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Reader Comments (10)

Posted: Oct 26th 2011 9:49PM J45neoboy said

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Definitely keeping my eye on this game.

Posted: Oct 26th 2011 9:56PM (Unverified) said

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Link to the official site is wrong.

Posted: Oct 26th 2011 10:14PM Pars18 said

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Been looking at Core Blaze for a few months.

Their video interviews show concepts very similar to Vindictus, in terms of player input and fighting mechanics. But where its seems to differ is the world building- multi-tiered stages and somewhat interactive environments- that become more complex (and accessible) over time.
The areas are a bit more "open", so-to-speak.


It seemed intriguing.

Posted: Oct 27th 2011 12:45AM real65rcncom said

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@Pars18

Yep, not bad. I thought "open world Vindictus" when the video started but by the time it ended, i thought it was more like GW2 on steroids.

The dodging mechanics and support classes make it pretty cool. I'll admit DCUO got me used to this style of fighting and actually hooked on it. Since then, it's been hard to go back to boring raid style games where you stand there in a 20 man group taking turns potshotting mobs and aoe buffing and aoe healing.

I really hope the industry moves more towards this style of gameplay even though I know I'm going to get Carpal Tunnel in about 10 years.
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Posted: Oct 27th 2011 12:26AM ImperialPanda said

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"Chu puts emphasis on the fact that players should have ultimate freedom rather than being restricted into one optimal build, one optimal equipment set, one way to kill a boss, or one way to traverse a level."

Yeah and I'd like to be the ruler of the world. What is he smoking?

There will always be one optimal build. It's literally impossible to have two builds that are absolutely identical in terms of prowess. The only exception is if you create situational gearsets for different encounters. But if you're going for say, a pure dps build, there will always be one "best."

You have have multiple ways to traverse a level. But when you're farming it for the 395867th time I think most people will always take the most optimal/productive route. Ditto for killing bosses. Therefore most of the time it's a complete waste of time to create alternative routes in a fixed map dungeon in an MMO. A much simpler solution is decades old: just randomize layout/mobs/event scripts/etc.

Or, maybe he doesn't actually believe what he's saying and it's just PR BS. But you gotta be a complete newb to buy-in to such a ridiculous statement.

Posted: Oct 27th 2011 3:51AM Muwing said

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@ImperialPanda

I don't trust his words either, but we cannot maintain anything at the moment, and there is tiny room for hope ;)
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Posted: Oct 27th 2011 1:58PM Rener732 said

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@ImperialPanda

Well, what I got from it is that because it depends on a players skill and each class has different strengths and weaknesses, you match your build to the situation. I guess you can expect multiple optimal builds so you get that choice.

I just keep thinking of Monster Hunter and if this ends up fulfilling my monster hunter MMO thirst, I'm going to cry tears of joy *shakes fist at Capcom*. In Monster Hunter there really isn't an optimal build for the reasons given above. Some bosses are quick and you want a faster class, maybe it's better to use a build with extra evasion or fire resistance. Even the "ultimate" armor in MH is weak against certain monsters and more importantly there are lots of effective sets at high levels.
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Posted: Oct 27th 2011 12:46AM real65rcncom said

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http://www.youtube.com/watch?v=QZUBEhFiNJY

Video of it if anyone wants to check it out

Posted: Oct 27th 2011 8:22AM (Unverified) said

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Signs of a shitty game:
-Asian
-USes the same kinds of buzzwords we find in middle school kids gamer tags "CORE" and "Blaze" in title.

Posted: Oct 27th 2011 8:34AM Utakata said

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@(Unverified)

Personally, I never let national identy get in the way of judging a game. I might be missing something otherwise. /shrug
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