Should a game scale to the player’s level, or should areas of the world be gated off until a player reaches a certain level? This is another one of design choices perhaps best suited for game developers, but what the hell? I’ll throw my hat in the ring and provide my two cents.
In the MMORPG world, there are many factors that go into making a great MMO experience. Combat specifically is one of them, with many MMOs of yesteryear opting for tab-targeting. However, in recent years many MMOs have come onto the market with a more active combat style. Do MMOs need to go back to the age-old tab-targeting, or should we embrace the new future of active targeting in our games moving forward?
Wolcen: Lords of Mayhem is the debut effort from WOLCEN Studio just having recently left Early Access. Priced at $40 (40 US Dollars), this crowdfunded game clearly wears its ARPG inspiration on its sleeves. And what beautiful sleeves they are. Having playing roughly two hours at the time of writing, here are my initial impressions of Wolcen: Lords of Mayhem.
With the conclusion of Phantasy Star Online 2’s closed Beta event on Xbox One this past weekend, I can say without a doubt in my mind that I will be playing it on Day 1 when it launches this Spring. Here are just a few of the comparisons I made during my brief time in Phantasy Star Online 2 and why I think it’s the free-to-play version of one of the best MMOs ever.
In case you missed it, yesterday, Anthem-head Casey Hudson announced in a blog that the team was going to essentially overhaul the game top to bottom. I’m genuinely conflicted about this admittedly unsurprising confirmation from BioWare. On one hand, I don’t want BioWare to dump more resources into the objective failure that is Anthem. However, I do want to see the true fulfillment of that concept shown off to us at E3 2017. Let’s discuss.
As Bradford has been playing through Final Fantasy XIV for the first time recently, a thought has been circling in his head, especially since The Elder Scrolls Online's Greymoor event. One thing that has always bothered him was the barrier of entry with expansions, especially for new players.
Let’s be real. You all knew this editorial was coming. Let’s not waste time, shall we? Blizzard released a statement to the whole Warcraft 3 Reforged embarrassment which had some words in it. Their response is craven, pathetic, but ultimately, unsurprising.
The Game? Unreleased. The Developer? Defensive. The Funding? Paid in full. The Side Project? On the way. The preceding description could be used to characterize any number of crowdfunded games in development. Another controversy rears its head, so this time I have to ask myself, “Why am I not surprised?”
the Atelier Dusk Trilogy was just re-released recently on PlayStation 4, Xbox One, Nintendo Switch and PC. Originally exclusive to the PS3, the three Atelier titles in the Dusk Trilogy – Ayesha, Escha & Logy, and Shallie – have had some noticeable improvements in making them feel less dated. Although this is not our full review of the trilogy, here are our initial thoughts for those looking into whether to buy the RPG series or not.
This week Echtra Games announced that Torchlight Frontiers is no more, but declared, long live Torchlight 3. Max Schaefer stated plainly in the announcement video that, throughout the alpha and development cycle Torchlight Frontiers “told” them that it preferred to be the spiritual successor to Torchlight 1 and 2. The reveal of changing everything from how you pay to how you play says something very different to me, and it isn’t very good.
How do you make your Soulsborne clone stand out in a sea of clones? Give it the edgiest name you could possibly think of. Pascal’s Wager is a new Souls-inspired mobile game currently only available on iOS, and it’s a surprisingly full-featured experience. So why am I taking a pot-shot at the name? Because it has absolutely nothing to do with the story.