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Tagged News: exclusive

Thursday, January 31st
Dev Chat Log

Here is the chat log from our Warhammer Online Dev chat. We want to thank the Devs for taking time out of their busy schedule to answer a few questions.

<~DelmarWynn> Guest120: 1) Tell me more about lairs. Saw them in newsletter, but not too much info. How are they different from an instance dungeon.
<@[WAR]Gabe> Generally speaking lairs will be fundamentally different in that they are not instanced.
<@[WAR]Gabe> They will be persistant world things that you come by.
<@[WAR]Gabe> There will be various ways to gain access to them.
<@[WAR]Gabe> For example discovering a button in one end of city.
<@[WAR]Gabe> That opens a cage with a beast inside on the other.

Click "Read More" to see the entire chat.

Tuesday, January 29th
Interviews

In our latest Warhammer Online Q&A;, we talk to Joshua Drescher, Adam Gershowitz and James Nichols of EA Mythic about preparation for the latest Beta phase, whether they'll shut down again, careers and - of course - RvR.

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WarCry: When you sack an enemy city, what type of bonuses and rewards will you get for doing so, and are these only for those who sacked the city?

EA Mythic: To get to the benefits of capturing an enemy city requires a tremendous effort from your entire Realm. We're still working on the exact rewards you get for capturing an enemy city, but expect to see buffs and items you can only get through siege and events that help to encourage Realm pride in all players.

Read it all after the jump.

Friday, January 25th
Interviews

Masthead Studios announced Earthrise earlier this week, a skill-based, PvP focused science-fiction MMO slated for launch in 2009. We spoke to CEO Atanas Atanasov about the game, why he believes they'll deliver on their ambitious design and more.

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WarCry: For those unfamiliar with the project, give us a basic overview of who you are, the origins of Masthead and what Earthrise is all about.

Atanas Atanasov: Masthead Studios was founded in 2005 in Sofia, Bulgaria. Our goal was to create a top quality game development studio, consisting of the best graphic artists and programmers in our region. There are a lot of IT specialists and graphic artists in our country who are involved in outsourcing; all we had to do was to pick the right people for the right job.

Being a MMORPG fan since Ultima Online and knowing that virtual worlds are the future of PC gaming, it was an easy decision for us to focus on the realization of Masthead's first project - Earthrise.

Read more after the jump.

Videos

You've read it in words, now see it in video as we are lead through the Funcom offices to show off developers and staff busy at work on 'Age of Conan', plus a glimpse of a dungeon raid and Necromancer play in action.

Here's a sneak peak:


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Enter the article to view all the videos.

Thursday, January 24th
Dev Chat Log

You totally missed it and we hate you for that. Next time, we're not even going to save a piece of the cake for you. Meanie. We don't hold a grudge, though, so be sure to click Read More for the full chat log! Here's a mere taste:

WarCry: Orladen: Will we ever see the costline in the areas we currently have to explore,?
Scenario: Our next new region, currently slated for a Book 13 release, will allow players to see the ocean for the very first time. The time for speculation is now!

Enjoy!

Thursday, January 10th
Interviews

Joshua Drescher, Adam Gershowitz and James Nichols of EA Mythic team up to answer the latest set of questions on Warhammer Online: age of Reckoning. Population balance, respecs and other topics get their attention in this twice-a-month series.

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WarCry: What tools will be available to help guilds manage their teams?

EA Mythic: We have an extremely robust set of Guild tools that will allow leaders and officers to efficiently manage and coordinate their members. These tools include a Calendar system, news feed, and an in-depth roster feature. These, plus the addition of the living guild system (your guild actually gains levels and benefits), make guilds an integral and rewarding part of the game.

Read more after the click.

Monday, January 7th
Interviews

In his latest column, Jonathan Steinhauer continues his look at what he calls "The Killing Experience". He began two weeks ago in part one and today looks at more recent examples of this trend. It's all about RPGs and how they use killing as the primary form of advancement, or experience.

A second, much more recent, example is with Bethesda's Elder Scrolls series, particularly Oblivion. In this game which follows the standard RPG model, there is no experience gain from killing. In fact, there is no experience at all. Instead, character growth is built on an array of skills specific to a particular class. As those skills are used over an over again, proficiency grows. Once there are ten threshold increases in the class skills, a new level is gained. At that point health, stamina, magicka, and prime stats also improve.

Read more after the click.

Thursday, January 3rd
Interviews

Recently, WarCry took the chance to interview the people behind the Dragonlance animated movie, which comes to DVD on January 15th. The interview gave us the chance to hear from Margaret Weis and Tracy Hickman, the famed authors and creators of the Dragonlance series. We also heard from the film's Co-Executive Producer John Frank Rosenblum and Paramount Pictures Product Manager Chris Dreyer.

In addition, we also have an exclusive clip from the film that features Sturm Brightblade.

WarCry: You two did not directly write the script, but as the authors of the original works can you talk a bit about how it turned out and why you believe it is a good representation of your work?

Tracy Hickman: Adaptation of a novel into a screenplay is a tough act especially when you're dealing with fans of a well-know work. It isn't a question of simply portraying scenes from the novel - as I think most people assume - but rather of capturing the emotional core of the original work and being able to portray that in a new medium. Both Margaret and I were granted an unprecedented level of input on the script but in the end it was hardly needed: George Strayton's magnificent screenplay captured the essence of our vision beautifully realized in a new medium.

Read it all and check out a short trailer after the jump.

Thursday, December 27th
Interviews

Recently, WarCry had the chance to talk to Acclaim CEO Howard Marks. We received an update on his company's quest to bring the Eastern MMO business model to Western shores and got a peek at how 2Moons, 9Dragons, BOTS!! and Dance! Online have fared on the open market.

9Dragons
9Dragons

What "free-to-play" really means is that all Acclaim's games are free to download and can be played without the player ever laying down a dime. In 2Moons, for example, the company makes money through in-game advertising that appears in the user interface. In 9Dragons, players can play for free, but also can buy upgrades and customization items securely through Acclaim.

Marks emphasized through that the company is committed to actual free-to-play. One common consumer complaint with the model is that while some games advertise their games as such, many build in an artificial gameplay wall where a player basically is forced to buy items or coin to progress in the game. He says that none of Acclaim's games do this, nor will there ever be any artificial walls.

Read more after the leap.

Friday, December 21st
Developer Journals

In the final developer journal of the year, Tasos Flambouras chimes in with answers to a bevy of community questions. Topics include arrow physics, solo-ability, trophies and much more.

We also get three exclusive screenshots of the game that show off an Ork female, Human male and Alfar female respectively all in monster armor. There is an image on each of the three pages of this extensive article.

Ork Female (Exclusive)
Ork Female (Exclusive)

In another post the uniqueness of Darkfall's characters was put into question by one of the posters. We've talked about this many times in the past, and I think that in testing where most of our screenshots are taken from we don't pay so much attention to modifying or dressing up our characters so you end up seeing a lot of the same stuff all the time. We won't implement character creation morphing because we're shooting for performance during massive battles, rather than spending time drawing everyone's uniquely disfigured character. Still...we've done everything possible to give your character variation and uniqueness and your character will definitely stand out in a crowd if you want him/her to. Henning took some quick screenshots with some new facial / hairstyle / equipment variations of characters exclusively wearing armor they looted off of monsters. The female ork is wearing face paint and angra skeleton shoulder pads, beastman bracers, and a servants of Malaut girdle, and revenant greaves. The Alfar female is wearing face paint, zombie shoulder pads, hobgoblin bracers, and Ciel Fey boots. The human male is wearing face paint, black knight shoulder pads, gloves, girdle and boots, and a hobgoblin helmet. That's a tar lake behind the alfar by the way.

Read more after the jump.