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RIFT Subscription Packages At Deep Discount Until End of March

29 March 2012 | No Comments » | iTZKooPA

I’ve been clambering for subscription-based MMOG publishers to investigate alternative subscription rates for years. Not just because of the recent “external” pressure from the popularity of the free-to-play model. That’s a more recent occurrence. Even before the new (and exciting) business model began encroaching on the juvenile market, I was suggesting that smaller developers experiment with price points lower than the norm.

The Fallen Earth and Champions Online pedigree, for all their collective innovations, simply could not compete with World of Warcraft or even Warhammer Online on the AAA front. However, I felt, and still do feel, that these titles would act as a fantastic second-in-command at a lower monthly price point. Trion Worlds isn’t going that far with its latest RIFT promotion, but it’s awfully close.

For the next few days, those looking to ascend can do so at amazing rates. As low as $8.25 per month, or a slim $99.00 per year. That’s a lock in rate, not a super special, born on this day die on this, ping-pong ball bingo drop rate. That $99.00 rate will be “billed every year” and entitle purchasers to the “Veteran Rewards” program; a great promotion on its own. Other packages, for three and six months at $12.29/month and $10.29/month, are also available at 18% and 31% discounts compared to the 45% savings from above.

Launched just over a year ago, Trion Worlds has delivered seven large updates, with the title seeing its eighth, v1.8, coming just around the corner.

For more information, head to your Account Management page. Get it while it’s hot. The deal ends when March does.

Exclusive Blacklight: Retribution Interview: The Swear-Free Interview

27 March 2012 | No Comments » | iTZKooPA

Just a few weeks ahead of its release, LoreHound sits down with Lead Designer Jared Gerritzen to discuss the title’s entrenched competition, unique partnership with Perfect World Entertainment and on-going player support.

LoreHound: Thanks for taking the time out of your busy schedule to answer our and the community’s questions. We’ll start you off with a softball. Who are you and what’s your role?

Jared Gerritzen: I’m Jared Gerritzen, Creative Studio Head and Lead Designer on Blacklight: Retribution.

LH: There’s a good portion of gamers that may not realize Blacklight: Retribution is actually a sequel. Care to discuss the title’s origins and what Zombie Studios plans to do on the follow-up?

JZ: We have been working in the Blacklight world a couple [of] years now, with the first game being Blacklight Tango Down. It originally started as a F2P game, but in the end we had to move it to a retail digital download title. We learned a great deal with that title and had a number of things we had to cut and tons of stuff we just didn’t have the time or resources to do. We got the opportunity to move forward with Blacklight: Retribution as a built-from-the-ground-up F2P shooter and have been able to make the shooter we originally set out to make with Tango Down.

LH: Congratulations on the Open Beta milestone! Are we closer to a concrete release date? How about launch feature sets, such a number of game modes, shop options (cash, in-game and earned) and number of maps?

JZ: Thanks! We just recently set the launch date for April 3rd, 2012! We are burning the midnight oil getting all the final touches into the game. As for new features and maps, we are still nailing down all the final details on those.

LH: BLR has had the PC platform in its iron sights since the beginning. How has this affected development, aside from it being graphically stunning? What about the decision to develop with the F2P business model from the start?

JZ: We love the PC platform. Being a small studio making games for the PC allows us to have a certain level of flexibility and quickness that we wouldn’t have if we were on a console. Since the beginning of Tango Down, we wanted to make the best FPS F2P on the market as we think F2P or Games As Service is the future and we wanted to be the leader. Making games for the PC we can’t forget to mention graphics though. Being on the PC also lets us show our talents by pushing the platform. We are using Unreal Engine 3 for BLR and are thrilled to be the first DirectX 11 UE3 Game released, so we are using the latest technology available and the game looks amazing.

LH: Any trepidations of going against major competitors like Electonic Arts’ Battlefield and Medal of Honor franchises and Activision’s 600-pound elephant/gorilla/hippopotamus [Ed. Note that'd be a small elephant or hippo] commonly known as Call of Duty? Not only in striving for the same customers, but attacking their base via a different model.

JZ: We love and play those games as well. I’m a huge fan of Battlefield, but we think we are bringing something new to the table with BLR. I think when people play BLR, they will see the value that they are getting as we are giving them a AAA game for free.

Hit the jump for the rest of the 411.

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Blacklight: Retribution – By The Numbers: Marines We’re Not!

22 March 2012 | No Comments » | iTZKooPA

Perfect World Entertainment released the latest trailer for Blacklight: Retribution, the upcoming F2P FPS from Zombie Studios. The short trailer, seen above, breaks down the beta process by everyone’s favorite subject, math. Even if number munching isn’t your cup of tea, it’s pretty astounding how much action the beta process has seen in a few short weeks.

  • 14 million minutes played
  • 280 million shots fired
  • 13 million agents K.I.A
  • 494 million combat points spent
  • 04 03 12

Zombie should have taken it a step further. It’s even more interesting is when you analyze these numbers against each other.

  • 26.64 years of human productivity gone. Conversely, 26.64 years of hand-eye coordination training for post-apocalyptic survivors.
  • 21.54 shots per kill. Marines we are not.
  • 0.33 shots per second. Trigger happy, we are.
  • 1.76 combat points earned per shot or…
  • 35.29 combat points per minute player.
  • April 3, 2012 – I already took vacation.

Simple take away; shoot more for more CP!

Blacklight: Retribution will be launching on April 3, 2012.

Dungeon & Dragons Online: The Shape-shifting Druid Revealed

20 March 2012 | 1 Comment » | iTZKooPA

Turbine Entertainment revealed more details, including the first screenshot, of Dungeon & Dragons Online’s upcoming Druid class today. The new class will be available as part of the first expansion for the long-running MMORPG, Menace of the Underdark.

Combining themselves with nature, druid players shed heavy armor in exchange for resistances to the harsh aspects of the natural elements, from poisons to entanglement. The shape-shifting foes can morph between powerful creatures, such as a Winter Wolf (pictured) or Dire Bear, or remain in humanoid form to wield the powers of the elements. All of this while brandishing a variety of standard weaponry.

It remains to be seen if the DDO incarnation of the druid archetype will be the typical “jack of all trades, master of none” or a more robust character.

Sticking with free-to-play norms, the unique class will be free to VIP players or purchasable as a premium class. In the past, Turbine has often allowed players to earn premium content through other means.

You can learn more about Menace of the Underdark at the reveal coverage or the official site. Menace of the Underdark will be available June 25.

The Questlist Manifesto

19 March 2012 | No Comments » | iTZKooPA

Gamers, I have a serious confession to make. I, iTZKooPA, am an absolute sucker for lists. Since my youngest days, those lacking hair follicles on certain parts of my anatomy, my consciousness has held fast that productivity meant the absence of sleep. Oddly, not further growth of said follicles.

You see, sleep, was a weakness. Something that must be done. Something that stops me from doing necessary goals. Usually while conscious. The only aspect in this nerd’s life to sway such unreasonable notions was my adolescent brain’s discovery of lists. The hatred of sleep hasn’t been eradicated, but toned down thanks to the ability to formulate my thoughts into concrete objectives. A simple piece of paper with ink generated from my cranium solidified my metaphysical needs.

Jumping to the present, I routinely carry around targets. Not only for organizational purposes, but to feed my personal desire to measure productivity. These goals remain handwritten, on paper. Not on an iPad note or Google Document. The need to cross off tasks as completed is so great that, and this is a confession, I add tasks after I have completed them just to cross them out.

Originally, objectives in games had to be kept the old-fashioned way, pen and paper. Then we gamers were given a quest log. Not because designers felt they could take advantage of this psychological factor, but as a quality-of-life benefit. No more pen and paper means no break from immersion. It’s only in the last few years that designers have begun leveraging this humanoid need for concrete progress to benefit the experience. Achievements are great, usually, but their ability to keep us playing should be just the beginning. By expanding upon that genius innovation, I believe questing can be saved.

Recent AAA titles haven’t pushed this boundary. To date, nothing, and I mean nothing, tops the product that EA Mythic put out with Warhammer Online: Age of Reckoning four years ago. The ToK combined all of the information a player may need for his career in WAR in one incredibly well-designed feature. WAR’s lore, quest details, history of the world, notable NPCs, a beastiary and even your character’s historical armor are tracked and viewable in-game at any time. Returning to the facsimile feature in other games after leaving WAR, spread across numerous screens mind you, was as poor an experience as viewing standard definition TV today.

The questlog is now a standard feature. Yet it’s rarely more than a digital pen-and-paper approach. Add, complete, check off, remove, rinse and repeat. Players are lucky if there’s any historical information at all. WAR’s grandest feature should not be abandoned to history after all it has been heralded. As the industry so often does, its concept should be borrowed and innovated further.

It’ll never happen, but one addition I would like to see is bylines for the writers.

This post was partially inspired by The Checklist Manifesto.

Female Pandaren Stops Teasing, Reveals Herself

19 March 2012 | 4 Comments » | iTZKooPA

Last week, Blizzard Entertainment began teasing players with the silhouette of the female pandaren model, the new race coming as part of World of Warcraft‘s fourth expansion, Mists of Pandaria. As part of a large press event earlier today, the full reveal was delivered. Below are three screenshots showcasing the lithe figure. She’s slimmer than the male version, but just as deadly with her fists.

We’ll have more on the press event as the day rolls by, but we’ll tease you with this tidbit, AoE looting!

Blacklight: Retribution Release Date Announced, Bonus XP Weekend On Now! [Updated]

16 March 2012 | 1 Comment » | iTZKooPA

We’re glad to inform you that Perfect World Entertainment will be releasing Zombie Studio’s free-to-play FPS Blacklight: Retribution on April 3, 2012.

Shwing!

The title is currently in Open Beta, so you might as well jump in an begin leveling your permanent character now. If the “headstart” isn’t a good enough incentive for you.

How about this tidbit: The game is currently undergoing a Bonus XP Weekend. Actually, that’s weekend++, as the event will end on Tuesday!

We’re not worthy!

“After five successive months of closed and open beta testing, Blacklight Retribution has recruited a strong community of dedicated players that have provided valuable feedback for our development team to create a tight and polished free-to-play game with innovative and exciting features,” said Andrew Brown, Executive Producer for Perfect World Entertainment. “Our team has been working really hard to prepare the game for its release, including additional content like new game modes, supporting maps, and a variety of new weapons and related gameplay enhancers.”

Above you’ll find the latest trailer for Blacklight: Retribution. To be fair, it’s geared more towards getting your adrenaline pumping than showcasing in-game experiences. This blogger has never faced enemies that stupid, or that willing to spill their blood, which doesn’t exist in BLR.

“Add it in post” indeed.

(Sorry, I just watched Wayne’s World).

[Update]

In fact, this was confirmed and expanded upon by the Creative Head of Zombie Studios, Jared Gerrtizen:

Aftereffects and a path in the video that isn’t in the map…. Heads have rolled.

Zombie Studios takes its community very seriously.

Wondering About MechWarrior Online? Here’s the First Gameplay Video

13 March 2012 | 4 Comments » | iTZKooPA

To say the MechWarrior franchise is storied would be a massive understatement. Part of the BattleTech universe, the precursor to the MechWarrior brand in the gamer conscious came by way of Westwood Studios, this blogger’s favorite studio when he was worried about cooties. Fast forward to 1994 and the first MechWarrior is released to the 8-bit gaming world. For many, it wasn’t until the series headed to PCs that it made a name for itself, furthered by a return to console.

Twenty three years after debuting, Piranha Games is finally ready to begin detailing the multiple title ahead of its 2012 release. MechWarrior Online! Piranha Games allows gamers to enter the vertical tanks and unleash all sorts of carnage on one another, from powerful lasers to missile assaults. The battles in these futuristic war machines are rarely the same thanks to changing terrain. Player customization, territorial control and intel warfare round out the offerings of the upcoming free-to-play game.