Posts Tagged ‘2011 releases’

Introducing TERA: Blood and Guts

15 March 2011 | No Comments » | Ronix

It’s been a while since we’ve covered TERA, and I figured it’s time to change that. This time, we talk about an important choice you will make at the start of the game – your calling. The game features 8 classes: 4 melee, 1 ranged, 1 caster and 2 support. Today, we are going to cover the melee classes and their associated gameplay styles. So, if you like getting up close and personal with your enemies, read on.

First off, we have Lancers who are the main tanks of the game and are able to have the best protective equipment, as well as the ability to protect allies with their shields. They are a melee class, but due to the length of the spears they carry, they can easily attack from medium range. Due to particle collision in the game, your shield isn’t just a fancy piece of gear that you wear to impress ladies, but also a vital tool you have to rely on in order to prevent damage both to yourself and to the allies behind you.

In between blocks, you’ll also be making active use of the various taunts and guards available in order to keep aggro. When the going gets tough, expect to add a dash of offence skills as well. The Lancer brings reliability and survivability to the party. Skillful tanks in other games will feel right at home with this class.

We also have Slayers who use greatswords to maximize the reach of their swings, and are a melee class geared for fighting groups of enemies at once, while still being able to dodge enemy blows. Slayers do not have ‘spike’ damage like their cousins Berserkers, but they do make up for it with their versatility. This class has a wide range of skills for AoE damage, but can also utilize a couple of abilities that focus on a single enemy. Continue Reading

Forsaken World: Final Impressions and the Bottom Line on Whether You’ll Like It

10 March 2011 | 7 Comments » | Ronix

You can’t really argue that Perfect World Entertainment has quite a share of the free-to-play MMO-market in the West. The company’s stable of titles includes the likes of the ever popular Perfect World, Jade Dynasty, Battle of the Immortals and even the upcoming online version of Torchlight. Pretty much all titles are quite rich in the content offered, but over time, players have noticed that most of the games tend to look and play very similar, despite some major differences.

Forsaken World is PWE’s biggest title to date, with the project being the most costly undertaking in terms of finance and time. The game certainly has some genre staples, but also teases us with some of its more unique features. Does Forsaken World do justice to the company’s effort or is it yet another all too familiar endeavor? You’ve seen all our coverage to date — now read on for the bottom line.

When starting your character, we are offered a choice of five races – Humans, Elves, Kindred, Stonemen and Dwarves. The choice to restrict class choices for different races seems like an odd one. Currently, players who like Dwarves can only be Marksmen, and Stonemen can only be Protectors. Maybe it’s just me, but I like freedom and having the option to play the game my way, rather than developers telling me how to do it.

Visually, Forsaken World is a bit of a mixed bag. At times, the game looks truly impressive with some cool spell effects and imaginative environments, and the new engine can display some nice landscapes and scenes. This, however, makes some of the graphical weaknesses stand out even more. Characters look like they were a product of an inferior engine, and the game could use some variation in the animations of starter skills. At least character customization is decent (for a free-to-play title), and pretty soon I found the look my new Elven Bard would go for. You should note that you can wear two types of equipment in Forsaken World – one for stats and one for fashion. The best thing about this system is that you get the choice what set will appear on your character and what will be counted towards your stats. Continue Reading

Forsaken World – It’s interview time!

9 March 2011 | No Comments » | Ronix

Recently, Perfect World Entertainment announced that Forsaken World will be launching on the 9th of March (today!). As you may know, the Lore Hound crew has been checking the game out for some time, and you can see for yourself what we think of it so far. By the looks of it, we got at least a couple of you interested in checking this title out. For those of you who want more of an insider look at the game, we bring you an interview with Clifton Chu, Product Manager of Forsaken World. Today, we get some more details on the game and its features, Twong gets his question answered and we find out whether those damn Vampires really don’t sparkle.

For those that haven’t been following our coverage of Forsaken World, can you give us a quick synopsis of the MMORPG (in three or so sentences)?

Forsaken World is Perfect World Entertainment’s first game built from the ground up with the western audience in mind. Players can look forward to a darker, fantasy driven game with Dwarves that are more steam punk than drunk, Vampires that don’t sparkle and Stonemen, living, breathing forces of nature.

The beta phase has been pegged as the main reason to the early launch. What made you decide to launch two weeks ahead of schedule?

This has been our largest and longest closed beta to date and thanks to our active closed beta community, we were able to finish localization and polishing the game ahead of schedule. Given that Forsaken World has been our most anticipated game to date, we figured; why not launch two weeks ahead of schedule if the game is ready?

What kind of feedback has been the most unexpected or interesting?

We’re very fortunate to have such a dedicated and loyal fan base where they will try a new game and give feedback on not only what’s wrong, but how to fix it. One of the features that wasn’t originally planned for launch, but was requested by our players was the addition of the auction house. The auction house system was suggested by our players, and the developers were able to integrate that feature for closed beta testing as well as for launch.

Did anything that community members mentioned cause a major change or rethinking?

There’s always room for improvement in games and with MMOs, it’s more of a service than end product where we are constantly tweaking and improving features based on player feedback. Since Forsaken World was built with the western audience in mind, one thing that we weren’t expecting was the positive feedback we received from our Asian players who really liked some of the features that we implemented, and this is something we’ll keep in mind across all of our games. Continue Reading

Forsaken World: Petting… and Other Activities

28 February 2011 | 2 Comments » | Ronix

I like petting pets in my MMOGs, true story. If there is some sort of a pet class in a game, I’ll be checking it out at some point, guaranteed. Even if it’s not going to become my main character, I still enjoy the associated style of gameplay.

So I was quite happy to find out that pretty much any class can have a pet in Forsaken World. Starting from level 10, an NPC in Freedom Harbor will introduce you to the pet system and give you a choice between getting a turtle, a ram, or a wolf. The catch is, Perfect World Entertainment has managed to embed a reward system into this mechanic as well. The pet has to be hatched from a special stone before you can run around with your new companion. The longer you wait for your pet to hatch, the higher the chance it will have better stats. While you can only have a single pet exploring the world with you at any one time, you can own up to three pets, so there are definitely choices to consider. Continue Reading

Forsaken World: Comfort and Encouragement

21 February 2011 | No Comments » | Ronix

Earlier this week, iTZKooPA mentioned the ‘carrot-on-a-stick’ approach regularly emphasized in Forsaken World. Today, I’d like to delve deeper into this aspect of Perfect World Entertainment’s upcoming title and show you that these systems go deeper than you could have imagined.

Right from the get-go, the game offers a mixture of comfort and gentle encouragement in order to ease players into the initial experience. Upon your log-in, you receive a few shinies to keep you excited and give you that warm fuzzy feeling of being welcome in this new world. They include things like health and mana potions that have infinite use but expire after a week, bag extensions, identification scrolls, and various buffs. The mysterious box that sits in your inventory is not simply a gift dispenser, but also a tool for players to get acquainted with various game mechanics. Along with identification scrolls and food that temporarily increases your stats, it frequently gives out introductions to game features relevant to your current level.

The constant stream of presents is timed at certain intervals to avoid an overdose, but also to keep you wanting more. The reward mechanic is nothing new, but Forsaken World does it better than competitors by making these presents actually useful to your gaming experience. Moreover, they also serve the purpose of introducing and getting you accustomed to the idea of having a vast amount of convenience items at your disposal from the beginning. That way, once you go past the new player experience and get into the meat of the game, the idea of having (buying) various shinies will not seem like an unusual one. This doesn’t mean that higher level players don’t get rewards though, quite the opposite.

Every player has the option to pray when the in-game constellation changes (part of the Zodiac System mentioned earlier). The first four prayers have a chance to give you additional experience and items. There is also a journal that neatly organizes your progression in each game zone and frequently awards achievement points that you can get through exploration and questing. In addition, being a member of a guild will net you a daily reward in the form of experience scrolls and several types of in-game currency.

This sort of encouragement goes beyond mere rewards and can be seen in the fabric of Forsaken World itself. Each significant layer of activity and content in the game has some sort of a meaningful system attached to it in order to encourage and lead players on. Examples of these systems are everywhere. Certain interval levels are accompanied by a pop-up box that aims to introduce players to additional content that has become available. It’s not just a simple Help menu though, as it teaches you about the quests available for your level range, what monsters to kill, what jobs you can learn, as well as where to farm money and equipment. It also allows you to set reminders and see what events are currently on. In addition to all of this, you get a hefty Encyclopedia that is reachable from the main menu once you acquire it. It acts as an in-game wiki of sorts and allows you to search through its contents using keywords.

Everything in the game is designed to make the process of chasing that carrot as unobtrusive as possible. Systems like a quest tracker that allows your character to travel to key locations on auto-pilot, as well as a detailed map of the surroundings, allow you to easily navigate around the world with a couple of clicks and make sure that the time spent in Forsaken World flows quickly and without you even noticing.

When it comes down to it, there are basically two types of MMO-players. Those who view their time spent in-game simply as a source of entertainment and a fun experience, and those who are drawn to the promise of a living world that they can influence and be a part of. Forsaken World is a prime example of the former, and a well-crafted one at that. By not being afraid to admit its themepark roots, the game manages to improve the old formula and have multiple hook points that will leave players coming back for more.

World of Warcraft is often compared to crack, a substance that gets you addicted almost immediately upon consumption and has severe withdrawal issuesForsaken World, on the other hand, is more akin to refined heroin, something that gets you attached to it over a period of time, without you even noticing. Wait, this isn’t a blog about drugs? Son of a…

Introducing TERA: Races – Part 2

16 February 2011 | No Comments » | Ronix

Welcome to the second part of the preview dealing with various races in the word of Arborea. In the previous installment, we looked at the history and interactions of the dedicated amani, the composed baraka and the mischievous poppori. Today, the other half of the cast of TERA will be covered.

Humans

We have humans who are, of course, average in everything. I mean come on, is this the destiny of the human race in every single MMOG? Just being good enough and never excelling at anything? That’s just depressing. Or do we, as players, prefer it that way? BioWare certainly seems to support this notion.

Not all is lost, however, as TERA manages to spice up the standard elements of lore with a couple of nice twists. Once you start paying attention, you’ll notice that humans in TERA have an intriguing past and an active role in the present. Cursed and betrayed by their god, the human race was forced to roam the lands of Arborea without a place to call home. Despite this disadvantage, mankind did not lose faith and made the best of their exile, learning all kinds of knowledge and mastering various crafts.

At last, the goddess Velik took pity on humans and lifted the curse of their creator, granting them a place of their own. The human race today is a respected ally and an important player in the politics of the Valkyon Coalition. It was humans who first realized that nobody could beat Argons single-handed, and only through cooperation with other races could the world be preserved. Although some races are wary of the overbearing enthusiasm and relative youth of this species, no-one can deny their importance in protecting Arborea from the Argon invasion. Way to go, humans! *Pats mankind on the back Continue Reading

Introducing Forsaken World: More on Gameplay Systems and Rumours

12 February 2011 | No Comments » | Ronix

Welcome back to the second half of our preview series covering Forsaken World – the latest title from Perfect World Entertainment. In part 1, I promised to talk about some additional features of the game that might catch your interest. Once again, please keep in mind that a good portion of this information has not been officially confirmed by PWE, yet.

Zodiac System
Upon creating your character, the game will ask you to pick a Zodiac sign. Your choice may affect some of the rewards that you get in-game, your character’s luck and other aspects of gameplay. Rumours say that participating in the Zodiac system will also play a role in the progression of your server. How exactly this will be carried out is still unknown.

PvP with a twist
Forsaken World gives players access to PvP from level 30. Adding an interesting twist to this common feature is the Soul System. Any player, while fighting, can activate the Awaken Wrath skill that will greatly increase their fighting power, but will also leave them more vulnerable to opponents. While in this mode, there is a chance that characters will drop Soul Orbs when hit with a direct attack. Whoever picks up enough of these orbs will experience a big rise in power and will have an easier time kicking ass.

Hopefully, this mode will increase the importance of tactical maneuvers and control over the battlefield in the standard PvP fare.

Monsters have bigger brains
Another notable feature in Forsaken World is the increased attention of devs to the AI of various monsters inhabiting the world. Perfect World Entertainment has even invited two professors from Princeton University to help design this system. The aim was to make fights more challenging for players by allowing mobs to react to different situations, actively use skills and debuffs, as well as heal each other. Whether the developers have succeeded in their attempt has yet to be seen.

More than 10 secondary occupations Continue Reading

Introducing Forsaken World: A Unique Take on Systems, Races and Classes

10 February 2011 | 3 Comments » | Ronix

A couple of days ago, if anyone told me that I’d be getting excited about Forsaken World, I’d laugh in their face and slap them around with a large trout. On the surface, the title seemed to be yet another bland offering, very similar in spirit to other MMOGs offered by Perfect World Entertainment (PWE). However, after digging deeper and finding out more about the game, I (guiltily) retracted my premature judgment.

PWE claims that Forsaken World is their biggest project to date, and that the beta phase for the game has been the longest the company ever undertook for a title. As proof of this dedication, we are often reminded that Forsaken World, unlike PWE’s other projects, was built from the ground up with both Western and Eastern gamers in mind. It will also be the first title to make use of the updated Angelica 3d engine, which boasts some nice visuals for a free-to-play MMOG.

If you go in expecting to get a standard mmo-dish, made from staple design-features and updated graphics, you will be right. To a certain degree. What you forget to consider is the fact that this dish has been created with your tastes in mind, quality ingredients were used to prepare it and the cook has added some spices you’ve never tried before. Whether this mixture is good enough to satisfy the tastes of gamers worldwide ultimately depends on the chef’s skill. For now though, let’s go through some of the more interesting features of the game. Please keep in mind that PWE has yet to provide detailed information on most of these gameplay aspects.

A unique guild base system

Once a guild reaches a certain level, it can bid on one of the floating guild bases. These guild centers not only serve as a primary socializing avenue for your members, but can also contain various structures that give different benefits. Bases are not restricted to guild members only, so other players can travel to your base and even shop there. The latter hasn’t been officially confirmed, but rumours state that guilds will also be able to fight for these floating encampments in Guild Base Sieges.

The Gods system

Up to 10 players on a server can become gods after fulfilling several strict requirements. These players will be given unique powers that can affect the game world. The example given was – if you become a god of teleportation, you will be able to teleport yourself and others around the world, at will. Continue Reading