford none of whom, he writes, bothered to get back to him with any kind of comment about his allegations.
Lastly, and as a backer of Star Citizen, Smart details seven demands that he believes all donors are interested in hearing about:
As backers of this project, here is our list of demands:
- disclose the full detailed (private jet travel? we want to see it) P&L accounting (money in off-shore bank accounts? we want to know about them) for every crowd-funded dime that has been raised and spent on this project. Allow an independent forensics accountant, hired by backers, to come and do an audit. This is standard practice in developer-publisher relationships. So you know how that works.
- disclose the true state of the project in terms of what is expected to be delivered, and when. Allow an independent Executive Producer, hired by backers, to come and do a project review in order to get an accurate picture of the game state, so we know when it is likely to see the light of day – if ever
- disclose the true timeline for the project’s completion. As per the above.
- setup a page offering refunds to all those who REQUEST it. The TOS is going to be the first thing attacked in any lawsuit. It is not likely to survive a legal challenge. Plus, the FTC will trump all that crap anyway, so there is that.
- admit, in no uncertain terms, and apologize that the scope of the project has changed since the original $2.1m kickstarter crowd-funding campaign
- halt all further crowd-funding activities until a sizable part of the game – as originally pitched in 2012 – has been delivered to backers who have paid for it. In other words, STOP selling virtual items and taking money for vaporware
- address the nepotism issues associated with the hiring of unqualified family members to head key parts of this crowd-funded project. In this regard, explain the benefits of a) promoting your brother to an Executive Producer position, as opposed to hiring someone (like the departed Alex Mayberry) who has the experience to match the job. Also what new benefits (pay raise, shares etc) he now has access to, for going into that position b) hiring someone, allegedly your wife, to a position that she is seemingly not qualified to hold. And why a more experienced executive wasn’t put in this position. Especially since that dept has several men, and women, with more experience and qualifications to do the job. Instead, they get to answer to her; and naturally, she gets paid more, as per the position
Smart believes that Roberts must issue a statement regarding his and other backers' concerns about Star Citizen. Should he choose not to, Smart says, Roberts should be removed from the company or that backers en masse should demand his resignation.
Want to read the entire story and participate in the conversation? Head to DerekSmart.com and Smart Speak to do so.
EDIT: It seems that RSI has pre-emptively returned Smart's $250 pledge to Star Citizen as well, without Derek asking for the refund:
UPDATE 07/14: This article was written last week, on 07/10, and was awaiting legal approval before posting. During that time, I had shared it with various media personnel, as well as some industry friends. Earlier this evening, I sent out a tweetthat the article was going live. Then when making my final email pass for the evening, I noticed an email had come in from Kickstarter, advising me that RSI had processed a $250 refund for my pledge. While I was pondering that, I got another email from RSI confirming it. I don’t know what this means, but I will speak with legal in the morning to figure it out.
MMORPG.com has partnered with Plays.tv and Grinding Gear Games (developers of Path of Exile) for a month-long giveaway event (7/10/15-8/14/15) celebrating the launch of Path of Exile: The Awakening on July 10, 2015!
Read more of Path of Exile: The Awakening - Launch Event.
The Repopulation team will be deploying a new patch today that brings the new tutorial system on board alongside improvements to the UI, crafting enhancements and over two hundred bug fixes.
The largest addition this patch is a new tutorial. The Repopulation is a sandbox, and the open ended nature of the game is a contrast to what many MMO players have been used to. We found that many players left the previous tutorial and then entered into the world without being fully prepared for what to do next. Although there was one case of a mailed mission in that tutorial, it was for the most part a driven experience through the tutorial and there were no generated missions inside of it. Numerous uncovered topics became a point of confusion for players after leaving it. The new tutorial aims to tackle those problems. It takes place in a large new outdoor area. While the required portion of the tutorial is still very short, there are many optional offshoots to it, including generated missions, adversarial camps, harvesters, and other topics which were only briefly brushed through in the previous tutorial. There are also new mentor NPCs who are available to answer many common questions in the game. We also continued the process of adding more image based tips, and this will continue in future patches.
Read the full update blog on The Repopulation site.
Obsidian Entertainment has announced that the Armored Warfare Early Access event number three will be extended to July 21st and will include a plethora of new maps and vehicles for players to try out. In addition, key balance issues have been addressed to bring more competitive game play into Armored Warfare.
Special features will be awarded to players that join throughout the week as a thank you for taking part in Early Access.
- On Tuesday (7/14), tier 3 premium vehicles will be awarded to all players to test
- On Wednesday (7/15), tier 4 premium vehicles will be awarded to all players to test
- On Thursday (7/16), tier 5 premium vehicles will be awarded to all players to test
- On Friday (7/17), tier 6 premium vehicles as well as the Early Access vehicles will be awarded to all players to test as well!
- From Friday to Sunday (7/17-7/19.) players will receive double reputation and double credits for each battle!
Read more on the Armored Warfare site.
The first weekend of The Awakening expansion is in the books for Path of Exile. Our partnered contest with GGG and Plays.TV is in full swing too, with the first batch of Daily Prize winners ready to go. Read on to see if you won!
Keys will be sent via Plays.TV to your account emails, so keep an eye on those inboxes!
DAILY WINNERS - 200 PTS
(Plays.tv user names)
Be sure to keep entering! This contest is going for a full month, and you can read all the details over here. Weekly winners will be announced right here on MMORPG.com so stay tuned!
There haven't been a whole lot of new content or reveals to talk about lately, so this week, Jason tackles a few smaller topics that have been gnawing on his brain like an underfed karka hatchling.
Read more of Jason Winter's Guild Wars 2: A Little of Everything.
The Antilia team has gone on record with a big announcement to change the entire project's direction. Rather than focusing on developing an MMO, the team will be creating a single-player game with a multiplayer option and that Antilia will allow for player-run servers and mod support. Players will also have the option to play through a lore-centric "story mode" version of the game.
As we're giving our gameplay systems a second pass, we are frequently finding this requirement directly in competition with the kind of gameplay we want to create. We want to create game systems that have a creative aspect to them - systems where if a player uses that system in a way we didn't expect, doesn't provoke an emergency meeting at 2:00 AM to patch that creativity out. I would like to design a magic system where players will do things with it I never even imagined, and I want to be wowed by what players create, not fear it. My point is not that MMORPGS are inherently a bad medium, but we've come to the realization that as creative people it is not a medium we enjoy working with. I'm sure experienced MMORPG developers could have told us this from the outset, but sometimes you have to explore the possibilities and decide for yourself if you can work within the limitations.
Read the full blog post on the Antilia site and check out the video below.
I’m not going to lie to you: 2015 hasn’t exactly been full of big moments of big announcements. Maybe it’s because all of the best ideas are already taken, maybe it’s because everyone likes different things, or maybe it’s because developers and publishers are getting lazy, but there’s no denying the fact that the MMO genre has seen better years. From a lack of real excitement or hype around releases, to a lack of innovation, it’s not like it used to be. But that doesn't mean there haven't been highlights in 2015 so far...
Read more of David Jagneaux's The List: The Top 7 Best MMOs of 2015...So Far!