According to an exchange with the TSA’s official Q&A Twitter account (via /r/wow), even World of Warcraft Horde Chieftans have to check their weapons on flights. But should that weapon also be a lithium ion power bank, then Azeroth is truly doomed.
In the proper hands, Orgrim’s Doomhammer could by one of the keys to Azeroth’s salvation, but replica weapons must be placed in checked bags in order to travel through the sky alongside legendary heroes. But another TSA rule stipulates that lithium ion power banks must be wielded in carry-on luggage only.
But wait . . . there may still be hope. How much is next-day air to the Broken Isles?
What are the new Chinese MMORPGs that are worth waiting for? Netease's Justice should be one of them. The long-awaited martial arts MMO finally released the actual in-game footage, recorded by the in-game camera on a GeForce GTX 1080 PC.
The video features a playable character "Iron Fist", equal to a Kung Fu Master class in MMO, who smashes multiple enemies and some objects in the environment. According to Netease, the content shown in the video is Iron Fist fights his way out of an ambush, which is a part of Iron Fist's main story.
What you can't see in the video is a martial arts world with a lot of freedom. Your behaviors in the game and reactions to NPC will affect your fate in the game. Do you think Justice will bring martial arts game back to the golden age?
Justice will start alpha in China in July 2017. We'll keep you updated.
Related: Netease Games Presented 32 Games at the May 20th Conference
Wild West Online got unprecedented attention because of the similarity it shares with Red Dead Redemption 2. Regardless of the Red Dead Redemption elements, the west-themed MMO looks promising with the gameplay features at launch.
Red Dead Redemption 2 has just released a batch of new screenshot, and Wild West Online developer 612 Games also released several pieces of concept art for the biomes. Take a look below.
Wild West Online has 3 huge and beautiful areas to explore at launch, and the game world will be expanded with post-launch expansions.
. Wild West Online concept art
We are living in a golden age of big-budget PC games that offer us choice and freedom. Be they descendants of the System Shock model – finding a route around a meticulously-crafted, locked-down and hostile place, most recently seen in Prey [official site] – or the roleplaying games based around choice and consequence rather than action alone, they are legion. There are so many, even, that I’m not sure we can fully appreciate how good we’ve got it.
So spoilt for choice, we fall inevitably into gripes about lesser failings or delay our purchases until a steep discount. Understandably so, when we have gigabytes of existent delights clogging the extra hard drives we’ve had to buy to contain all these things.
Where once I flocked urgently to even the faintest promise of what was once called an immersive sim or a cRPG, nowadays glossy, multi-million-dollar descendants of those concepts seem to arrive so regularly that making time in our lives or leeway in our bank accounts for them is a significant challenge. Sometimes, an impossible one.
What a time to be alive and with a computer in the house. We should not take this golden age for granted.
PC games in general are in particularly rude health right now, but I’m talking specifically about games in which you choose your path and your playstyle. Even that falls into two distinct categories: the Ubilikes, sandboxes in which you choose who to kill, in what order and with which weapons, and the Shocklikes, those with more constructed, almost puzzlebox worlds of bespoke challenges with multiple solutions, their emphasis more on finding your way around than on violence.
It is this latter that I feel we may be taking for granted. The former, with its Arkhams and its Mordors and its guerrilla-strewn tropical islands (and even its Zeldas, now), is so wildly popular that I have no fears for its health. Killing a lot of things in a wide-open space (and invariably being rewarded with points for it) is going to be a mainstay of videogames for many years to come.
Games about finding one of multiple possible paths into locked-down spaces in rich, detailed worlds can never be so ten-a-penny. They are an inherently harder sell to a twitchy crowd and, with the greatest of respect and reverence for the skill required to create a Ubilike, this other sort requires a particular degree of master-crafting to get right. The extreme delicacy required to build a world that feels real, and that creates a compulsion to explore every corner on it, then balance that with solid combat and storytelling and characterisation is exactly why minor or major failures within a game like this can feel so jarring.
That’s exactly why I can end up being so very picky about a Shocklike or RPG; hung up on minor foibles, failing to appreciate quite how many plates this thing is spinning in order to entertain me.
Coupled with the certainty that another one will be along soon, that is also why I can end up leaving Deus Ex: Mankind Divided and Dishonored 2 unfinished. Where once I would have persevered regardless – those game-breaking bugs and countless rough edges in Vampire: Bloodlines didn’t stop me, for instance – the modern belief that a game like that is no longer a rare and precious commodity means I feel safe to eject early. Perhaps because I don’t enjoy the characterisation, or some new area isn’t compelling, or the overall familiarity is a bit of a drag.
So I hang on for the next one instead, or tell myself that this is only a brief abandonment, leave it on my hard drive for years, never buy the DLC, never give a real vote of confidence in wanting more.
What a thing it is to live in a world where we’ve had a new Deus Ex, a new Dishonored, a new Hitman, Prey, The Witcher 3, even Mass Effect: Andromeda, for all its stumbles, all within the space of a couple of years. I’m sure there are more still, but I struggle to recall them all because they seem to arrive and then pass by so quickly. It has been a delight: so many happy hours of hacking and sneaking and lockpicking and deciphering and negotiating and choosing who to be, where to go and how to do it. And, yes, who to kill and how, or who to choke or taser into unconsciousness, or who to avoid entirely.
There have been successes and there have been failures. There have been games with extraordinary fidelity of world-building, and games which rely more on wide-open spaces and routine combat. There have been games I have lost myself to for weeks, and games I felt I was skating around the edges of, waiting for a moment of connection that never came.
I often whinge at the time (and it is my job to do so, in fairness), but really I am grateful for them all, glad that these concepts continue to be explored. That someone tries this hard to make the biggest budget games more than just various different remixes of the shooting gallery concept.
The firms behind them could be creating more military shooters or zombie survival games or cynically microtransacted horrors instead. The developers make these games because they want to make these games (and though they might sometimes get it wrong, I always appreciate the attempt). The publishers commission to make these games because they believe that people will buy them.
What happens if they don’t, or not in sufficient numbers, or they wait too long for sales or for experiments to complete? Then Square-Enix abandons its planned second series of Hitman (and even wants to offload the developer), the Deus Ex series grinds to an indefinite halt, the Mass Effect franchise is put on ice.
Sure, we can name credible reasons for some of those, but is this the trend we want? If it doesn’t work out then it’s killed off? How safe are we to presume that there’ll be something else with similar ambitions along before too long? Will we still be happily drowning in Games Like These in the years to come if publishers lose their financial faith in them?
Clearly, we must exercise discretion. I’m not saying buy a relative stinker like Mass Effect Andromeda for the sake of Supporting The Cause, but if we’re avoiding or putting off almost everything because of bet-hedging, be it concerns about quality or cost, we’re going to have the rug pulled out from under us before too long.
From afar – and I might be wrong here – it looks a little like Dishonored 2 and Prey have not been the smash hits they might have been expected – or required – to be. I do worry. Will we see Arkane make more games like them, or will they be tasked with making straight shooters, more like the Dooms and Wolfensteins and even Fallouts that have been more reliable cash-cows for their parent firm?
Not so long ago, it seemed every publisher was trying to make its own Call of Duty. We didn’t know how good it was going to get a few short years later. I don’t want this time to end. I want Hitman season 2, I want Prey 2 (2), I want Dishonored 3, I want another Deus Ex (albeit Jensen-free), I want to see how that Warren Spector-helmed System Shock 3 pans out, I want things I’ve never heard of but which are all about finding a way into that locked place by hook or by crook.
I don’t want to be simply choosing whether I kill the baddies with that gun or this knife, or grinding animal skins to unlock ammo pouches, or just more cod-parkour in some fantastical environment. I enjoy all those things too, but I don’t want only those things, and sometimes the trend seems to be going the way. I don’t want this current time to end. I want to keep living in a world where something with a little bit of Shock or Black Isle in its blood is only a few months away.
This greed I am guilty of is what makes us take these games for granted, to think it’s OK to put off Dishonored 2 for months or not bother with Hitman until the series completes (by which point it’s old news). I say: enjoy these times, appreciate these times. Whether or not they last, whether or not they come again, they are here now, and not so long that did not seem at all likely.
Black Desert is finally coming to South America as a Buy2Play Title this year. The South American Version will be available in Spanish and Portuguese and will be published by RedFox. Here’s the official announcement:
“Since announcing Black Desert Online for Latin America, we have received thousands of questions about this game. Today we finally want to answer one of your questions: It will not be free, nor will you need a subscription to play. In order to play, you need only pay once for the game. In addition, you can buy several aesthetic and convenience items.
Gathering might not be commonly associated with combat or gear, but it does require players to go into the open world and face its inherent dangers. This is why each gathering profession (Harvester, Lumberjack, Miner, Quarrier and Skinner) now has its own equipment with a number of spells to help them with their profession. On top of that, their visual appearance will get an update in the future, making them even more unique and beautiful!
Each set consists of four items: a Cap, Garb, Workboots and Backpack. These items are unlocked through the gatherer line on the Destiny Board. For example: to unlock the Tier 5 Lumberjack set you will need to unlock the Expert (Tier 5) Lumberjack node.
The gear of course also needs to be crafted, which can be done by Toolmakers. The Cap, Garb and Workboots are found under the Armor tab and Backpacks under the Accessories tab.
The Backpack, which goes into the cape slot, has a passive ability which reduces the weight of its respective resource by a smashing 50%. You will be able to carry more resources than ever before!
The Cap, Garb and Workboots each have one passive spell that increases gathering yield for their respective resource. This means you will have more chance to get extra resources while you are out gathering and have your gatherer gear equipped. The bonus gathering yield increases with every Tier.
When equipping an entire set, your gathering yield is increased by:
Tier 4: 10% increased gathering yield
Tier 5: 20% increased gathering yield
Tier 6: 30% increased gathering yield
Tier 7: 50% increased gathering yield
Tier 8: 70% increased gathering yield
On top of their useful passive spell, the Cap, Garb and Workboots each have a set of basic spells as well as a unique spell per gathering profession to choose from:
Cap: Block, Cleanse or profession-based spell
Garb: Mend Wounds, Ambush, Frost Shield or profession-based spell
Workboots: Run, Wanderlust or profession-based spell
Let’s have a look at the different gatherer equipment sets and their unique spells!
If you are collecting Fiber, the Harvester set is the one for you!
Harvester Cap: Magic Pollen
Throw out magic pollen which will confuse all enemies around you, making them walk around randomly. Using this spell will also turn you invisible. This invisibility breaks if you receive damage or if you damage someone else.
Harvester Garb: Spirit of Vengeance
Apply a shield to yourself, which absorbs damage and lasts for several seconds. As long as the shield is active, your gathering speed is increased. If the shield gets prematurely destroyed it explodes, rooting and dealing damage to all enemies around you.
Harvest Workboots: Ethereal Path
Dash towards a target location. During the dash, you are invisible and immune to forced knockback effects. After you arrive at the targeted position, your move speed and maximum load are increased for several seconds.
Focus on chopping down trees for precious Wood more efficiently with the Lumberjack set!
Lumberjack Cap: Tree Trunks
Throw out tree trunks behind you. Every enemy hit will be knocked away.
Lumberjack Garb: Purging Shield
Apply a purging shield on yourself, increasing your gathering speed and resistance for several seconds. While the shield is active, enemies lose all positive status effects whenever they damage you.
Lumberjack Workboots: Sprint Shield
Create a shield on yourself that can absorb damage and lasts for several seconds. While the shield is up, your movement speed and maximum load are increased. Attacking someone will remove the shield from you.
Spend all your time mining Ore? Get yourself some Miner equipment!
Miner Cap: Motivating Worker’s Song
Remove any movement-impairing effects and make yourself immune to movement-impairing effects for several seconds. This spell does not make you immune to forced movement effects, such as knockbacks.
Miner Garb: Wind Shield
A wind shield surrounds you for several seconds. Every time you receive damage, enemies around you will be knocked back. Additionally, your gathering speed and armor and magic resistances are increased.
Miner Workboots: Flee
Increase your movement speed and maximum load. After activation, you cannot cast spells or attack for a little while.
Those wielding a strong hammer to gather Stone will be able to make good use of the Quarrier set.
Quarrier Cap: Fatigue-Proof
Increase your crowd control resistance for several seconds. Enemies who damage you are slowed (this slow effect stacks up to nine times).
Quarrier Garb: Flow
Increase your gathering speed for several seconds. Your resistances increase every second (this increase stacks up to ten times).
Quarrier Workboots: Motivating Pain
Increase your movement speed and maximum load for several seconds. Every time you take damage, your movement speed is further increased (this increase stacks up to 5 times).
If it is Hide you are after, get yourself a Skinner set to get that extra edge over the wildlife waiting for you to face them.
Skinner Cap: Bear Trap
Place a bear trap under your feet. The first enemy that walks over the trap is slowed and takes damage over time. Additionally, it reduces the resistances of hide animals.
Skinner Garb: Hide Animal Poison
For the next 40 seconds, all your normal attacks will poison hide animals and deal additional damage over time. This poison does not deal damage to other targets. Additionally, you will receive a shield that increases your resistances and heals you over time.
Skinner Workboots: Scent of the Wilderness
Increase your movement speed and maximum load for several seconds. After activation, you cannot cast spells or attack for a little while. Creatures will avoid attacking you for the entire duration.
What do you think of the gatherer sets? Which spell is your favorite? Let us know your thoughts and feedback in the comments below or on our forums!
After delving into the score of Albion Online in our previous “Behind the Scenes”-video, it is time to find out more about the overall sound design of the game.
What does sound design entail, you might wonder? It encompasses everything you hear in Albion that is not music. From the chirping crickets in the swamps, to the grunting of enemies as you take them down and much much more!
Creating the proper ambience and feel is done by our Sound Designer Florian Bodenschatz. Watch our new video and find out all about his working methods, the opportunities of our new sound engine and the specific challenges he faces when making sounds for Albion Online.
We’d love to hear your thoughts on Albion’s sounds, make sure to let us know in the comments below or on our forums!
Game Director Robin Henkys is back in a new Development Recap, this time giving you a first look at all of the new biome cities. Don’t miss out on this eye candy:
Cities are one of the key features of Albion Online, as they are both the social and trading hubs of the game with players being ever-present. In their current state, they all look very similar to one another. This will change with the upcoming Galahad update, as we will give ever city their own distinctive look and layout, reflecting their place in the world and economy of Albion.
Deep in the cold, harsh mountains lies a city, built by brave adventurers on a mountain slope. The houses are built on a steep with a view directly into the dangerously deep valley. This city is certainly not for the faint of heart.
The swamp city is built on ancient, half-sunken ruins. In order to get around, traders and travelers alike have to cross its many bridges. Be careful not to fall into the water!
Similar to the mountains, the steppes are not an easy place to survive. Luckily, the Royal Forces have set up a town in the middle of the dry steppes, giving traders a place to rest and stock up on water and resources.
The forest city is built on what used to be a castle. During the dark ages of Albion, nature had started to take over… until the Royal Expeditionary Forces came along and transformed it into a thriving forest town!
The hill this city is founded on used to belong to the ancient Keepers of Albion, and they consider it one of their holy sites. This is why the city is built as a stronghold, as the Keepers occasionally launch attacks in order to take back what was once theirs.
Royal Center City
In the middle of the Royal Continent lies the center city, built on the remnants of a magnificent fortress. This fortress is the last remaining legacy of the old kings of Albion, and is surrounded by the Undead and various other vicious creatures. Nonetheless, the Royal Forces have managed to claim the site and turn it into a trading hub. They are not in full control, as the city is in the middle of the red zones, but have provided a multitude of tunnels and secret passages for traders and criminals alike to enter and leave the city.
Are you looking forward to the new cities? Which town will you settle in? Let us know in the comments below or on our forums!
According to a scoop from MassivelyOP, taken from the Korean website for ArcheAge, the developers have been paying close attention to the communities feedback and requests and will be taking the game back to its roots with the next content update.
The next update, ArcheAge 3.1, promises to return ArcheAge to its fundamentals following updates that the community felt took the game down the wrong path. Without giving away too much information XLGames said that the patch will be designed to improve four specific areas of the game, balance, character growth, convenience and maritime trade.
“The update is [part] of the fourth anniversary of ArcheAge, [which includes] a large number of updates that add new content and balance patch at the same time. In addition to the new content presented above, we will also improve convenience and add more content.” XLGAMES
More information for update 3.1 is expected to arrive later in the month.
In World of Warcraft, major guilds race to pull off world firsts in new raids. It’s serious business. There are, however, limits. One member of a guild called Method thought it would be cool to sabotage another top guild’s efforts. It was not.
Jadelolz, a member of Method, hatched a plan to prevent a rival top guild, Serenity, from running WoW’s newest, toughest challenge: the Nighthold raid on Mythic difficulty. According to PCGamesN, Jadelolz and a friend named Isabellab invited a main raider from Serenity into a group. Then they entered the raid to fuck with Serenity’s raid ID, aka the thing that tracks your progress across multiple attempts. When Serenity charged in, swords and staves aloft in pursuit of the holy grail that is making a boss fall down before other people do, they got kicked because their ID was already being used by Jadelolz and co. They couldn’t make any progress.
At first, Serenity’s members were confused. Then they were pissed.
Ultimately, Blizzard admins stepped in and teleported Isabellab, who stayed logged in to continue hijacking the ID, out of the instance. Isabellab went on to claim he was seeking vengeance against a “fan base of Serenity” for an attack on Method’s server, Tarren Mill. “The downtime Serenity had was equal to the time lost for Method,” he said. He believes he “even[ed] out the race.”
Method say they did not condone Jadelolz and co’s actions. He’s now out of the guild. “If this was Jadelolz that griefed another guild, then he did so without our blessing,” tweeted Method founder and co-owner Scott ‘Sco’ McMillan. “Removed from guild until we know more after progress.”
“Nobody will be covering anything up,” added Method community manager Darrie. “What happened, happened. Jade didn’t act as Method. He had his own agenda.”