May 2, 2016

Jesse Rapczak from Studio Wildcard Answers ARK Community Questions


Posted on May 2, 2016 by Rae Michelle Richards

Ark: Survival Evolved

At PAX East 2016 we got the chance to ask Jesse Rapczak from Studio Wildcard some questions from the ARK: Survival Evolved community. Topics varied from: Will we ever see popular community mods in the console version of the game? Will we ever get Greek Fire throwables? And most importantly – Why are canons so OP?

Surprisingly Studio Wildcard had a major announcement that happened to coincide with our interview – that Primitive+ and The Center will both becoming to the Xbox One version of ARK: Survival Evolved.  The Center, a fantasy themed map that more than doubles the playable space within ARK will become an official map in both the Xbox One and PC versions of the game later this month. PlayStation 4 players will get access to both mods when that version of the game goes live later this year.

Regarding Primitive+ Cedric Burke, Community Mod Manager at Studio Wildcard wrote on the Xbox News Wire:

When I first opened the development kit and began creating Primitive+, I only had one goal in mind: Provide people with a more immersive experience by expanding upon the primitive nature of the game. Little did I know it would present an opportunity of a lifetime – to have my work seen and played by millions of people. A lot of my childhood dreams were realized simply by opening up the development kit.

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LawBreakers was the best game at PAX East


Posted on May 2, 2016 by Fionna Schweit

The most fun I had playing a game at the recent PAX East convention wasn’t as I had expected one of the many Xbox games on demo (gears 4, Mirrors Edge 2) or even the VR experiences. It was in fact a new twist on the old school genre of the arena shooter. That game is called LawBreakers from Nexon, and it’s incredible. Arena shooter are nothing new, this year alone we have Gearbox and 2K’s cell shaded Battle Born, Blizzard’s massive Overwatch, and now LawBreakers. Arena shooters it would seem are back, and I for one could not be happier. So it should be no surprise that my favorite game was a shooter, but the one it was might surprise you. That game was LawBreakers.

LawBreakers was a bit of a stealth game prior to this PAX, the only thing I had seen for it was a B roll of highlights and a really well done CGI story trailer. Last we heard it was to be a free to play arena shooter with some moba like elements. The game was basically completely off my radar because of that. Now it has reemerged, a resurgent force in the new pantheon of arena shooters. The free to play model is gone, the game will now be exclusive to steam, and everything looks great. Since I hadn’t heard any of this prior to the convention,  I was quite surprised to upon reaching the floor  PAX find that it had a booth of its own, and quite a large one. The booth was adorned with character art, and a large screen playing some highlights of the game.

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The roll playing on the large screen in back was what first attracted me to the game, and I was not disappointed. A fast ninja character swung outside the map to reach higher ground, a heavy soldier launched rockets, and a rocket carrying guy fired at his feet to launch himself up the air. My interest was peaked. It turned out that LawBreakers was a fast fun, class based arena shooter, so I got in line to give it a try. Since this was the media hour there weren’t many people waiting and I was able to get in quite quickly. As I settled my butt down in to one of the DxRacer chairs I really had no idea what to expect, I knew this was going to be a shooter with abilities, similar to several other AAA arena shooters scheduled for this year, but it really doesn’t look like those other ones at all. Instead it has the aesthetics of Quake or a Doom, with its own unique twist.

The game is really pretty, and as I got started I couldn’t help but look around at the beautiful world that had been created, but I found myself with no time to admire it as the game was beginning. To get an idea of how fast this game is you really have to play it, but I’ll do my best to describe it. I picked the generic soldier character with a rifle, sprint ability, a grenade, and a rocket launcher that you activated and then it sort of charged up and you could lock on and fire. He also had a secondary weapon that shot a large ball of lightning which a developer explained to me was basically a shotgun.

For this demo we were playing a 5v5 mode which was a sort of a capture the flag where you would pick up the flag which was called a “Battery” and then take it to charging station, where it would slowly charge and when it was full your team scored a point. The game was a timed mode, so the most points at the end of the time won. Our team managed to score two points in about 15 minutes of game play.

My team was composed of two of the fast movement based character Kitsune (classed as an assassin), one me (playing as the Breacher, classed as a gunner) and two Maverick’s (classed as a skirmisher) this was a pretty fair team comp. The skirmisher is a heavy gunner, the assassin is mobile, fragile, DPS unit, and I fell somewhere in between, giving us plenty of movement and ability to counter the enemies heavies and firepower to back it up. The only class missing was the games most advertised a heavy rocket solder called Cronos (classes as a Titan).

Teams thus assembled we began, and oh what a beginning, the battery began in the center and both teams rushed to it. I was also given a sprint ability which made me really much faster than the rest of the other players, but was very limited. So I used it to sprint to the center of the map. The center area of the map we played on (the Grand Canyon) was one of the games signature zero G areas. These areas see you able to jump much higher and sort of float, and are the reason I found this game so unique. Most if not all of the characters in the game have a movement ability, which comes in greatly handy when you’re dealing with an area that has no gravity in it. I found that if I jumped headed for a ledge I would sometimes make it and sometime snot which felt really fun and interesting as a game mechanic

As the game continued I got a little better at this area, and could after some time manage to get myself out of the zero g area by shooting or using grenades. My team eked out a win after about 15 minutes of game play, and it wasn’t easy! The battery was constantly back and forth between our two teams, and the great level design meant that when the battery was in your base charging you couldn’t just camp it because there were too many ways in. I also want to mention that this game features the older school method of a large health pool that does not regenerate. So when you have low healthy (which will happen a lot) you have two options, first you can stay in and maybe die, or you can disengage and go to a health station, of which I found three on the map, and stand in it for a while to regain health.  This was a cool mechanic that I wish more modern shooters would use; I dislike the regenerating health that seems to be the standard, as it seems to encourage small quick engagements and then fleeing.  Each different character also has a different amount of health, so your tanky Titan characters will be able to take more hits than say an assassin Kitsune.

The game does have melee, in the form of a kick, and thank god for that, because otherwise Kitsune (the assassin) would be so overpowered it would be sickening. She’s still quite powerful in the hands of a good player, but others will quickly learn to kick her back and shoot at her to prevent a slicing dicing death.  These little bits of attention to detail, like giving the long range soldier a short range option in his secondary weapon, really made the game feel complete and balanced.

The whole game felt amazing, complete, and ready to go, I didn’t catch any major bugs or errors in my short time playing but I did notice that maps weren’t rotating so it seems like only that one map was ready at the time of the demo.  The gravity elements didn’t feel contrived and all of the classes felt like they were balanced. Each one could do damage, get kills, and do enough damage to be considered viable.  Overall I really cant wait to play this game when it eventually hits shelves.

you can sing up for the Alpha test phase of LawBreakers here.


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Root Double -Before Crime * After Days-. Review! VN GO!


Posted on May 2, 2016 by Fionna Schweit

A  VN Review by: Szko

Trapped in an underground facility with no exit, in a race against time as radiation levels threaten to kill you, and far too many people to save. This is the premise of Root Double -Before Crime * After Days-.

Root Double is a Visual Novel created by Regista and Yeti and released in Japan back in 2012. Thanks to Sekai Project the Xtend Edition of the game received a worldwide re-release in 2016. For those that don’t know a Visual Novel or VN is basically a book with pictures. Text appears on the screen and you either click the mouse or hit the enter button until it goes away. If you actually want to enjoy the game you’re going to have to read it though as that is where the content resides. The bulk of the gameplay for a visual novel consists of hitting the enter button. However, a lot of visual novels have a system where there are multiple routes or possible stories and story endings. It is like a choose your own adventure book you occasionally are given a choice to make which affects the outcome of the story if you get a bad end or a good end.

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Mighty Number 9 Has Officially Gone Gold, Out June 21st


Posted on May 2, 2016 by Rae Michelle Richards

Comcept, the developers behind the Kickstarter darling & spiritual successor to the Mega Man Franchise, Mighty Number 9,  have announced that the game has officially gone gold. Keiji Inafune, the mind behind the blue bomber and the protagonist of this latest game, Beck, wrote in part on the official Mighty Number 9 site about how crucial crowd funding was to the game’s colossal success 3 years ago.

Inafune wrote:

“It has been almost three years since the start of our Kickstarter campaign, which was only made possible through the support of our backers and fans around the world. This is a project where everyone’s passions were combined in order to create something very special, and we are looking forward to delivering the final product to everyone who was involved. There can be no stronger connection between game creators and game fans.”

Mighty Number 9

Mighty Number 9 now has a “set in stone” release date of June 21st 2016 for North America and June 24th 2016 for the rest of the world.  The PlayStation Vita and Nintendo 3DS editions of the game are expected to be released sometime later this year.

 


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Construction comes to Planetside 2


Posted on May 2, 2016 by Fionna Schweit

Planetside 2 has a special place in my heart, its a game that basically lets you drop in for an hour or two, shoot some stuff, then hop off, the world goes on with out you. During my price of playing circa 2013 I was in a pretty good outfit of about 50 players, so there were always ops going on. I have since dropped the game from my rotation (there are just too many games to play!) but this newest update has be chomping at the bit to get back in to the world for at least a little poking around.

If you have never played the game, its basically a MASSIVE shooter, think hundreds of people on the same server, all shooting at each other. Vehicles clash, aircraft fly above, and the whole thing is a bit of organized chaos. The game has many mechanics that keep if from just being about shooting things (but you can do that if your like me) and now there is one additional thing as well. Ill let the video explain.

 

It sounds just a bit RTS-e if you ask me, harvest a resource, and build things like storage for more resources, producers, and other stuff. If you still want to read the boring details hers the official post  but the video does a pretty good job of explaining it. Structures take 45 seconds to complete regardless of its a giant cordium silo, or a wall. This seems a bit broken, but these type of things really do take some time to balance. For now its interesting to pop back in to the game and see the fighting moved away from the massive bases which were its previous home and off in to player build and controlled realms which were previously the middle of nowhere.

So if we add the fact that you can now RTS in what was before an MMOFPS i guess we get an RTSMMOFPS? Too many letters, ill just leave it at being called one of the most unique games I have ever played. At the very least we can say that this is one game that seems to defy genre boundaries, and as a former player, who will probably go back to give this a try, I urge you to at least dip your toe in and see how you like it.


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