Author - Jerry Paxton

GC 2008 – SOE to Launch MMOs in Europe on the PS3

Sony Online Entertainment and Sony Computer Entertainment Europe have reached a deal to bring PS3 versions of The Agency, Free Realms, and DC Universe Online to PAL territories.

We got the chance to interview SOE’s Matt Wilson on the Agency at this year’s E3. You can find the interview here.

Official Release:
Sony Computer Entertainment Europe (SCEE) announced today that SCEE has joined forces with Sony Online Entertainment LLC (SOE) – developer of groundbreaking online Massive Multiplayer Online (MMOs) games including the wildly popular EverQuest® — in an arrangement that will bring a whole new dimension to PLAYSTATION®3 (PS3™) gaming.

Under the new agreement, SCEE will publish and distribute three MMOs developed by SOE for PS3 throughout the PAL territories. In addition, SCEE will also publish the PC versions of DC Universe and The Agency on behalf of SOE in the PAL territories. The new arrangement allows SCEE to benefit from SOE’s experience in a different area of video gaming publishing, one which opens up a whole host of possibilities for PS3.

The games included in the agreement are The Agency (PS3 and PC), a fast-paced, action shooter set in an present day online persistent world of bullets, bomb blasts, and betrayal; DC Universe Online (PS3 and PC), an action-focused super-hero game in a fully realized DC Universe Online; and Free Realms (PS3), a vibrant new world for younger players with an exciting mix of reality and fantasy.

World of Warcraft: Wrath of the Lich King Death Knight Impressions


Starting a Death Knight goes about in the typical way, the long camera leading up to a floating citadel above the Eastern Plaguelands. The first thing you see once you’re logged in is the Lich King himself. You go about getting used to the Knight’s abilities. You learn how to attach a rune on your weapon, which is basically like a mild enchant. Already you are intimidating with a full set of starting Death Knight gear and the giant two-hander.

After learning the basics of the class, you are sent down to the plaguelands to take on the Scarlet Crusade that’s held up there. The quests are definitely in line with your character being a complete evil badass – remember you are one of the chosen by the Lich King himself. You are given several tasks, killing civilians among them until you eventually sneak your way to the Scarlet Crusades docks. You find out that they’re changing their name and heading up North for unknown reasons. Once at the docks, this was the first time I encountered a mounted weapon in the form of a giant cannon. Well, you blow them to high hell and escape narrowly on a skeletal gryphon.

Here’s where it started to blow my mind. Once I checked into the citadel, I was sent promptly back – but everything had changed!! The town I had fired upon was on fire, and our position had shifted as well as the NPC’s. We moved forward closer into the town where I was sent to infiltrate deep inside while an army of ghouls assaulted their defenses at their gates. With the new quests (which included beating people with special weapons to make them give up secrets) I started to get the feeling like something was wrong.

I’m all for mayhem, but there are a few quests that I almost didnt’ want to do – you’ll know them when you get to them. I was eventually sent back to the citadel and then back down yet again. The scenery had changed once more and I was given a skeletal dragon to assault the last remnants of the Crusade. When the dragon was low in health you had to swoop down and eat someone, the dragon swept a random guy up and I flew into the air as I was constantly bombarded by arrows and whatnot. When the dragon was done eating, the body was dropped unceremoniously. Once I was done with the destruction I was decked out in a full set of blue armor – and on a dreanei it looked plain out evil.

The final quest is tasked by the Lich King, he sends you to Light’s Hope Chapel to take on all of the bad ass Elites NPC’s there. Well it took me a minute to figure it out… it looked like the aftermath of a battle had taken place. Several other Toons were waiting around wondering what to do. Suddenly, the entire zone reset and we were standing in formation with all of the NPC’s from the citadel along with some GIANT elites on our side. When the time came 10,000 – yes… ten thousand – ghouls, ghosts and various other things came out of the ground and we charged the Light’s Hope Chapel. You’re given a buff that basically makes you a god so you can just have fun and experience it. Kicking the crap out of everything in sight was amazing among the battle.

At the end, some really amazing stuff happens that ends with the Lich King of course showing his true colors. We ally with Light’s Hope and pledge allegience to the new ruler of the citadel.

After all of that, going to the Outlands (I was just over 58 after all of that) and grinding up through 70 had no appeal so I passed through the Portal and camped out probably never to play that character again. There were several bugs that are somewhat major mostly involving the mounted quests, but I’m assuming they’ll get ironed out.

Gameplay with the Knight reminds me of a rogue. You build up runic power to use spells, I liked the ice stuff mostly so I specced in that. During the beginning experience you are slowly (or quickly) given a few talents here and a few talents there so you can get to know stuff as you go along. I found getting used to the Knight fairly challenging, although you can bring some serious pain very quickly the defenses just aren’t there once you get more than one guy on you. This might also be partly because abilities at the level I was didn’t have much in the way of defensive power. That, and having no way to heal yourself effectively of course.

I would highly recommend that everyone do this experience even if you’re not planning on playing the character.

Wolfking Trooper MVP Gaming Mouse Review

The Trooper MVP is Wolfking USA’s latest gaming mouse. While most gaming mice these days are meant to be controlled with your finger tips, us old-timers remember the days when mice were held with your palm. They were days when men were men, women were women….Ah heck, I’m just sayin’. So anyway, the Trooper MVP is like that – you have to palm it as it is a very large and robust gaming mouse. It is also fairly heavy. This can be a double-edged sword as while this makes the mouse extremely smooth to control, it also decreases overall ‘twitch-factor’ which can be important in open-field or QCB situations. For a sniper, however, this will probably be just what the doctor ordered. Especially when we talk about the rapid-fire modes!

But I digress, the Trooper MVP is available in three different trim colors, however the main body remains a black plastic shell, and runs a 2400 dpi Avago laser sensor. This is a good step up from the original Trooper’s 2200 dpi laser sensor (which they don’t advertise sensor-maker on). Slightly above the thumb rest you will find the forward and back buttons and on the top of the unit just below the scroll wheel you will find the rapid-fire and dpi switch buttons.

DPI switching can be temperamental with the MVP. We found that switching while in-game caused us to pull our fingers back from the primary and secondary mouse buttons in order to reach the selector. This left us open to attack for a second every time we switched. It is a functional system but we would like to see the dpi selector button moved forward a bit. The three different settings for the MVP are 800, 1600, and 2400 dpi.

The rapid-fire button is what will light many of your pilots out there. The button is marked with an ‘F’ and is located directly under the scroll wheel and above the dpi button. The rapid-fire button cycles between four modes: ‘none’, ‘2x’, ‘3x’, and ‘4x’ (and the scroll wheel lights up a different color to signify which mode you are on). When you press your primary mouse button while in a rapid-fire mode, the mouse will auto-fire additional rounds for you. While in ‘3x’ mode, one button press will cause three to go off in your game. This makes the mouse IDEAL for sniping as every physical click of your mouse takes additional coordination and causes the mouse to slightly move. Firing with the MVP needs only one button click in ‘4x’ mode. Shoot with that set and four rounds will go on target with one click. Sweet.

The MVP also has a higher frame rate than its predecessor, with 7080 fps compared to 6600 fps. The MVP also requires less power with a 7mA output while moving compared to the original’s 8mA.

Overall, the Trooper MVP is a fine gaming mouse that features a very shooter-friendly rapid-fire mode and smooth action. Unfortunately, its mass and right-handed design will alienate some gamers from using it. Thankfully, it is comfortable and only retails for $49.99, making it an excellent value as well.

Official Product Page

BitDefender GameSafe Antivirus Defense Review

BitDefender has been a well-known anti virus developer in the European market for quite some time, their history stretching back to 1996 (that is very respectable in computer-time). In 2004, they brought their security products to the US, looking to dethrone the big guys at Norton and McAfee. A market they have now stepped into is the gamer segment, and we got a chance to test drive their new GameSafe Antivirus Defense suite recently to see how it holds up.

BitDefender is touting GameSafe as the anti virus program for gamers everywhere, due to low system overhead and the ‘gamer mode’ which disables all non-essential functions which would usually slow down game performance in other anti virus programs. In fact, the GameSafe suite came about when they polled gamers to find out what anti virus software they were using and determined many gamers just disable the software regardless of type to keep their performance up. I know that while I ran Norton (a year or so ago at this point), my systems were noticeably slower and lets face it, Norton has a huge memory overhead.

theSuite: BitDefender already has a line of security suites with various functionality. Their basic anti virus program has the ‘gamer mode’, however it does not include the firewall. This product is $24.95 for a 1 user, 1 year lease. GameSafe also costs $24.95 for a 1 user, 1 year lease but does include the firewall portion of the suite. GameSafe does not include, however, the data backup or ‘tune up’ features of BitDefender’s higher-end products. An anti virus program we have fondly used in the past, ESET’s NOD32, which does not include a firewall costs $39.99 a year for a single-user license.

theInstall: GameSafe comes on one disk and installing only took a matter of minutes. Upon successfully finishing, it will ask you if you would like to perform a very deep scan on your system to get a baseline reading. This took about fifteen minutes on our mammoth system, but once it was finished and we were sure that it was not infected, it was time to begin.

theTesting: We ran our PC in two different test environments (Age of Conan and Crysis) before installing the GameSafe suite. In fact, we made sure that there was no anti virus on the system at all during this baseline reading. Then, we installed GameSafe (running in ‘gamer mode’) and ran the same tests again with the same graphical settings. We reached the following results:

As you can see, there was no discernible difference in frames per second before or after running the GameSafe Antivirus Defense program. Their claim as to it not affecting performance has been up held.

theConclusion: Running both Crysis and Age of Conan yielded no difference in performance with and without GameSafe installed and in ‘gamer mode’. This tells us that GameSafe does indeed continue protecting your system while allowing you to keep your game performance up where it would be without it as BitDefender claimed.

We would highly recommend BitDefender’s GameSafe to any gamer looking to get a good anti virus suite they won’t have to turn off before firing up their favority game.

Official Site

PAX Heading East and Perhaps Worldwide

On the latest Penny Arcade blog, Tycho has laid out some plans to move or copy PAX from Seattle to somewhere on the East coast and, perhaps, across the pond as well!

From the blog: ‘People sometimes call PAX ‘The New E3,’ but that never sat right. It’s
better to say that PAX is everything E3 isn’t. We made it the opposite
on purpose – public instead of private, fun instead of work. It’s about
people who make and play games, instead of the games themselves. This
is all pretty obvious in retrospect, but for some reason no-one else
had done it. It deserves to be on the East Coast. Frankly, it should be
global. I’m working on it.’

Via Penny Arcade

PAX 2008 – Pre-Registration Ends Thursday

An official reminder had been sent out by the Penny Arcade Expo folks letting us all know that ‘pre-registration’ will end this Thursday. So make sure to get yourself all registered nice and tidy. They are expecting at least 45,000 people, making this the biggest PAX yet.

Official Site

Official Release:
The organizers of the fifth annual Penny Arcade Expo (PAX) today issued a reminder that July 31 is the last chance to pre-register for the gaming festival at the Washington State Trade and Convention Center in Seattle Aug. 29-31. Based on current pre-registration numbers, attendance is expected to break 45,000, guaranteeing a packed house for this year’s PAX.

The keynote speaker for 2008, respected screenwriter and developer Ken Levine, will kick off the festivities, including gamer-themed music concerts, an Exhibition Hall crammed full with over 70 companies, console and PC tournaments, the Omegathon competition and a wide variety of industry panels. Significant panels and presentations will include:
– History of Harmonix: THE ROCKENING
– How to Make the World Notice Your Video Game Blog
– The Mega64 ‘Panel! At The Expo’
– The Power of Gaming Communities
– GamerDad’s ‘Gaming With Children’

Comic Con 2008 – Stargate Worlds Hands-On Impressions

At a hotel across the street from the San Diego Comic Con convention going on last weekend, we got a chance to checkout Cheyenne Mountain’s Stargate Worlds and even play it for a bit!

The first thing we saw was a video showing off various landscapes in the game. Stargate Command looks amazing, and we were told that they have fleshed the base out quite a bit more than what was seen on the show. It will be interesting to explore the locations we remember from the show as well as all the new nooks and crannies in Cheyenne Mountain.

Then it was a bit of Q&A with the dev team showing us the game. We learned that human characters will still loot mobs in the field and equip any items they wish. Items that are not wanted can be sold, traded, or broken down into their constituent components for crafting later on. Also, new items can be researched and, if you are good enough, you will gain new item blueprints to build from later on. The weapons are being custom designed by Cheyenne Mountain, based off of real-world weaponry but the P-90 will definitely be making an appearance (much to the delight of fans everywhere).

The game will initially ship with a 32-bit executable, but there is a possibility they will create a 64-bit version later on down the line (obviously, no eta given). Stargate Worlds will be a DirectX 9 title, however there could be a DirectX 11 upgrade, because of its backwards-compatibility, later on down the line (again, no eta given).

The dev then played a bit of the game, showing us the ropes and, most importantly, the cover system they have devised. Combat is handled with old-school ‘internal dice rolls’ ala EverQuest. Players will, of course, have special attacks and abilities (with cool-down timers)to use as well. This cover system is what will really separate the combat in Stargate Worlds from other MMOs, however. Players have a circular indicator on their screen which will tell them from what arcs they are covered by surrounding objects, etc. Enemies will also appear as blips on this display. If they are inside one of your covered arcs, you will receive a defensive bonus. If they are outside of it, then you better move your butt to some better cover! When you target an enemy you will see their cover arcs as well. If you maneuver outside of their cover, you will gain an attack bonus against them.

The enemy AI is based off of different sets of behaviors, which not only allow the mobs to react based on their own needs to find and exploit cover, but also what is happening to other mobs around them. According to developers, an AI opponent might decide to change tactics in mid-combat if, say, their stronger friends get taken out. The enemy AI could decide to go into a totally defensive mode against the players. Then again, if they are the only one left, they might decide to charge you (not a good plan).

Also, players can run and shoot at the same time (albeit with a to-hit penalty) which makes combat a cool mix of old-school MMO and contemporary actioner as players move from cover to cover as necessary to gain a tactical advantage over the enemy. Teamwork will be crucial, as having multiple team members at multiple angles of fire is one of the greatest ways to overcome an enemy. This feature will, hopefully, keep the Leeroy Jenkins’ charges to a minimum as without thinking through your tactics your goose is surely cooked.

Vehicular combat is missing from the base game, as the developers said they wanted to get the ground-game as the primary focus of Stargate Worlds. Although, it seemed fairly obvious that vehicular combat would be in serious consideration as an expansion at a later date should things go well for the game in this helter-skelter world of MMOs.

We also learned about the Archaeologist and Scientist character classes (available only to humans). The devs want to make these extremely necessary in the grand scheme of the game, as in many MMO’s the specialty classes end up being an after thought. These two classes are vital for not only researching and creating new weapons, etc, but also in completing special ‘mini-games’ encountered on missions. These mini-games are how players hack into doors and other technologies. Early on, anyone will be able to do them. However, at later levels they will be virtually impossible for anyone else to do other than the non-combat oriented classes, which get special abilities and tools that allow them to complete these tasks. The mini-games are all done on a Flash layer (though processing is still server-side so don’t get any funny ideas).

Then it was our turn to take the reigns. Unfortunately, the hotel’s network connection was being flooded at the time so we dealt with some lag here and there, but the cover system kept the action moving nicely. It was a pleasant mix of taking cover then running to new cover when needed and helped capture the gun-battles of the show, in which the small SG teams take on outnumbering foes by the use of tactics instead of raw force. And in the Lucia Flats where we were engaged at, there was plenty of rubble to use. Those pesky Lucian Alliance guys…

We were impressed by Stargate Worlds and can’t wait to get a chance to go through the gate again.

Official Site

Gameplay Footage:

Comic Con 2008 – Rise of the Argonauts Impressions

Also at the Codemasters’ booth during this year’s San Diego Comic Con was a dev-run demo of Rise of the Argonauts, their upcoming Greek mythology-steeped action-RPG. Steve Cornett, a designer at Liquid Entertainment took us through the demo and we send our thanks to him for his VERY in-depth knowledge of Greek mythology which served to greatly enhance what we saw.

You play as Jason, and proceed on your quest to obtain the golden fleece, which is said to have the power of resurrection. On your journey, you are accompanied by the other Argonauts which include the likes of Hercules and Achilles. In addition, you will meet several more throughout the game who will join your crew. What we saw was an awesome display of brutality which reminded us, slightly, of watching the battle scenes of the movie 300.

Combat is reminiscent of God of War only in that opponents often come at you and your two companions (you choose the two you want by your side, usually, when you disembark your sea vessel) by various directions at the same time. Jason will block with his shield automatically as is possible and damage, due to the fact that there is no UI in the title, is shown directly on the characters. With combat being very realistic, you usually do not have to wear down your opponent’s health bar. A couple well-struck hits depending on your weapon-type should kill the standard-variety mob. A big emphasis in combat is placed on getting around armor, and in the demo I saw being played, Jason used his spear to counter-attack and take out a well-armored foe. His spear, while not the best against groups of enemies, is excellent at exploiting the ‘chinks’ in even the best armor. In addition, when Jason or his companions score a brutal hit on the enemy, they are often dispatched in the goriest of manners…hehe.

Jason has an awesome assortment of weapons which include the types of a spear, mace, shield, and a sword on his person all the time. There are many different versions of these weapons in each type to be found throughout the game (as there is armor). Unlike other titles, Jason does not ‘loot’ mobs in the game as he already uses the best of equipment. Only items of the most awesome quality (and usually a long back story of their creation and/or usage) are taken by him to use on the quest.

A HUGE element of the game comes from which patron god you have the most favor from. Just about everything you do in the game from conversational choices to weapons you use more than others will affect which god you gain favor in. The patron gods are Ares, Hermes, Apollo, and Athena all have different focuses. For instance, Apollo favors the player with the options of learning more defensive skills while Ares will favor the player by giving them thee option to learn more offensive skills. As such, you increase their favor by using items that reflect that. Using your mace, which is very slow but very powerful, will increase the favor of Ares. You can gain favor in whatever gods you see fit in order to customize your character’s abilities to the fullest.

Another aspect of the game which we liked was the ability to directly-influence the storyline. For instance, after battling Medusa, it is up to the player whether or not to kill her or bring her back from damnation, in which case she will join the crew of the Argos. While there is only one ending in the game, the player can take many different routes to reach it.

Official Page

Comic Con 2008 – Damnation Impressions

Yesterday, we got the chance to take a look at Codemasters’ upcoming third-person action-shooter, Damnation. Set for release sometime in late 2008 / early 2009 on the PC, Xbox 360, and PS3 platforms, the game is shaping up very well and keeps with the recent Codemasters’ trend of designing games without user-interfaces (save for showing an icon of the currently selected weapon and ammo count) in order to increase the cinematic quality of the game as well as immersion. There is also no mini-map, the game relying on careful level design to give the player a ‘sense’ of where to go next.

The game is set in an alternate history where the American Civil War has spanned for 8 decades. The technology seen in the game has been designed as modern equivalents of older tech seen during the war. Damage is all shown on the screen through a visual de-saturation effect. The more damaged you are, the more the screen loses its color. The game will support 2-player drop-in/drop-out coop through the campaign as well as some as yet unannounced multi-player modes.

Gameplay has been said to be a cross between Prince of Persia and Gears of War. While the similarities seem to exist between the titles in terms of navigating the landscape and freneticism, Damnation does not feature a cover system but does allow the player to fire (when it makes sense) while climbing/scaling objects. In the demo we saw, the dev sent the protagonist hurling himself through a window in a very cool combat roll. The levels are vast, spanning many kilometers. The level we saw had the player slide down an electrical cable strewn over a vast chasm. The level of detail adjusted very well and the gameplay was smooth and without any stutters.

The player has the ability to enter a mode called ‘spirit vision’, in which they can see other character’s auras through walls and other terrain. This is said to make multiplayer matches very interesting, with the focus on constantly moving to keep your opponents off-guard. In the single-player/co-op campaign, it will help the player locate the position of enemy snipers and other hidden baddies.

We will bring you more information on this title when it becomes available (probably at Leipzig).

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