Robin loves RPGs, MMOs, JRPGs, Action, and Adventure games... also puzzle games... and platformers... and exploration games... there are very few games she isn't interested in. When it comes to MMOs she focuses on WoW and GW2 but will pick-up other games as they catch her fancy. She's a habitual returner to FFXIV because that game is an all-around great MMO.
Rather than going over everything which happened in Guild Wars 2 Episode 3 I’m going to focus on a few interesting questions this episode raises for me. Also, fair warning, there be spoilers ahead. If you haven’t played through the whole story and don’t want the ending spoiled stop reading now and come back after you are done.
My feelings about underwater combat in Guild Wars 2 could always be summed up in a simple statement: It’s the best underwater combat I’ve ever experienced in any MMO, but it is still terrible. There’s a ton of variables which come into play underwater. After all you are literally surrounded by water and the developers must translate the feeling of moving, and fighting, through water well without making the experience feel unbearable. There’s really a narrow margin for success.
Rox is a deep and interesting character who should be completely relatable to anyone who has ever wanted to find a place where they belong and fit in. Unfortunately, anyone who missed Season One Living Story also missed all the backstory on her which is why she often fails to resonate. Come with me as we explore Rox’s backstory and why she makes the choice to be there for Braham multiple times.
I had the opportunity to interview Natsuko Ishikawa, Lead Main Scenario Writer, and John Crow, Localization Lead, and delve a bit more into the process of creating the story in Final Fantasy XIV: Stormblood. I should mention we did talk about specific storylines in Stormblood and about some optional quest lines with major events, so if you have not finished the main storyline or some key side quests there will be spoilers.
Over the last year Citadel Studios has been hard at work updating Legends of Aria and getting everything ready to bring even more players in. They have had the main systems for how the game operates in place for a while, but what was really needed was a lot of polishing. So I was pretty keen to check in with them at PAX East and see everything they have been working on since last year.
This year at PAX East Blizzard brought a demo of their newest content from the Battle for Azeroth expansion, Island Expeditions. These are small group content (3v3) and is meant to be playing in 15 – 30 minute bursts. There will be normal, heroic, mythic, and PvP modes available at launch but the demo was of the normal mode versus AI.
In the last few years there have been many new MMOs stepping up to the plate and trying to be the next big hit. Many of these have started to show the first signs of trouble early on. So, it’s within this context I approached the pre-alpha demo for Ashes of Creation; with a fair bit of apprehension and a side of cynicism. I am quite happy to say the demo exceeded all my expectations for what a MMO in pre-Alpha can be.
Assassin’s Creed is one of those franchises which started out strong but after a few games the shine began to tarnish. I’m not sure what state Origins was in when Ubisoft decided to give it extra time to iterate, but it was clearly time well spent. Origins is exactly what the series needed to make it new and wonderful again. It’s not perfect, but it sets a great roadmap for the future and the imperfections can be honed into something even more incredible.
After only a few hours in Assassin’s Creed Origins I’m already loving this game. The combat is fun and engaging. The prologue is long but by the end of it I was sold on the story and I’m all in with the main character Bayek. The scenery and all the amazing vistas are beautiful. Though I’m still very early on, and there is still a long way to go, Origins has all the makings of becoming one of the best additions to the franchise in years.
My first encounter with Hob was at PAX West 2015 and I was enchanted from that first moment. The artwork and how every ability in game seemed to be used in both mundane and creative ways was really intriguing. Two years later Hob has been released and though the game has clearly changed from what Runic planned back in 2015, it’s still enchanting and fun. This is our Hob review.
Albion Online bills itself as a sandbox MMO where players can write their own story, and for the most part this is an accurate description. Everyone starts off the same; in their underwear with no possessions at all. There's the barest bit of a tutorial to show off the basics of the systems and how everything works, and then you are off to find your own adventure.
A couple of weeks ago I attended a media event for Stormblood and spent the day playing in some of the new zones, trying out Samurai & Red Mage, checking out the new job gauges, and playing one of the new dungeons which will be coming with Stormblood. I also had the opportunity to interview Naoki Yoshida (Yoshi-P) to learn some more information not only about the expansion but also about some of their plans moving on past this expansion. SPOILERS AHEAD!
A couple of weeks ago I attended a media event for Stormblood where we got to spend the day playing some parts of the new expansion and going over the upcoming changes to the game systems. The following covers the info we were presented with and which was in the Letter from the Producer on May 22nd. However, there is also some extra info which I gathered from Naoki Yoshida (Yoshi-P) during my interview with him.
It’s been the normal mode of business for free to play MMOs to have an Open Beta that’s essentially a soft launch. Most of the time things are pretty much done by the time Open Beta rolls around and the devs are just polishing and making sure their infrastructure can handle everything. This is not the case for Revelation Online.