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Massively Hands-on

First Impressions: A second look at APB on launch day

Screenshots, Launches, Free-to-play, Hands-on, All Points Bulletin, Crime, Massively Hands-on, First Impressions

APB Relaunch day
On June 29th, 2010, Realtime Worlds launched All Points Bulletin, an MMO that was highly anticipated for its character customization options, open-world "gang warfare" PvP, and similarity to the wildy popular Grand Theft Auto series of video games. In fact, the original APB's lead designer was David Jones, creator of such classics as Lemmings and the original Grand Theft Auto.

But six weeks later, Realtime Worlds entered administration, which essentially means that the company was having financial troubles but was allowed to continue running while looking for a new owner. That new owner didn't materialize quickly enough, forcing the company to announce the game's closure during what may be the shortest MMO lifespan of all time.

But who should come to save the day on November 11, 2010? None other than K2 Network, parent company of free-to-play publisher GamersFirst, which swooped in to rescue the game under the new title APB: Reloaded.

Today marks the official re-launch of the crime MMO on Steam, and I've been spending entirely too much time with the game, rediscovering why I both loved and hated the original version. Follow along after the cut for our second look at a First Impressions of APB.

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Not So Massively Extra: First impressions of Wrath of Heroes

Game mechanics, New titles, Previews, PvP, Opinion, Free-to-play, Hands-on, Massively Hands-on, First Impressions, Not So Massively, MOBA

Not So Massively title image
When BioWare-Mythic gave details of Wrath of Heroes during its talk at Gamescom, I was genuinely surprised. The emerging MOBA genre has been kind to small studios, even turning indie studio Riot Games into an industry giant in just two years. The incredible income generated by League of Legends has even started to attract big name studios, with Blizzard and Valve both developing MOBAs to enter the now booming genre. It was only a matter of time before EA entered the arena, but I really didn't expect BioWare to be at the helm.

Wrath of Heroes celebrated its third closed beta weekend at the end of November, and I was there to get some hands-on experience. I found a fundamentally fun game with a strange identity crisis -- the game adopts some ideas from existing titles while trying its hardest to be different. It has LoL's persistent levels and a variant of its rune system, but no character levels or items. There's a selection of heroes with five abilities each, but the traditional two team format present throughout online team games is discarded in favour of WoH's signature three team "6v6v6" game mode. The game is littered with these contradictions but somehow makes it work.

Skip past the cut to read my first impressions of Wrath of Heroes and see some screenshots of the game in action.

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Hands-on impressions of The Secret World

Historical, Horror, Sci-fi, Events, real-world, New titles, Previews, PvP, PvE, Opinion, Hands-on, The Secret World, Massively Hands-on, Massively Event Coverage, Dungeons, Crafting

Scary monster dude in The Secret World
Last month, Funcom held a special hands-on event for The Secret World at its Montreal, Canada offices, where we sent freelancer François Blondin to cover all the exciting details. François also got to play the game for several hours, giving us a fresh perspective on what TSW has to offer MMO gamers.

In Funcom's upcoming The Secret World, the game's three factions -- Templars, Illuminati and Dragons -- face off, compete, and collaborate (all at the same time!) amidst the nightmarish creatures being revealed throughout the world. But choose your allegiance carefully: Your faction determines your path and special bonuses for the whole game, and faction-switching won't be an option. Join me for a hands-on look at the game's current incarnation!

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First Impressions: SD Gundam Capsule Fighters Online

Betas, Sci-fi, Galleries, Screenshots, Game mechanics, Previews, Opinion, Free-to-play, Hands-on, Massively Hands-on, First Impressions

SD Gundam Capsule Fighters Online
Like the gameplay of SD Gundam Capsule Fighter Online, the title of the game itself may need some translation. "Online" and "Fighter" you can probably make sense of, and even if your knowledge of Japanese cartoons ends on Saturday mornings in the '80s and '90s, "Gundam" is probably familiar -- this is a game where you drive robots around shooting at each other online. But "Capsule" might throw you a bit, and "SD" was a new one to me. "SD" means "super deformed," and Gundam Capsules are like those little plastic balls you can get from 25-cent-machines in the supermarket. They're toy versions of Gundam mechs, basically.

In other words, SD Gundam Capsule Fighter Online is essentially a game about toy robots fighting. It was first released in South Korea in 2007, and it's slowly made its way around the world here to North America, where it's in closed beta and is set for a full free-to-play release in "early December" by OGPlanet.

As you might imagine, it's cute, and the mechanic of collecting and customizing these little robot machines that you can send into battle will likely appeal to quite a few players. Unfortunately, after playing a few matches of the third-person shooter at OGPlanet headquarters recently, I determined that it'll be tough to recommend the title to anyone but the most die-hard of Gundam fans.

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Massively tours EverQuest's Veil of Alaris with Community Manager Eric Cleaver

Fantasy, Galleries, Screenshots, EverQuest, Expansions, Interviews, Lore, Previews, Hands-on, Massively Hands-on

In just a few short weeks, EverQuest is set to launch its 18th expansion, Veil of Alaris. The expansion will raise the level cap from 90 to 95, and players will be able to adventure in 12 new zones. In addition, over 800 AAs will be added, and there will be 13 new raids along with new guild halls that can be player-decorated.

I had a chance to tour some of these zones with Community Manager Eric "Piestro" Cleaver, who showed off some of the new content that's coming soon to EverQuest. Read on for a look at several new zones and the storylines behind them.

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The Firing Line: Tribes impressions and a visit to Hi-Rez

Sci-fi, Video, Business models, Classes, Game mechanics, Interviews, MMO industry, New titles, PvP, Opinion, Free-to-play, Hands-on, MMOFPS, Massively Hands-on, The Firing Line

The Firing Line - Header with various shooter characters
What's up folks, and welcome to The Firing Line. We've been branching out our coverage lately, first with MMO-specific columns and then with Not So Massively and MOBAs. Now we're doing something similar with online shooters. This genre is positively huge, and while there's a lot of room for debate in terms of what constitutes an MMO shooter, there's also no denying that all of the games hovering around the periphery of that designation are a lot of fun.

So what will we be talking about in The Firing Line? Well, this is the part where I rub my hands together in anticipation! Naturally we'll spend a lot of time with the genre's big guns (sorry, I had to use that at least once), so I'll be playing huge amounts of PlanetSide 2, DUST 514, Firefall, Global Agenda, and the semi-obscure free-to-play titles crowding the market -- all in an effort to bring you the very best news and views from the world of pew pew.

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Hands-on with Dungeons and Dragons Online's Update 12: Vaults of the Artificers

Fantasy, Dungeons and Dragons Online, Previews, Free-to-play, Massively Hands-on

DDO screenshot
Turbine has kept to a regular schedule of updates for Dungeons and Dragons Online for a long time now, which means that it's time for us to start preparing for Update 12. The updates have been pretty exciting, rolling out new adventure packs, bringing new races and classes, and introducing a detailed crafting system.

The focus on Update 12 is the new adventure pack, one that is a sharp departure from the previous packs. While earlier adventure packs have been story-driven, some even serving as a continuing story arc from their predecessors, this one serves as pure fun for players to challenge themselves with. DDO devs Eric Boyer and Ian Currie were kind enough to invite me on a tour of the new content, so follow along after the jump to see all the details!

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Hands-on with Blizzard DOTA: Tweaking the genre it created

Events, real-world, Game mechanics, New titles, Previews, Opinion, Hands-on, MMORTS, Massively Hands-on, Miscellaneous

Blizzard DOTA
Mat McCurley is on loan to us from WoW Insider, which dispatched him to BlizzCon 2011 just in time to bring us this hands-on with Blizzard's upcoming MOBA!

Blizzard DOTA has been reborn! We first experienced the StarCraft II module back during BlizzCon 2010, when the game felt like a very different affair. Now, Blizzard DOTA has been more streamlined to make for a unique and new playstyle. While the basic gameplay of the tri-lane DOTA maps stays similar (with two forces of minions ever-locked in eternal combat moving up and down lanes), there are changes that give the game a bit more dynamic player control.

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Massively's double-dose of SWTOR beta impressions

Betas, Sci-fi, Game mechanics, Previews, Opinion, Hands-on, Massively Hands-on, Star Wars: The Old Republic

Jef & Larry's SWTOR beta impressions
For the last few weeks, two members of the Massively staff, Larry Everett and Jef Reahard, have been romping around in the Star Wars: The Old Republic beta, enjoying an extended look at BioWare's upcoming story-driven themepark. Today, we can finally reveal their thoughts on the current state of the game just two months before launch.

Larry is our SWTOR columnist; he's been following the game for us for more than a year and a half. And Jef is our Age of Conan specialist (and former Aion and EverQuest II writer) whose love for sandboxes and soapboxes is well-known. Both are die-hard Star Wars fans. Sit back and savor a double-helping of SWTOR beta impressions!

Jef's SWTOR Beta Impressions Larry's SWTOR Beta Impressions

Lifting the beta curtain: Larry's hands-on with SWTOR's beta

Betas, Sci-fi, Classes, Game mechanics, New titles, Opinion, Hands-on, Massively Hands-on, Star Wars: The Old Republic

Hands-on: Lifting the SWTOR beta curtain
Many of my friends in gaming media have speculated as to why BioWare has allowed some media outlets to report on the heavily veiled Star Wars: The Old Republic beta, but frankly, I don't care. It doesn't matter to me that BlizzCon happens to be tomorrow or that there is a possible connection between the start of that event and the lift of this embargo. All I really care about is that I can finally tell you about actual gameplay for this new Star Wars MMO that I've been personally following for over three years now. However, it will be extremely difficult to contain all my experience of SWTOR within the confines of this one article. However, I will do my darnedest.

Over the past couple of weeks, BioWare allowed us access to the Republic side of this highly anticipated MMO and pretty much set us free. We can report on nearly every gameplay aspect within the first two planets. Two weeks -- that's enough time for me to run more than one class! And that's exactly what I did. Originally, I wanted to run through two classes that weren't going to affect me much when the game goes live. I accomplished this goal with the Jedi Consular. However, when I started to play the Smuggler class, I just could not stop. I was completely engaged in the story.

Jump past the break and I'll tell you all about that -- and more.

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PAX 2011: Hands-on with Firefall

Sci-fi, Events, real-world, Game mechanics, Previews, News items, PvE, Opinion, Hands-on, MMOFPS, Massively Hands-on

Screenshot -- Firefall
It's no secret that I like my games with more of a skill-based flavor. I enjoy games that reward player skill above superior gear or higher levels. In light of that, I was quite excited to get some hands-on time with Firefall, the new massively multiplayer shooter coming from Red 5 Studios.

There has been much talk about the upcoming title, with its status as one of the few forays into the MMO shooter space since PlanetSide and Global Agenda. There's also the small detail that the studio is headed up by former World of Warcraft Team Lead Mark Kern alongside a number of former Tribes series devs. So how is the game shaping up in preparation for its December launch? Jetpack your way past the cut to find out.

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PAX 2011: Massively's hands-on with WildStar

Fantasy, Events, real-world, New titles, Previews, Hands-on, Massively Hands-on, Massively Event Coverage, WildStar

Look at how big her ... ears are!
I'll confess, I didn't want to like WildStar. I was interested to hear that NCsoft and Carbine Studios would be unveiling a new MMO at Gamescom, so I took a look at the trailer as soon as it was released to see what it was all about.

At my look of the wasp-waisted, big-eyed bunny girl with the crazy long tail, I rolled my eyes and dismissed the game as silly. For about 10 seconds. By the time I got to the end of the trailer, the self-deprecating sense of humor and quirky style had sucked me right in. I watched pretty carefully for more information and was eager to get a firsthand look at WildStar at this year's PAX Follow along after the jump to see what I found out.

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PAX 2011: Hands-on with TERA

Fantasy, Game mechanics, Previews, PvE, Opinion, Hands-on, Massively Hands-on, TERA, Dungeons

Screenshot -- TERA
At this year's PAX, I had the distinct pleasure of being able to get a hands-on preview of TERA at En Masse's own studio (which has the most amazing view I've ever seen, by the way). After a short presentation featuring TERA's healer trailer, we (Rubi, another journalist, and I) were tossed into the boots of a variety of DPS characters. I took on the role of the Sorceress, with Rubi with me on the back lines as an Archer.

The devs told us we'd be facing a pair of BAMs as a 5-man group. After a good deal of japes regarding whose fault it is in the case of a wipe (for the record, it's totally the healer's), we jumped right into the dungeon. And then, chaos. I had hardly any time to read my abilities' tooltips, so for the first couple of pulls I was just spamming buttons and praying for the best. How did the rest of the dungeon play out for my poor, inexperienced self? Follow me after the cut and I'll tell you allllll about it.

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PAX 2011: SWTOR PvP hands-on impressions

Sci-fi, Game mechanics, Previews, PvP, News items, Opinion, Hands-on, Massively Hands-on, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
The Force was strong at PAX 2011, and BioWare's presence was unmistakably huge. Lines wrapped around the studio's booth at all hours of the day, with hundreds of hungry gamers itching to get their hands on Star Wars: The Old Republic. I was one of those gamers, and I got the opportunity to step into the shoes of a Sith Assassin for a short PvP match in the Alderaan warzone (of which we have some video, if you're more the a visually inclined sort).

The devs stuck me on a team with a bunch of other members of the media and then pitted us against another team of a bunch of other members of the media. It was a media melee, you might say. At any rate, follow along after the cut for my impressions of my time with The Old Republic's PvP.

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Not So Massively Extra: Our impressions of Rise of Immortals

Fantasy, Game mechanics, New titles, PvP, PvE, Opinion, Free-to-play, Hands-on, Massively Hands-on, Not So Massively

When upcoming MOBA Rise of Immortals first appeared on the scene, it took us a little by surprise. The crop of recent DotA clones has made the market crowded, and giants like League of Legends and Heroes of Newerth have significantly raised the bar in both graphics and gameplay over their predecessors. RoI looked initially like a lower-budget MOBA from a smaller and less experienced development team trying to compete above their weight category, but developer podcasts showed Petroglyph's plans to differentiate the game from its peers.

Rather than trying to topple the giants of the genre by competing on the same terms, Petroglyph has opted to evolve the DotA model and test less explored areas of the emerging MOBA market. The game adds a greater than expected level of persistence through player levels, a talent system and minor strategic items that remain between games. To help lower the genre's typically high barrier to entry, RoI also features a three-player co-operative PvE mode in which players can test out immortals and gain persistent levels before engaging in competitive play. It's a necessary gamble if Petroglyph hopes to take on the giants of the industry, and one that might very well pay off.

In this collaborative hands-on impressions piece, Patrick Mackey, Matthew Daniel and I give our verdict on the current state of the RoI open beta.

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