Previews Archives https://www.gameogre.com/topics/previews/ Online Game Community Fri, 09 Feb 2018 09:10:00 +0000 en-US hourly 1 https://www.gameogre.com/wp-content/uploads/2016/08/favicon.png Previews Archives https://www.gameogre.com/topics/previews/ 32 32 246904748 And Deliver Us From Fantasy – Kingdom Come: Deliverance Preview https://www.gameogre.com/deliver-us-fantasy-kingdom-come-deliverance-preview/ https://www.gameogre.com/deliver-us-fantasy-kingdom-come-deliverance-preview/#comments Fri, 09 Feb 2018 08:36:29 +0000 https://www.gameogre.com/?p=21355 For a jolly long time RPGs were either fantasy or SF, occasionally (Shadowrun-licensed games from Harebrained Schemes for instance) sat somewhere down the middle. But there is a game brewing (and brewing, and brewing) which decided to take a different road and is going to present us with a proper historical setting without any magical […]

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For a jolly long time RPGs were either fantasy or SF, occasionally
(Shadowrun-licensed games from Harebrained Schemes for instance) sat somewhere down
the middle. But there is a game brewing (and brewing, and brewing) which decided to
take a different road and is going to present us with a proper historical setting
without any magical bells and whistles.
This game is Kingdom
Come: Deliverance
, and it will take us to a medieval Bohemia on
February 13 this year.

From zero to zero

Your in-game avatar, Henry, doesn’t matter. He starts the game being just a
blacksmith’s son and doesn’t go far beyond that. It’s not Mount & Blade where
you eventually get to rule your own kingdom, or any story of being “the chosen one”.
Kingdom Come will have none of that nonsense. You’re just a young adult with
a revenge quest, and that you even get to try to enact it is thanks to a local
noble’s magnanimous gesture. Welcome to the Middle Ages, try not to die.
If available reports are anything to go by the most we can count on in terms of
moving up in the world is being admitted to a local military, but that’s about it.
KCD definitely doesn’t mess around, and seems determined to put the player in the
place any regular person would be in during the late Middle Ages. You don’t mess
with feudalism
.

Vicious combat

No messing around can also be seen in the combat system featured in the game, which
from all appearances is very complex, perhaps excessively so, but that remains to be
seen after the game is released.
What we know right now is that the system is going to rely on directional attacks,
from 5 different sides, plus a thrust which probably will be strictly
reticle-targeted. If that sounds a bit like For Honor, don’t worry, it’s not. It
seems to be much more fluid and procedural than Ubisoft’s fighting game. It’s
also going to rely fully on hit detection and physics. If you manage to strike your
enemy between the armour plates you may draw blood, if you don’t your sword may just
slide off the armour harmlessly.

And that’s because “armour” isn’t going to be a large human-shaped blob of extra HP
like in most games, but a series of separate items, much like real armour. Aim well
enough to shove a sword through the eye slit in your enemy’s helmet (all represented
properly in hitboxes) and you may blind or even kill them in one strike.
Kingdom Come clearly doesn’t want to follow a power fantasy of playing a figurative
bulletsponge carving through enemies.
It’s unknown how good the system actually is from a gameplay perspective, but the
ideas behind it seem genuinely interesting and it’s clear that the developers
have spent a long time researching medieval forms of combat AND finding a way to
properly translate them to video game mechanics.

Choices and consequences

Although nearly all RPGs boast about important choices the player gets to make
during gameplay, very few of them actually acknowledge that not doing something is
also a choice. After all if the protagonist wants to spend two week playing cards we
can’t push the plots forward without him.
Well, apparently you can. Kingdom Come: Deliverance is going to let many quests
progress without your input if you ignore completing them midway through. You took a
break from an active investigation? The guards will complete it without you, and
won’t be very happy with Henry ignoring his duties.
Similarly, even your general approach is apparently going to matter, down to whether
your sword is covered in blood or not influencing how NPC react to your character.
Badass or a dangerous lunatic? It’s going to differ from NPC to NPC.
Reportedly you’ll be able to game the system in logical ways, too. One example given
is killing a random person to make guards preventing you from entering a certain
area go to investigate the murder. Ruthless, but also makes perfect
sense
.

Warhorse Studios are recreating a relatively small piece of Bohemia (16 square
kilometres, reportedly), but with a tightly woven net on relations and systems. If
everything goes right, we might have the most realistic and coherent RPG experience
to date. That’s something worth waiting for.

Conclusions

Warhorse Studios creates what is set to be one of the most memorable and unique
role-playing games out there. Eschewing the power fantasies and magical setting in
favour of very grounded, very historically conscious narrative and, dare we say,
simulation?

kingdom come deliverance melee combat simulation
Source: www.kingdomcomerpg.com

Kingdom Come: Deliverance launches on February 13 this year, so
it’s basically right around the corner. Sharpen your sword and clean your armour, or
they’ll be useless.

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Need for Speed Payback Preview – Gotta Go Faster https://www.gameogre.com/need-speed-payback-preview-gotta-go-faster/ https://www.gameogre.com/need-speed-payback-preview-gotta-go-faster/#comments Tue, 07 Nov 2017 10:58:07 +0000 https://www.gameogre.com/?p=20859 At this point, after 23 years since its inception, the Need for Speed franchise hardly needs introductions. We know what to expect. Cool, fast cars, exciting races, occasional game of cat and mouse with the police. We all know the drill. It seems that Need for Speed: Payback is going to be a “The Greatest Hits” compilation of the […]

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At this point, after 23 years since its inception, the Need for Speed franchise hardly needs introductions. We know what to expect. Cool, fast cars, exciting races, occasional game of cat and mouse with the police. We all know the drill. It seems that Need for Speed: Payback is going to be a “The Greatest Hits” compilation of the cool features of NFS, with some additional bits and bobs of its own.
Let’s take a look.

There is a story now

If you always found Need for Speed games lacking for story, you weren’t wrong. They usually had the flimsiest excuses for storyline, barely enough to give some context to racing, as if we needed a reason to speed through urban or rural areas.

Curiously NFS:P is not only going to give the plot a heist theme, but we’re also getting three protagonists, which may or may not ever have some semblance of personality. Each of them is going to have a different specialty as a driver, too, taking on different types of missions and races.
Our racers are Tyler, a rising start of street racing, and the game’s primary protagonist. Along the way he’s also going to meet and team up with Mac, who cares maybe a little too much about style, and Jess, who takes a much more professional approach.
The three of them is going to join forces in order to take down a gambling cartel known as The House, although each will have their own reasons for it, as well as different specific methods.
Although Mac’s or Jess’ motives remain unknown, a little is known about Tyler, since his story is the one that justifies the game subtitle. At some point in the recent past Tyler’d been double-crossed by people connected to the gambling cartel controlling the casinos, officials, and the underground. The key to taking them down is by driving aggressively at them, probably.

Convoy assaults

Payback probably isn’t going to be 2015’s Mad Max in terms of car combat, but judging from the trailers, NFS is going to be no slouch either. Throughout the game there will be missions requiring you to assault convoys transporting objects important to The House. Of course things can never be easy, so before you get the objective you’ll need to take down the cars protecting it. Which mean a lot of side-by-side driving hoping your opponent drives into a pole or flips on a tricky piece of road or dirt. What is slightly worrying is that even in the gameplay trailer each such crash results in a brief camera shift and a slow motion of the resulting destruction. If this continues in the final product it could harm the pace, and possibly result in a slight disorientation. It of course remains to be seen, and it’s fully possible it was just an additional cinematic flair added to the presentation.
Either way, fighting through several cars worth of protection detail, capturing the objective, and driving away with it sounds like a nice divergence from the usual and same-y races we know from previous games.

Car customisation

Since a decent number of years NFS games put emphasis on customizing your car both in terms of appearance and performance. Need for Speed: Payback isn’t going to be any different in this respect, with an allegedly impressive number of customization options.

Car classes

A part of that system will be related to car classes, of which there will be five. Race cars are going to be great at high-speed cornering and driving ahead on tarmac. Off-road will be durable and have air time good enough to make landing on loose surfaces less of a hassle. For straight-only speed and some wheelies, you’ll pick Drag vehicles. Drift cars will trade speed for taking corners sideways. Finally Runners are going to be the cars of choice when you need to avoid cops and thread through traffic like it’s nothing.
Worth noting is that cars are limited to two or three classes, except for Derelicts you find in the game world, which can be customized to any of them.

Visual customisation

What’s a good NFS without a way for you to create your own uniquely-looking car?
Payback knows where the strengths lie, and so it’s going to offer a significant scope of visual customizations of various kinds.

First off, we’re getting custom paints and wraps, the latter of which will have community support, in case you find the ones shipped with the game to be insufficient for your needs. That implies there will be some form of editor and a sharing tool. Although it probably won’t create anything like the modding communities some games have, it’s nice to see support for creative endeavors. On the car body side of things, there will be a large number of individual customizable parts for nearly anything between the front and rear bumper. You’ll also be able to control the stance fo your ride, if the factory suspension profile isn’t at all to your liking.

And then there’re the usual performance upgrades and tuning. All things considered
NFS: Payback is going to provide you with plenty of tools to make the cars truly your own.

The final lap

Although the NFS franchise has gone through ups and downs along the way, Need for Speed: Payback looks like a definitive improvement judging by the information released so far. Between a story that may introduce some actual character and stakes to the game, diverse range of driving activities, and substantial customization, Payback sounds a little like a comeback of the famous franchise.

We will need to wait until Need for Speed: Payback releases on November 10 this year,  leaving just under two months of time to get your pre-orders ready, if you are into this sort of thing.
How are you going to prepare your car to take on The House?

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South Park: The Fractured But Whole Preview https://www.gameogre.com/south-park-fractured-whole-preview/ https://www.gameogre.com/south-park-fractured-whole-preview/#comments Fri, 13 Oct 2017 07:52:37 +0000 https://www.gameogre.com/?p=20751 They say that patience is a virtue. Sometimes it even gets rewarded. South Park: The Fractured But Whole is one of the most postponed games in recent memory, and unless something goes terribly wrong again we’ll finally get to play it this year. Let’s take a look at what Cartman and co. are cooking up […]

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They say that patience is a virtue. Sometimes it even gets rewarded. South
Park: The Fractured But Whole
is one of the most postponed games in recent
memory, and unless something goes terribly wrong again we’ll finally get to play it
this year.

Let’s take a look at what Cartman and co. are cooking up for us in this sequel to
2014’s SP: The Stick of Truth.

New theme

Three years ago the kids of South park played a city-wide fantasy LARP, and you, the
New Kid, had to fit in somehow. But that was a long time ago, in the distant past of
yesterday, if we stick to the internal timeline of the game. Nobody cares about your
past achievements. New things are all the rage now, get with the program. What
things? Why, superheroes of course!

The kids are trying to create their own superhero franchise, complete with Netflix
deals and all that jazz. Of course it devolves into a Marvel’s Civil War pastiche,
fought between Marvel-like Coon and Friends and DC-ridiculing Freedom Pals.

The player character gets to participate in the fun, of course. The obligatory
superhero origin story is narrated by Cartman, and it reportedly involves the new
kid witnessing parents getting to know each other in the Biblical sense. And that’s
probably the most tame thing about this game, if reports are to believed.

A welcome change is enabling both sexes at chargen, an option lacking in the
previous game.

More actual classes

In keeping with the superhero theme going for it, the new South Park will introduce
a class system based around 12 superhero archetypes, such as speedster or brawler.
Each of the classes will come with a unique selection of special abilities,
including over-the-top supers which will likely rival the ones from Injustice 2.
It’s been stated that switching between archetypes is going to be possible, as well
as mixing and matching them to some uncertain extent. Some classes will allegedly be
unavailable at character creation require unlocking during playthrough.
Tied to the new class system is loot, which is said to be plentiful and meaningful,
for a change. Details remain hidden so far, though.

Revamped combat

The first game was fairly static in terms of its battle system. It was reminiscent
of early RPGs, with characters standing in front of each other, spamming abilities
from their positions. It’s all in the past now, too.
The Fractured Butt Whole combat system is going to be somewhat
similar to the one we know from The Banner Saga, or a very simplified (and probably
more openly fair) XCOM reboot. All of it will happen on a grid allowing characters
to move around and position themselves in a way than enables their abilities to have
the best effect without exposing oneself to enemy attacks. Although positioning
might not be as essential and large-scale as in the previous game, it will likely
introduce some welcome complexity to a previously fairly straightforward game.

Environments and exploration

In terms of presentation, South park: The Fractured But Whole isn’t going to differ much from what Obsidian-developed sequel achieved.
It still will look like a long and interactive episode of the TV show, down to the
jerky paper-cut-out animation.
One big improvement is going to involve visiting hard-to-get places. Using the New
Kids epic farting abilities (also familiar from the previous game) and Kyle’s alter
ego Human Kite, you’ll be able to reach the rooftops for loot and secrets. This also
mean a change from the buddy mechanic. Instead of teaming up with one character or
another, the game will pick the one which will be helpful in a given situation, as a
sort of helpful cameo.

Expectedly crude and irreverent

It wouldn’t be a South Park, if the writing didn’t take comedic shots at just about
anything. In this case the primary target is the superhero movie genre, but we can
expect many things above and beyond it. After a recent demo there’ve been reports of
an interactive lapdance sequence coupled with farting on (the player’s) demand,
collecting bodily fluids and generally casually earning the “M for Mature”
rating.

The stinger

There is no guarantee that South Park: The Fractured But Whole
won’t be pushed back even more, of course, but what is known so far looks like a
very entertaining game, making well-deserved fun of the staple genre of 21st century
cinema. Familiar, iconic visual style, writing and voicework done by the masterminds
of the franchise, and gameplay design expanding on the basis created for the
prequel. I may be a sequel long in the making, but it has all the trapping of a
sequel we deserve.
SouthPark: The Fractured But Whole launches on October 17 this year.
Unless it doesn’t.

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Zombasite Preview https://www.gameogre.com/zombasite-preview/ https://www.gameogre.com/zombasite-preview/#comments Mon, 23 May 2016 06:01:41 +0000 http://www.gameogre.com/?p=18442 Zombasite Preview Zombasite, like Din’s Curse, is not very known but packs an enormous amount of depth into the game. However, readers should note that this is a preview because the game is still in Beta and Early Access. Right away, you can tell that Zombasite is action packed as there is action being seen and […]

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Zombasite Preview

Zombasite, like Din’s Curse, is not very known but packs an enormous amount of depth into the game. However, readers should note that this is a preview because the game is still in Beta and Early Access. Right away, you can tell that Zombasite is action packed as there is action being seen and heard before you even begin on the starting menu. This gave me a feeling of “Hey, wait for me” and made me want to get started even more.

Take note that for a “zombie” game, you will notice more fantasy than almost all others because it shares a great deal with Din’s Curse which is a fantasy RPG. This is a good thing as it gives Zombasite much more depth than just waves of carnage and mindless zombies. For example, you will see messages of things going on constantly. One early message was Gator the Fire Warden, my nemesis, actually taunting me.  If you were looking for a mindless zombie clone, you will need to look else where as Zombasite has something going on constantly. There are NPCs you can add to your party or team, different areas to explore, loot to get, and even rival teams that at first glance look like other players in single player mode. You can choose a team name when you start to lead your own. The messages will even announce accomplishments by the other teams.

With regular updates and a developer who passionate about improving the game, Zombasite will only improve from here. The biggest downside is a very common one with games of this nature which is not enough players on multiplayer. However, the single player mode is so well made that this not an issue like it is with most multiplayer only indie games. In fact, the team aspect gives a feeling that you are playing with other players if only to run across them from time to time.

Key Features:

  • Still in Early Access.
  • Action RPG.
  • Dedicated developer.
  • Uses many features from the very underrated Din’s Curse.
  • Loot matters.
  • Random events.
  • Gameplay overshadows the graphics.
  • Many different classes to choose from.
  • Can add NPCs to your party very easily.
  • Wishing wells.
  • Can resurrect when you die.
  • Other teams look like real players.
  • Regular updates.
  • Action on starting menu.

Pros:

  1. Plays on nearly all PCs.
  2. Can make hybrid characters.
  3. Random events all the time.
  4. Great loot system.
  5. Many areas to explore.
  6. Smarter than usual monsters.
  7. Deeper than other zombie games.
  8. Something is always going on and displayed in text.
  9. NPCs can change how they feel about you based on your actions.
  10. You start in a fort outside for “security”.

Cons:

  1. Not a huge community to support it despite how good it is.
  2. Very basic graphics.
  3. Multiplayer is barren.
  4. Point and click can get hairy when confronted by a zombie army.

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Battle Splash https://www.gameogre.com/battle-splash/ https://www.gameogre.com/battle-splash/#comments Tue, 19 Apr 2016 08:12:21 +0000 http://www.gameogre.com/?p=18326 Battle Splash, third-person water shooter made by one person, releases its first trailer. Hanoi, Vietnam – Dranya Studio, an independent video game studio from Hanoi, Vietnam, is releasing its first announcement trailer of the first game: Battle Splash, a third-person shooter filled with actions and water splashes. Trailer: https://www.youtube.com/watch?v=oiY2NWKKDVo Description: Battle Splash features fast-paced and […]

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Battle Splash, third-person water shooter made by one person, releases its first trailer.

Hanoi, Vietnam – Dranya Studio, an independent video game studio from Hanoi, Vietnam, is releasing its first announcement trailer of the first game: Battle Splash, a third-person shooter filled with actions and water splashes.

Trailer: https://www.youtube.com/watch?v=oiY2NWKKDVo

Description:
Battle Splash features fast-paced and action-packed water fights in the form of a third-person shooter. Players will experience the fun of water shooting in the summer in a fresh way. Take your water weapons and challenge with/against your friends in many beautiful sceneries. Feel the frenzy as water splashes from your weapons can accidentally wet your opponents, your allies, and even yourself! The aim of this game is to create a fun, intense, and exciting shooter with no need of violence. Everyone, regardless of ages, can enjoy Battle Splash as much as they can.

Players can choose 4 character classes with different traits and stats so as to bring variety of play styles. These classes are also equipped with a special items based on strength and advantages of the characters. Battle Splash also allows players to equip a set of 4 weapons with no restriction for more fun and frenzy experience. The game will deliver 4 different game modes with AI bots so that it can be playable in every situation, whether solo or with friends around the world. Moreover, Battle Splash can hold up to 32 players simultaneously in a player-made server and full local network support for LAN parties.

Further Development:
Battle Splash is also being planned to bring more contents, including a co-op campaign with open-world elements. The campaign will deliver the story of how water fights will be made in a distant future with virtual/augmented reality tech. It will be an adventure of thrill, excitement and fellowship when the virtual world is being gone rogue. Also, Battle Splash will support modding community with its own tool. Players around the world can make their own weapons, maps and rules to have more fun, diverse and exotic matches.

Key Features:

– Fast-paced Action-packed Third-person shooter with the theme of water fights
– Enhance the joy of water fights with colorful and exotic sceneries
– 4 game modes, including 3 Competitive modes and 1 Objective mode.
– All game modes are playable online and offline with AI bots
– 4 classes with different traits, stats and unique special items.
– A set of 4 basic weapons (available for all classes).
– Optimizing for up to 24 ~ 32 players per server
– Full local network support. Online play is being under experimental.
– Powered by Unity engine.

History:
Battle Splash is solely made by its creator, designer and programmer: Mai Nguyen Binh Hung. He is also a co-founder of Dranya Studio, an independent video game studio based in Hanoi, Vietnam. The game is developed in 2 years and started as a small multiplayer prototype with partially completed mechanisms. Battle Splash itself is made with inspirations from water guns and classic shooters for an enjoyable experience for all ages. Currently, the game doesn’t have the release date yet since the developer is still making more content. However, it is being planned for a Steam Greenlight campaign and subsequent Early Access release.

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Star Trek Online ‘Season 11: New Dawn’ Goes for Exploration https://www.gameogre.com/star-trek-online-season-11-new-dawn-goes-for-exploration/ https://www.gameogre.com/star-trek-online-season-11-new-dawn-goes-for-exploration/#comments Wed, 12 Aug 2015 02:11:06 +0000 http://www.gameogre.com/?p=14228 The war in Star Trek Online is over, if you want it. With the end of the 5-year Iconian War, Cryptic Studios’ Star Trek free-to-play MMO STO will be moving on from warfare to the standard modus operandi of Trek with Season 11: New Dawn, according to Kyt Dotson at SiliconANGLE. Up until now, STO players have seen a great deal of conflict and combat and […]

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The war in Star Trek Online is over, if you want it.

With the end of the 5-year Iconian War, Cryptic Studios’ Star Trek free-to-play MMO STO will be moving on from warfare to the standard modus operandi of Trek with Season 11: New Dawn, according to Kyt Dotson at SiliconANGLE. Up until now, STO players have seen a great deal of conflict and combat and soon, sometime this year, all that will come to an end.

Amid the additions coming in New Dawn, players can expect a focus on exploration over conflict.

This means that STO will be moving towards a new exploration system–and something to replace the old one, removed in 2014, is most welcome.

The old exploration system provided a much-needed respite from other portions of the game, but it also had some odd flaws:

The system worked by asking players to fly around unexplored spaces and visit planets. At these planets a number of pre-scripted events could occur: a civilization might ask for aid and the captain would deliver medical supplies or perhaps entertainment provisions (the latter felt a bit silly), perhaps foes threaten a colony or planet that needed to be fought in space or on the ground, and sometimes strange energy readings would be detected and an away party would go down to scan them.

In all, the number of scripted events were extremely limited and repetitive. And sometimes—due to the mad-libs style of randomization—the scripted events were extremely silly. Why exactly would the Borg—a hypertechnological collective that destroys what it cannot assimilate—be messing in the petty politics of some backwater city in a distant star system?

Season 11 will also introduce new voice acting from Chase Masterson to reprise her role as Mirror Leeta. It will bring a new system called the Admiralty System that will allow players to send ships out on missions (similar to the Duty Officer System but with longer missions and greater rewards.)

News tip via SiliconANGLE.

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Heroes of the Storm Open Beta https://www.gameogre.com/heroes-of-the-storm-open-beta/ https://www.gameogre.com/heroes-of-the-storm-open-beta/#comments Mon, 01 Jun 2015 08:08:19 +0000 http://www.gameogre.com/?p=10229 Open Beta testing for Heroes of the Storm has been going on since March 19th and will continue until it is released on June 2nd. I got excited about the prospects of the game and decided to hop in and try it out before the launch. The game is free so go and try it […]

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Open Beta testing for Heroes of the Storm has been going on since March 19th and will continue until it is released on June 2nd. I got excited about the prospects of the game and decided to hop in and try it out before the launch. The game is free so go and try it before Thursday.

Screenshot2015-05-30 16_55_33

Similar to WoW in MMORPGs, HOTS is very easy to start playing and have fun. Some MOBAs are not that friendly to new players and it really shows with their communities. Even some small ones on Steam are bad about this. If you can not jump into the fire and start acting like you have played before, even if you haven’t, you will likely get a “friendly” comment from a teammate or two. Yes, a thick skin is needed in these situations because some will persist and a few are getting reputations for bad communities because of stuff like this.

Screenshot2015-06-01 01_59_46

Well, thankfully, Heroes of the Storm takes a great deal of the growing pains out of a new MOBA experience. In fact, it is quite possibly the best game for a player that has never played a MOBA before to start. The pressures of being new are removed because the tutorials show you everything you need to do, you can train with all bots and still get experience points, and their is a voice who reminds you important points throughout the game such as if your health is low or you should ride a mount instead of walking.

Screenshot2015-06-01 02_02_05Because you can learn easier without all the pressures regularly associated with most MOBAs, you can try to different stuff like going to attack mercenaries to join your cause or trying new abilities and talents or just have, you know, fun. For example, I usually play melee in most online games whenever I am giving the choice. This did not work out too well when I tried this previously in MOBAs because they are much harder to play than range characters. HOTS also has melee character with harder difficulty, but I found one for my Ogore character that works very well and is not that easy to bring down. Thus, I tried this in my first match with other players and did very well as our team won.

Screenshot2015-06-01 02_02_09When you reach level 6 you start to get daily quests. Actually, I have two in two days and can do both at the same time since one is to win three games as a warrior character and the other is just to win three games. The higher in level and the more heroes that you have, you can start participating in leagues.

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The Next MOBA King? https://www.gameogre.com/the-next-moba-king/ https://www.gameogre.com/the-next-moba-king/#comments Wed, 27 May 2015 08:49:22 +0000 http://www.gameogre.com/?p=10139 It will launch on June 2, 2015 , but Heroes of the Storm by Blizzard has already generated a lot of interest and has set itself up as a possible challenger to the throne of League of Legends as the reigning king of MOBAs. From flashy TV commercials to offering heroes from Blizzard’s treasure trove […]

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It will launch on June 2, 2015 , but Heroes of the Storm by Blizzard has already generated a lot of interest and has set itself up as a possible challenger to the throne of League of Legends as the reigning king of MOBAs. From flashy TV commercials to offering heroes from Blizzard’s treasure trove of Franchises ala Diablo, Starcraft, and of course Warcraft, HotS could possibly be the most hyped MOBA to date. Oh scratch that, the best Hero Brawler (the big B’s term for the game’s description) to date:).

heroesofthestorm2Battle.net could play a huge part in the pending war between the two previously mentioned titans. The online gaming service has been around since all the way back to 1996 and has maintained a staggering player base ever since with many long time classics. Riot may have a huge head start, but this should not be underestimated and will undoubtedly be LoL’s toughest challenge by far. Only time will tell after the launch of HotS whether it will succeed where others have failed or not, but never count out Blizzard. Everquest was the dominant MMORPG until WoW showed up and blew up the whole genre.

heroesofthestorm3Unlike WoW though, HotS will use a free-to-play/freemium model where players can buy heroes or alter their looks. As a website owner who buys cards for LoL and has foreign forum members, I hope it is easier to buy items for them in this new MOBA.

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AlterVerse Takes Aim at MMO Greatness https://www.gameogre.com/alterverse-preview/ https://www.gameogre.com/alterverse-preview/#comments Mon, 25 May 2015 08:06:50 +0000 http://www.gameogre.com/?p=10111 AlterVerse is an upcoming virtual world/game platform that is going for the holy grail of massive online gaming: a world where players can essentially do anything together such as create, compete, collaborate, and quest. Essentially, the game is aiming to be a cross between Mincraft, Second Life, and Skyrim. This path is admirable as well […]

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AlterVerse is an upcoming virtual world/game platform that is going for the holy grail of massive online gaming: a world where players can essentially do anything together such as create, compete, collaborate, and quest. Essentially, the game is aiming to be a cross between Mincraft, Second Life, and Skyrim. This path is admirable as well as fueled with heaping amounts of ambition and potential. If it can be pulled off correctly when it launches, Alterverse will be a runaway MMO hit.

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At a time when MMORPGs need something new and inventive due to the rise of MOBAs and Sandbox games, Alterverse will attempt to fill that current void. Just take a look at a partial list of the features that the game will offer:

1. You can create your own worlds with a suite of pro editors. This should engage the creative juices of many players alone.

2. PvP, PvE, and even RvR are all available.

3. Siege system where you can storm castles.

4. In game voice chat is something that could be very fun if done right.

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5. Comes with PC and phone apps so you can check your ranks and message friends.

6. You can make everything from spells to tools to armor and weapons.

7. Hunting and fishing done realistically.

8. Built with virtual reality in mind.

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 The game is currently on Steam Greenlight so it can be sold on Steam. If you like the looks of it and the features described above, go ahead and give Alterverse a thumbs up. Steam would be a great place for it because the game will need a good strong player base if it is to realize its tremendous potential when it releases in late 2015 to early 2016.

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Neverwinter Online unleashes Elemental Evil and the Oathbound Paladin https://www.gameogre.com/neverwinter-online-unleashes-elemental-evil-oathbound-paladin/ https://www.gameogre.com/neverwinter-online-unleashes-elemental-evil-oathbound-paladin/#respond Thu, 09 Apr 2015 13:26:46 +0000 http://gameogre.com/mmoblog/?p=8179 Module 6: Elemental Evil of Neverwinter Online was released April 7, 2014 and with it a series of four new zones and a brand new class arrived. In order to get a look at the game, many people flocked to the servers the moment they went up and crashed the PC servers for a little […]

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Module 6: Elemental Evil of Neverwinter Online was released April 7, 2014 and with it a series of four new zones and a brand new class arrived. In order to get a look at the game, many people flocked to the servers the moment they went up and crashed the PC servers for a little while.

Each of the new zones fits a particular element Water, Earth, Fire, and Water. As a result of the four new zones added to the game the level cap has been raised from 60 to 70 and the new zones added have become leveling zones with progression and storylines that lead through them.

The newest class added to the game, the Oathbound Paladin, adds a team-focused protector and healer to the game who wields a sword and mace. Paladins can take the role of healer or tank and have numerous abilities that bolster allies via auras or debuff enemies by causing their damage to be reflected or power reduced.

The Elemental Evil module release is only for the PC currently; looks like Xbox players will have to wait.

The New Zones: Elemental Evil

Module 6: Elemental Evil is named after an ancient Dungeons & Dragons campaign sourcebook of a similar name, The Temple of Elemental Evil. In Neverwinter Online, however, it’s not just a temple that players will be exploring it’s an entire set of new zones, companions, and a whole new faction to fight against: the Cults of Elemental Evil.

Each of these zones is afflicted by a particular elemental effect including Drowned Shore/Reclamation Rock and Firey Pit/Spinward Rise.

The Drowned Shore is a new zone afflicted by the element of water and the Elemental Evil cultist who gather there fit that element. The zone is the blasted wreckage of the Blackdagger Ruins, which have been devastated by a powerful tidal wave that pulverized the lighthouses and other structures that once stood there.

Reclamation Rock is a towering rocky prominence that looms over the retaken city of Helm’s Hold and is populated by an Elemental Evil cult dedicated to the element of earth. The Rock is a powerful fortress that is strategically defended by craggy rocks and a difficult approach. Making things worse, the pillared-fortress itself burst forth from the ground where players launched their counter-attack against the Ashmadai (the hell-borne tiefling cult) and now the new cultists roam the streets and forests.

The Firey Pit is a locale that lives right up to its name through a repurposing of the Great Forge in the lost dwarven city of Gauntlgrym. Deep within the forge slumbered a great bound fire primordial named Maegera, to whom the fire elemental cultists who flocked to the Firey Pit pledge their allegiance. It will be up to players to clear out the cultists and retake the forge in this newly created PvE levelling zone based on the Gauntlgrym PvP zone.

Wrapping up the elements with air is the Spinward Rise, high above Neverwinter Wood. The Cult of Harrowing Hatred—what a name—and the Nimbus family of cloud giants have constructed a stronghold atop a series of floating islands. As with every other zone, the elemental cultists have taken over the area and are working to resurrect powerful air elemental forces for an invasion—it will be the task of the players to march on these island fortresses and pry the cult loose of their footing.

New class: The Oathbound Paladin

With the release of Neverwinter Online Module 6: Elemental Evil a new character class that relies on heavy armor, honor, and the grace of the gods has arrived: the Oathbound Paladin. She will march into battle with a trusty shield to protect her companions and a bludgeoning mace to batter down the enemy. As most paladins in the Dungeons & Dragons game world use a sword and shield, the mace-type weapon led to a bit of controversy pre-release.

But how does the Oathbound Paladin play?

Players who choose the Paladin get to pick between two paragon paths called Oaths: the Oath of Protection and the Oath of Devotion. Protection Paladins receive a big boost to damage resistance (10%) and a huge boost to threat generation (500%), and as the Paladin takes damage she receive a power-boost based on the total damage taken up to 10% of total health. As for Devotion Paladins, healing is increased (100%) and when healing allies their stats are increased by 5% for 10 seconds.

As a result, the Paladin is well suited for group-settings as either a tank or a support-healer role.

The Paladin is the second class to go with a one-handed weapon and a shield, the first being the Guardian Fighter. In spite of this similarity, the Paladin fights quite differently. Most importantly the shielding mechanic changes—for the GF, raising a shield means blocking incoming damage aimed at the GF and poking at the enemy to taunt them; for the Paladin, raising her shield means projecting a defensive field around her to lower damage done to nearby allies.

The TAB-ability of the Paladin is “Divine Call.” Basically this works as an AoE shout that taunts all enemies and heals allies within 30’. Protection Paladins gain 10% extra damage resistance for 10 seconds after taunting enemies and reflect 5% incoming damage while the buff is active. Devotion Paladins throw heavier heals and any second Call cast within 10 seconds heals 50% more.

Paladins also come with team-boosting or enemy-hindering auras. The Aura of Courage boosts team-wide damage against foes when active. The Aura of Truth causes enemies near the Paladin to deal 5% less damage. The Aura of Wisdom increases recharge speed of allies by 10%. The Aura of Haste causes allies to move 20% faster and generate action points 20% faster (used to trigger ultimate abilities.)

As a result of auras and oaths Paladins are well-suited to act in the role of boosting the team and hindering the enemy. The area-wide shield and abilities that generate threat or heal means that paladins fall into a heavy support role rather than high DPS. However, they’re also heavily armored and can take a massive beating if necessary.

First impressions during early game show that Paladins will be very good for teams to have one as tank or healer as they act as force multipliers for the rest of the team. A Paladin can do this either as a front-line tank, taking all the attention and protecting nearby allies from AoE and repercussion by taunting enemies away; or as a healer who boosts the stats of nearby allies.

 

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