Triad Wars was an asynchronous open world MMO where players aim to rise to the top of the Hong Kong criminal underworld as part of the Chinese Triad. Build up your empire and raid player bases in the same universe as Sleeping Dogs.
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Publisher: Square Enix Playerbase: Medium Type: Asynchronous Action MMO Release Date: Q4 2015 Cancellation Date: January 20, 2016 Pros: +Sleeping Dogs universe. +Cash shop items can be earned with in-game currency. +Fluid controls. Cons: -No female playable characters. -Bland Base aesthetics. -Indirect PvP.
DarkOrbit is a 2D spaceship shooter MMORPG with a large player base. Players control a customizable spaceship to battle against NPCs and other players, picking from one of three corporations to work for. Rise to the top of the galaxy under your company’s banner, upgrading your ship and collecting resources on the way.
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Publisher: Bigpoint Playerbase: High Type: Space Action MMO Release Date: December 11, 2006 Pros: +Large player base. +Faction vs faction world PvP. +Customizable spaceships Cons: -Repetitive gameplay. -Very pay-to-win.
Obsidian Entertainment's Armored Warfare rolls out into Open Beta today, October 8th, and the free for all tank fiesta brings Collectors Edition Bundles with it. They range from $40 to $74.99, and include quintessential goodies, "containing gold, boosters, premium account and two special premium vehicles." What more could you ask for? Along with the various perks players who choose to dish out cash for bourgeois account status will recieve 75% more credits and experience. It's "One hell of a way to start playing Armored Warfare or to get through the last tiers of the tech tree!"
If you're interested in testing out Armored Warfare, perhaps to see how well it competes with World of Tanks, head to the Armored Warfare website to download the My.com launcher and install the game.
Chronicle RuneScape Legends is an online tabletop/collectible card game based on the RuneScape universe. The game offers a unique and innovative new twist on collectible card games where players duel with either AI or other players on a 3D playing field.
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Publisher: Jagex Playerbase: Shut Down Type: Strategy Card Game Release Date: May 26, 2016 PvP: Ranked 1v1 Duels Pros: +Unique gameplay. +Good variety of cards. +Ranked PvP. +Smooth gameplay Cons: -Some cards feel useless. -Grind to progress. -Limited interaction with opponent.
I rarely question why my Steam library is increasingly cluttered by survival games, or why my hands instinctively move towards my credit card when the latest Early Access title releases. It is a genre that routinely excites my interest, one of the few I grow giddy playing. But the days when DayZ was a cutting-edge concept—one cited for revealing human nature’s darkness—are long gone. Now, the genre is as vast as the worlds it features. Some view it as a virus infecting developers looking to cash-out on a sure-win concept. But, whether I’m delusionally addicted or my passion is justified I can’t stop playing survival games. Why am I enthralled by scavenging supplies, fortifying wooden castles, and negotiating with mischievous players?
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The central precept of survival games is a shining concept, “Freedom.” They’re founded on a foggy framework without linear progression, only basic parameters to stay alive. Thirst, Hunger, sometimes Sanity or Boredom, are pressures motivating players to sneak into a corrupted home patrolled by the undead. Players have complete autonomy in how basic conditions are met—the path they tread is marked only by their footprints. And once thirst is quenched players move on to forge their story as the narrator. Whether that be as an architect creatively engineering an impressive fort or as a bandit-hunter protecting Bambi’s from malevolent predators; there is no confinement to how one chooses to play. Survival game are, in one sense, more true to a superfluous interpretation of “RPG” than traditionally endowed titles, because survival game’s scaffolding is carved from Freedom, imparting autonomy on the player.
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Unscripted interactions create electrifying experiences, where spontaneity and player desire blend into epic moments: a server unites against two unruly players, frozen hands crawl to the safety of a cabin, or two guilds go to war slinging grenades and C4. Sometimes the limits of autonomy border masochism, or suggest misanthropy, and that’s fascinating (as far as I’m concerned). Players are free to push the limits of behavior through the game’s parameters. And the actions exhibited in the short span of one Rust life reinforce years of Psychologist Philip Zimbardo’s research. But autonomous behaviors make each interaction fresh and captivating. No two instances of conflict will mirror each other, compelling play even after a sour gunfight. And a reborn life is privy to a new set of possibilities—new theaters to explore.
The survival genre is predicated on immense world's unhindered by obvious boundaries. When I was a kid I raged against game world’s penned enclosures. I wanted to explore, uncover hidden crevasses or find some sanctuary tucked away behind a bend. And survival games foster the drive to investigate the world—travel 225 km2 to find a hidden hunting post harboring a Mosin. They demand player curiosity to be fully appreciated, playing on people’s appetite for novelty. And exploration is an aspect of freedom, the sense that the fork in the road indicates infinite paths. Players choose whichever way ensures their continued existence.
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Survival games feed on a deeply rooted instinct as animals encoded with a selfish gene, tapping into a romanticized fantasy pervasive in comfortable civilization. Stories of survival capture the imagination, from Les Stroud’s weekly expedition to the Endurance’s tantalizing tale. And survival games place players in an environment where basic needs are the objective. We impose ourselves as the thirsty, vulnerable protagonist—playing as ourselves trapped in primitive situations, forced to survive not only the environment but other wary survivors. Forging an existence from limited resources, negotiating a vast landscape, and combating overwhelming odds to make it through the night is endlessly rewarding. It's a dynamic isolated from civilization, one where the only edict is survival.
Survival games are notorious for being unforgiving. But the challenge is invigorating, and the self-determined sense of success is endlessly gratifying. In the world of a survival game the player is thrust into hostile situations that must be overcome through all available freedoms. They tap into a primitive drive to explore and persist, offering endless situational possibilities thanks to limited conditions and impromptu player actions. Culminating in an experience unlike any other genre-defined game.
But that’s my humble opinion. Why do you like survival games?
Famous clairvoyant Superdata Research made a prediction with her wicked pack of cards, and the future of Star Wars: Battlefront is grim. The $800 million IP will be a financial disappointment and internet covens have chimed their agreement. Battlefield’s cousin was doomed from birth and Battlefield 4, while successful, signaled the franchise's decline. Subsequent titles earned decreasing digital sales (EA chose not to reveal Battlefield Hardlines revenue—a troublesome indicator). While the 2015 holiday season signals huge profits for the gaming industry too many factors are squishing Star Wars: Battlefront out of business.
There’s a smoking blaster hole in EA’s white plastoid body armor. Star Wars; Battlefront does not include a server browser, but “will utilize a new skill based matchmaking system.” PC players note games lacking matchmaking systems have notorious reputations—failing to pair players, difficulties playing with friends, and an inability to filter preferred games. And no community-run servers prevents independent communities from forming—Twitch streamers, clans, etc.—and cripples long-term support. Games are more than just a playthrough, but encompass an entire collective passionate about playing. Perhaps a server browser tool doesn’t affect the console crowd, but numerous PC players have already declared a personal boycott.
Optimistic and Pessimistic Sales Scenarios of Star Wars Battlefront, and major expenses - SuperData Research
Why play Star Wars: Battlefront when there’s a parade of upcoming titles anyway: Fallout 4, Call of Duty: Black Ops III, and Halo 5 Guardians? Each one releasing in succession, with Battlefront panting to catch up. The bus is poised to drive away and Battlefront will be left stranded as players preoccupy their time surviving outside Vault 111. And Call of Duty is the most anticipated game for Fall 2015. Releasing on November 06, 2015, eleven days may not be enough time for players to make the jump from COD to Star Wars. Battlefront concludes a major sales period. But there won't be enough spare cash or time to play.
If holding protest signs and turning out empty pockets wasn’t enough evidence of a wounded Battlefront, keep in mind EA is banking on the holiday season. But it’s unorthodox to wrap digital download codes under tinsel, rather than buy a tangible plastic case housing a disc. Little Jimmy’s parents want to film their son ravenously tearing apart a wrapped package, not open an envelope with a 15 character string. But retailers take a significant cut of every physical sale—around 20%.
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SuperData’s optimistic prediction anticipates $782 million gross revenue in the first 12 months of Battlefront’s release. And retailers will pocket $121 million. But Walmart isn’t the only conglomerate taking a cut. Disney devours pie and the entertainment behemoth wants a hefty slice, a posited 10%-15%, valued around $100 million. Factor in royalties plus miscellaneous expenses and Star Wars: Battlefront will take home $316 million, paltry earnings considering the investment made creating the game.
While Star Wars: Battlefront hearkens Star Wars VII: The Force Awakens’ theatrical release in December, the hype-train will not be enough to salvage the game. It will reach critical mass around the holidays and falter under the weight of variable pressures. Why not adopt a free to play model and save the galaxy?
Free to play is the future and exemplary success stories abound. It would be a bold step for Electronic Arts (the company still monetizes Ultima Online). But since transitioning to a free to play model in 2011 Team Fortress 2 has consistently remained in the Top 10 most played games on Steam. While World of Tanks earned $369 million in 2014, while League of Legends pocketed $946 million the same year. The audience for free to play titles is 6 times larger than the pay to play market, putting the game in the hands of players who otherwise dismiss its value.
Free to play reaches a larger global market. In many countries around the world players are relegated to internet cafes, particularly in countries like where there isn’t an established console presence. And free to play appeals to Eastern markets where the approach is widely adopted, especially China.
Future shooters like Overwatch, Unreal Tournament, and Paladins will all be free to play. Star Wars: Battlefront’s largely distinguishing feature is the Star Wars brand sticker slapped on. And after fervor wears off it falls into the vast category of multiplayer shooter. "Star Wars" not enough when the game is priced at $60.
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Make a base version of Battlefront free to play, similar to World of Warcraft and Guild Wars 2. And charge to unlock additional components of the game, such as a level cap or restrictions to available maps. The audience will surge and some players who otherwise scoffed from a distance will find themselves addicted, and willing to purchase the full package. Offer enough to wet the palette, and then sell the game in the gift shop. It will increase digital sales, the sphere where market gravity is strongest.
Charge players for experience buffs but ensure a robust matchmaking system never mixes different tiers of players. Sell hats and cosmetics: nation’s flags, custom skins, colorful laser blasts. Appeal to the "whales." In 2013 Tencent raked in $957 million through Crossfire while Nexon's Dungeon Fighter Online brought home $426 million. A free to play user is worth a great deal. Cash shops can exist and be fair—Maplestory is an excellent example. Keep items cheap, no more than $10 to entice average players. Don’t let it become essential to play competitively and Star Wars: Battlefront could generate enormous revenue.
Total Digital Revenue, By Title, Standardized By Launch Month - SuperData Research
Western publishers have been reluctant to adopt the free to play model amid Western gamer’s pugnacious attitude. But it’s an inevitable consequence of market inertia. Free to play is predicted to grow to $10.9 billion by 2018, shadowing over a $2 billion pay to play sector (dropping from $2.7 billion). Pay to play games are slowing growth with the enormous catalog of free to play alternatives, and the mobile gaming boom that’s building its own Everest. The physical distribution model is a costly and dated means that will eventually fade, and exist solely as a Wikipedia article. Slapping on a brand sticker and charging premium price is not enough to save the franchise. And at this rate there won’t be a Star Wars: Battlefront 2 unless EA takes serious measure to distinguish the game’s place in the market. “It is not the strongest that survive but those most adaptable to change.”
Areeb World is a kid-friendly sci-fi MMORPG set in a world where people and machines work together to restore their devastated world. Team up with friends and take on numerous quests and professions to restore order to Areeb World.
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Publisher: Remal IT Playerbase: Low Type: MMORPG Release Date: Novemeber 02, 2015 Pros: +Arabic MMORPG. +Low system requirements. +Large number of collectible robots. +Anime inspired artwork. +Kid friendly. Cons: -Arabic language support only. -Dated graphics. -Overpriced ($54.99)
Blade and Soul is dedicating the week to the game's only pet class, the Summoner—always accompanied by their feline familiar. While the sinuous familiar charges into battle to paw at enemies the Summoner tactically controls the fight from a ranged position. The lovable pair shouldn't be misjudged. They're powerful allies and deadly enemies, able to solo difficult fights and crowd control while healing fellow martial artists.
Summoner Week is part of Blade & Soul's ongoing Class Week series. Each week a new class will be explored, offering wallpapers, videos, and subtle tricks to master the particular class, leading to the game's closed beta launch on October 30th.
Interested players can purchase a Founder's Pack to jump into Blade and Soul at the end of the month (it may be worth the money), but the frugal can wait until the free to play launch some time Q1 2016. Until then enjoy the seemingly limitless media surrounding Blade and Soul and the game's classes.
Gameforge announced the start of the multi-month Hex Invitational Tournament today with a chance to win a portion of the $100K prize money (1st place takes home $40,000). The qualifying phase will run from October 10, 2015 until January 17, 2016, and the final stage will begin February 20, 2016 and last until February 21, 2016. Interested players better start grinding daily, improving their decks and skills, if they want to compete in the finals. The official announcement reads:
We’re bursting with enthusiasm to see the start of the $100,000 tournament series, and we hope you’re just as raring to go to compete for the grand prize! The path to fame and glory (and, of course, the fortune!) may be long, but the journey starts now. At the end of the qualifiers, 12 finalists will fly to sunny California in February 2016 and battle it out for ultimate victory. Who will have what it takes to become the first HEX Invitational Champion?
The tournament announcement arrives right after Wizards of the Coast and Hex developer Cryptozoic settled a year-long legal battle over "willful infringement of intellectual property rights."
Learn more about the Hex Invitational by reading the tournament rules and watching the official announcement video below.
Webzen's action MMORPG Elite Lord of Alliance (ELOA) begins beta testing in North America and Europe on Tuesday, October 13th. Curious players can sign up through the ELOA website or use their existing Webzen account to register.
The hack and slash MMORPG features four races and five playable classes, and unique three stance combat—allowing players to change between three skill-sets in the midst of a fight. Defeat hordes of monsters in dungeons, advance through four spheres of crafting, and collect pets in an anime-inspired aesthetic.
The Western release of ELOA will be competing with an illegal beta version of the game distributed by Game Release Entertainment titled Inspirit Online. We recently sat down with founder and CEO of NPICSOFT, and Head of Global Business at Webzen, Dennis Choi and talked about Inspirit Online and ELOA.