Archive for 31/03/2012

Resistance 3′s April Fools’ Gag and Other Hilarity


April Fools’ Day is a predictable day, one where you can’t trust anyone. But trust this readers: Resistance 3 is chock-full of Easter Eggs, including one that can only be seen on April Fools’ Day (or if you’re wily enough to set your PlayStation 3′s internal calendar to April 1st… either/or).

What are some of these tantalizing secrets? Well, none of these unlock secret sections of the game or anything, but they will make you chuckle. So let’s take a look at them, shall we?

Oh, and there’s one serious Easter Egg, too… but we’ll save that one for last.

In Resistance 3, the “Feral” variety of Chimera are no joke. Then again, they have their own cannon fodder, and they’re called Grims. You’ll encounter Grims a plethora of times throughout the campaign, but when you fight them in Haven, Oklahoma — specifically during the Boat Ride level — you might find them doing very mysterious things on April Fools’ Day.

Specifically, you’ll find them throwing garden gnomes at you. That’s right. Garden gnomes. Check out the video below to see for yourself.

During the same boat ride that the Grims assail you with all matter of lawn decorations, you can find a rather eerie figure if you know precisely where to look.

This grayed-out character overlooks the flooded town from a broken window as Malakov drives the boat, leaving Capelli free to do as he wishes. Take out your Marksman, as shown in the video below, and aim it at the window shown as you pass by. You’ll see the shadowy figure in question… and perhaps get a chill up your spine in the process.

The Chimera really love their garden gnomes… but do the miners of Mt. Pleasant, Pennsylvania share the same affinity as their mortal enemies? It appears so.

Head to the Coal Shafts level in the western part of the state, and you’ll eventually come across the room with the staircase shown in the video below. With your Auger equipped, take aim at the crate underneath the stairs and you’ll spot a plethora of well-hidden garden gnomes. Just what they’re doing there, of course, remains to be seen.

Are you starting to sense a trend here? Insomniac Games loves them some garden gnomes, and more of them are hidden even deeper in Coal Shafts of Mt. Pleasant, Pennsylvania.

This time, you’re going to want to wield your Auger and examine the locker in the flooded part of the mine, as seen in the video below. More garden gnomes are carefully stored there, away from the feral Chimera that occupy the space. Oh, and if you want to see even more garden gnomes in the mines, set your PlayStation 3 to April 1st and see if you can’t get Satan to shoot some at you…

Who says the Chimera can’t enjoy the beauty of winter? When you’re in New York late in the game, you’ll find evidence of their appreciation in the form of a snowman.

In New York City, head to the Central Park level. You’ll spawn right near a crashed VTOL in a frozen lake to your left. Ignore the Chimera ahead and jump on top of the VTOL using the downed wing, as illustrated in the video below. Then, break out your sniper rifle: Marksman works here, but Deadeye will give you a better view of what you’re looking for. In another crashed VTOL to your left, you’ll see a snowman. Feel free to destroy it, if you’ve got an evil sort of heart.

In the same exact place the snowman can be seen in New York City, you can see a little ode to creatures that never actually make an appearance in Resistance 3… except right here.

The screenshot doesn’t really do it much justice, but the video below does. Furies were aquatic Chimera in Resistance 2, and here they are in Resistance 3. Boom!

We promised you a serious Resistance 3 Easter Egg, and here it is. During the game, you’ll find wine bottles strewn around various environments. If you take a close look at the labels of those wine bottles, you’ll see something interesting.

We reached out to Insomniac Games about this in particular. Creative Director Marcus Smith gave us the image above, a high-res version of the wine bottle label. It memorializes Dan Johnson, an Insomniac employee that sadly passed away several years ago. “Dan meant a lot to all of us, so if you’re going to show off the bottle, please show it in its proper glory,” Smith said in an e-mail.

Consider it done. Mr. Smith. Consider it done.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/MpbCcdJBACA/1222034p1.html

Free Game of the Day: Sugar, Sugar


The Game: Sugar, Sugar

Genre: Pixel Manipulating Puzzler

Platform: Browser (Flash)




The Scoop: At first glance Sugar, Sugar looks like another “sandbox sim,” allowing gamers to mess around with particle systems. But the game is actually a clever physics puzzler. The goal of each stage is simple: fill a mug with sugar that falls from the top of the screen. Players can guide the flow of the sweet stuff by drawing lines with their mouse. The stages ramp up in complexity quickly, requiring players to contend with portals, multicolored sugar, and plenty more. Play it!

Play Sugar, Sugar now!

Free Game of the Day is a column that spotlights a new 100%-free game, every day. Not demos, or shareware, or “freemium” games. Just pure, free gaming goodness. It’s that simple! Interested in previous Free Game of the Day posts? Check the archive, or follow @IGNFreeGames on Twitter!

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/7lWCG38YTPA/1221648p1.html

Top PlayStation Move Developer Working on New Game


IGN can confirm that Zindagi Games, the studio behind PlayStation 3-exclusive Move-enabled titles Sports Champions and Medieval Moves: Deadmund’s Quest, is hard at work on its third Move game.

In an exclusive interview IGN conducted with Sony San Diego’s Senior Director of Product Development Christian Phillips, it was revealed that Zindagi Games and Sony San Diego are collaborating on this new title. “Yes, we are hard at work already with Zindagi,” Phillips noted, continuing later that Sony San Diego has a “commitment to the Move platform as a company and as a studio and Zindagi as a developer is a hundred percent there and you can expect a future title from us.”

When pressed on what type of game this yet-unannounced title is, Phillips was evasive, only noting that it wouldn’t be a “repurposing of experiences,” referencing the fact that Medieval Moves heavily borrowed from some of the mechanics built into Sports Champions. “The next title won’t be taking advantage of already established gameplay mechanics, if you will, when it comes to things like bow and arrow and stuff like that.”

Look for the full content of our exclusive interview with Sony San Diego’s Christian Phillips soon, including discussion about the studio’s history, its chase of NFL exclusivity, its laid-back culture and its yearly creation of what they refer to as “one of the best sports games” in the industry – MLB: The Show.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/Ttb_SVgd6ZM/1222013p1.html

Game Scoop! Podcast: Episode 240


Welcome back to Game Scoop!, the weekly gaming podcast that attacks your funny bone for massive damage. Your guides through the week in gaming news will be Daemon Hatfield, Greg Miller, Justin Davis, and, making his first and final Game Scoop! appearance, Peter Eykemans.

MAIL CALL! This week we’re answering listener mail. Mass Effect, Disgaea, and Greg Miller’s health issues are discussed.

Want to download this podcast automatically each week? Subscribe here.

Please to enjoy:

Inquiring minds: e-mail us your questions.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/2dB4iV226os/1222026p1.html

Devil May Cry HD Collection Review


The Devil May Cry series set a bold precedent for action games in the early 2000s. Each of the first three games created challenging, stylish, and intense experiences, forcing players to learn combat, special moves, and evasion to survive. Now, Capcom and Pipeworks have brought the three original games together and packaged them into an HD collection. After battling through roughly half of each game in the set, certain elements gained clarity. The collection delivers all the great content of the originals, but it feels aged by the frustrating camera and lack of consistency in their HD upgrades.

Devil May Cry 3: Dante’s Awakening HD

The Devil May Cry HD Collection includes Devil May Cry, Devil May Cry 2, and Devil May Cry 3: Dante’s Awakening for the reasonable price of $40. The content remains true to the originals, making the graphical updates a key addition. Also, this is the first time these titles are available to Xbox gamers. The games follow Dante, the demon slaying son of an infamous demon named Sparda. Through the three games, Dante meets a cast of eclectic characters and winds deeper and deeper into the split world between hell and earth. Thousands of demons want to kill him and will do whatever it takes to make this happen (he gets horribly mauled during countless cut-scenes — but heals up just fine).

The story isn’t what makes this series good. There are so many odd dialogue choices and character twists that it’s difficult to keep up. But the extent to which all three Devil May Cry games dance into the ridiculous is also what makes them special. The dialogue, violence, and events border the ridiculous; riding a missile around, firing bullets into pool balls to accelerate them, and getting stabbed through the chest with an electric sword all make the experience special. The Devil May Cry series presents its own universe of weird, and it’s exciting for all involved.




The defining factor in the series is combat. Dante begins each game with a sword and a pair of pistols. Balancing the two weapons creates combos which are ranked for style and evaluated at the end of each level. Through each game, Dante unlocks additional guns and new melee weapons, making variety and choice an aspect in every scenario. Each weapon can be upgraded using earned currency, and these unlocks create an additional level of skill as new moves and combos get introduced. This fluid and exciting combat retains its original sheen and feels as smooth as ever.

But along with the classic content, all three Devil May Cry titles showcase their biggest problem: the camera. Whether it’s jarring shifts that throw off the controls, or simply not seeing the path through a level, the angles are maddening. This element of the franchise did not age well. Only Devil May Cry 3 offers up a movable camera in certain situations, but still forces perspective in others, and Devil May Cry 2′s attempt to open up the world for exploration gets shackled by confusing angles and brash swoops. For anyone who skipped the series during its original run, this element alone is enough to make the trilogy a trudge.

From first loading the game, there’s an inconvenient split announced by a warning when choosing between the three titles. Load any one of them, and you’re trapped inside it. This isn’t unusual for HD collections, but when you can’t switch between the Dante and Lucia campaigns in Devil May Cry 2 without quitting entirely, it feels disjointed. The PlayStation 3 version lacks the warning found in the Xbox 360 version, forgetting to note that once you enter a title from the main compilation menu, you have to quit completely to switch it up. Granted, once you’re in any of the three games you’ll probably stay there for a while, but completely exiting a game to get back to the central hub is annoying.




But that’s how authentic each title is. Not only does each Devil May Cry operate as a lone entity, they carry all of the pieces that entails. Pause menus — most notably in 1 and 2 — scrap the widescreen re-release in favor of their original 4:3 ratio. The pre-rendered cut-scenes retain their dated look, bringing all the pixilation of the original cut along with them. These stark transitions consistently remind the player how much these games have aged. There’s also a disconnect in exactly what gets the HD overhaul. The in-game character models look fantastic and are smoothly animated, but a lot of textures simply look stretched-out and blocky, and certain animations appear worse than they were the first time around.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/1l6ONycXTzw/1222060p1.html

What Would You Like To See In The Next Call Of Duty?


With the recent buzz about Call of Duty: Black Ops 2, it left us all wondering: Are the rumors real? Many of us are skeptical about the rumors on the removal of the Last Stand Perk, RC-XD, Death Streaks and nukes. The possibilities could forever change the way we play Call of Duty.

We have our own opinions on how Black Ops 2 could be the greatest entry to the series, but we would like to turn the opinion over to the community.

What you would like to see in the next Call of Duty? Share your thoughts by writing a blog using the tag BLACKOPS2 (shown below), and explain to us what you think can make the next Call of Duty the best in the series.




That said, we will pick some of the best blogs and feature them in an upcoming editorial. The selected winners will be notified when their blog has been picked, so check your personal IGN page in the coming days to see if you have been featured.

Get creative, and have fun!

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/sH9euP2hFXY/1222065p1.html

Why Diablo II Still Rules


Unmodded and running at 800 x 600 resolution, Diablo II: Lord of Destruction is still my favorite action role-playing game. I’ve tried many other Diablo-style games since, from Titan Quest to Dungeon Siege to Torchlight (made by several of Diablo’s creators) to Baldur’s Gate: Dark Alliance, some of which improved on Blizzard’s design with less restrictive skill systems, better interfaces, more advanced visuals and added conveniences for travel, item storage and looting. But I’ve never played one and thought, without a doubt, that as a whole it established a higher standard than what Blizzard North achieved in the very early 2000s.

A lot of that has to do with gameplay, but what still stands out in Diablo II is the mood. The soundtrack in particular, its cascades of reverberating guitar, pounding drums and heavy, sawing strings lends Diablo II its unsettling atmosphere to a greater degree than any other aspect of the game. It’s a tone of piercing loneliness, of mounting terror as you proceed step by step, map by map through increasingly bizarre, twisted and violent realms, fighting bigger, nastier enemies armed with devastating ways to kill you.




It really shouldn’t be a scary experience. Diablo strikes an unlikely blend of horror and comedy. You’ll routinely come across dead bodies lying around Diablo II’s environments that very clearly show this is a terrible place populated by even more terrible creatures. Then when you click to loot the body, a giant magical halberd pops out accompanied by a sound effect like a cartoon character doing a backflip.

We accept this as an integral quality of the game world. Of course health potions are dropped from butchered quill fiends, we need them to survive. Of course spectral, mana-leeching winged demons drop gold, we need it to gamble at the town vendor. The acceptance and dismissal of Diablo’s built-in goofiness that should, at least theoretically, undercut all sense of terror generated by the sight of Hell’s armies, happens almost instantly. Click, kill, collect becomes as natural as the notion that humans have five fingers.

From there, it’s easy to get swept away by the sense of progression Diablo II fosters, achieved by still impressive environment and monster design, a huge loot table and an ever-present feeling of vulnerability. No matter how sturdy your heavily-armored character may seem, it only takes one pack of lightning beetles or a breath of fire from a fetish shaman to kill you. The threat of a monster swarm erupting from the darkness around you keeps your eyes glued to the sides of the screen. What is that shifting silhouette beyond that stone gate? A small pack of zombies? An army of skeleton archers backed by the resurrecting power of greater mummies? Such moments of anxious anticipation are near constant in Diablo, but there’s no reward in turning away. If you see the glow of a champion monster behind a closed door, opening it is near irresistible because, by that point, you’re conditioned to know a bigger challenge means a greater reward.

This sense of vulnerability is tied to one of Diablo II’s relative weaknesses: the potion system. No matter your skill build, no matter your armor set, don’t expect to survive for long without a belt full of healing potions. In some cases, such as in the face of a mob of knife-wielding fetishes, there’s really no way to win by standing still and fighting as you normally would. Retreat and hair-trigger potion use becomes essential. Yet as much as this type of unbalanced system encourages exploitative behavior – funneling charging enemies onto a narrow bridge to fight them one at a time, retreating behind a doorway and waiting for your hired mercenary to soften up the pack, opening a town portal and simply leaving – without such high risk, the play experience wouldn’t be as exciting.




I suppose for someone who thrives on true risk, the hardcore permadeath mode is the way to play, but that’s never been especially appealing to me. I don’t want recovery from a mistake to actually be impossible, just momentarily seem that way. At creating that impression, Diablo II is better than any other action-RPG I’ve played. No game so fluidly and rapidly alternates between a sense of relative safety and full-on scream-at-your-monitor pandemonium. As much as the potion system balancing results in difficulty spikes so high there’s little alternative but to run, the ever-present threat makes sense considering you’re fighting the forces of Hell.

In cases where you can stand and fight with the skills you’ve carefully activated and upgraded while leveling, no game since provides the sense of satisfaction I get from utterly mauling a pack of enemies. Gory fireworks explode with nearly every kill as each monster type exhibits a different death animation. Fallen spin to the ground and squeal as they spit out a semicircle of blood, giving the thump of your weapon’s killing strike a sense of weight. This all happens in under a second and is repeated ten, twenty, thirty times per monster group as loot explodes alongside bodies, monsters and mercenaries cast spells and you make efficient use of your equipped skills.

Not only does wholesale slaughter award experience, it provides a constant stream of rewards. Every time you click to attack, you pull a slot machine arm. The draw of the loot system isn’t simply netting an item with +5 dexterity instead of +3, though that’s part of it. It’s all the ancillary effects: the percent chance to cast a frost nova when hit, the increased gold percentage find, the extra fire damage, the increased chance to block. It’s a feverish race to acquire that perfect set of gear that you’re constantly assembling but seemingly never able to complete.

Naturally, the better items are rarer. Coloring item names in accordance with rarity is common in video games, something Diablo popularized. The first time a yellow item drops is like an extra present at Christmas. All you can see is its name, teasing you with hidden potential. Unwrapping it is a simple matter of picking it up and activating a scroll, and with each step you savor the possibilities, imagining your ideal statistical bonuses. Finally you click to unwrap the item and a wall of magic effects explodes across the description pane. Your eyes frantically scan the page to see if the real stats match those you imagined. Half-freeze duration is stacked with poison resist and enhanced defense and a minor bonus to light rating, and suddenly the gloves you’d been wearing, which only a short while ago were your best item, seem like trash. You swap, and sprint into the field more confident than ever.




Gradually the names of all the items equipped are gold and yellow and green and the item description text fields take up nearly half the screen. Your equip menu is a trophy rack, a perpetually shifting collection of valuables that appeal to your vanity as much as enhance your survivability in the field. Though this concept is hardly unique to Diablo, few games at least in the action-RPG space, have managed to build a loot system that compares in terms of depth and variety. Because loot is randomized, getting anything that perfectly suits your skill build makes you feel like a lottery winner, and the chance it could happen legitimizes continued searching.

And Diablo II gives you the chance to continue, over and over, recycling its own content tuned to higher difficulties. The whole time its tone of encroaching dread, from the stony fields surrounding the opening rogue encampment to the chambers of Diablo’s most merciless creatures, never lightens up. There’s a pervasive sense that you’re venturing into eldritch, forbidden spaces; that you’re forced by weak-willed villagers too timid to venture beyond the walls of their homes into spaces no rational creature was ever meant to see. That alone makes adventuring exhilarating, amplified by the shadow-soaked visuals and outstanding dungeon and monster art.

Sure it can turn into a grind eventually, everything does, but no grind in virtual or real worlds offers so many types of rewards so quickly, and makes acquiring them so satisfying. Diablo II is a big game stuffed with content, yet its pace of progression never lets up; even the health potions evolve in restorative power and icon design. Many great action-RPGs followed Diablo II, but none have managed to generate the thrill of battle and sheer euphoria of success as effectively Blizzard North’s gothic epic. Maybe after Diablo III and Torchlight II launch in 2012, that will change.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/Ji1oCYQm234/1222066p1.html

Ridge Racer Unbounded Review


Let’s get it out of the way at the top of the show. Ridge Racer Unbounded is Ridge Racer in name only. This game has about as much in common with Ridge Racer as Forza 4, or Hot Pursuit, or any other racer you’d care to name. As such, you can forget about ludicrously over-the-top powerslide mechanics. You can also forget about gleaming cities, winding mountain paths and beachside runs under an azure sky. About the only thing you can depend on is a suitably ravey soundtrack, with a number of old Ridge Racer tracks, as well as the now obligatory dubstep.

None of this is necessarily a bad thing, however. As much as I love Ridge Racer, the series has been steadily losing its relevance and vitality, so a kick in the pants was definitely in order. It is interesting, however, that Namco Bandai appears to have given Finnish developer Bugbear carte blanche to disregard pretty much everything that made Ridge Racer Ridge Racer. No matter, judged on its own merits this is a great racing game.

Unsurprisingly, Ridge Racer Unbounded shares a great deal of DNA with Bugbear’s well-respected racing series FlatOut. The handling is similarly weighty, the courses littered with destructible elements, the racing combative and the challenge just about pitch perfect. Bugbear has taken all its greatest strengths and honed them, creating its best racer yet.




The game’s single player component is set within one city – Shatter Bay, so the environments are resolutely urban throughout. Whether you’re racing amongst the skyscrapers of City Center, through the construction sites of Tower Heights or along the derelict industrial streets of Old Town, it’s all about city racing.

Unbounded is at its best when the racing is combative, the action rough and tumble. Of all the race types on offer, Domination exemplifies this the most and is by far the highlight. Domination races are about more than just finishing in the top three, they’re also about taking down – or ‘fragging’ – other racers, doing collateral damage to the world around you, triggering explosive events and earning awards.

The level of destructibility in Unbounded is hugely impressive, and definitely a step up from anything other racers have done. The general rule of thumb? If it’s smaller than your vehicle, chances are you can drive through it. Low walls, concrete support beams, statues in the town square and kiosks can all be smashed straight through. Drifting sideways through a series of low walls as you cut a corner tight is ridiculously satisfying, with the brickwork practically exploding on impact, accompanied by chunky impactful sound effects.

And that’s just the beginning. Once you’ve filled your power meter – by drifting, drafting and catching air, the game starts highlighting targets on the course. It might point out a tanker truck, just begging to be blown sky high, or a wall that you can crash through to take a short cut. Just line yourself up and use your power meter for a sustained speed boost to crash through these targets. Boosting is also used to frag other cars (although it’s still possible to do take-downs without it), and pretty much everything you do comes with a reward.

In fact, more than anything else, Unbounded is about points. You get points for coming in the top three, you get points for fragging other cars, doing collateral damage, triggering events and earning awards. You’ll get 15,000 points for coming first in a race, but for most of the Domination events that’s less than half what you should wind up with. As you earn points in each district you unlock new races, and as you earn points (in any part of the game) you also earn XP and rank up, which unlocks new cars and components for the course editor.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/Yak9FmqRU0c/1222071p1.html

Free Agent: EverQuest (Yes, The First One)

GameSpy’s Free Agent is your advance recon into the world of free-to-play games. His mission: jump into a free game every week and put in some gaming hours to see how much fun can be had without spending a cent, then try out some paid items to see if they’re worth the asking price. This week, he’s diving deep into the MMO genre’s primordial soup to fish out a living fossil: EverQuest. Does the first popular MMO stand the test of time, or has it evolved to prey exclusively on your piggy bank?

No Money Down

EverQuest was my first MMO and — for pint-sized imp creature me — it was a revelation. That said, my first steps were anything but graceful, with everything from the smallest giant rat to the most gigantic Sand Giant beating my character to a polygonal pulp for even the most elementary of mistakes. EverQuest treated me like a dumb puppy, except it tossed out the rolled-up newspaper in favor of a comically oversized frying pan. It didn’t make learning easy, but man, that stuff stuck with me. And I got by with a little help from my friends.


Fast forward 11 years, as I began my journey by surveying the emaciated remains of EverQuest’s character creation screen. Four races, four classes. If I wanted to go for something spicier than the rather vanilla warrior, rogue, cleric, and wizard selection, I’d have to pony up. First, though, I rolled a barbarian warrior and dove headfirst into… a multi-hour tutorial? Happily, the opening labyrinth of text, tunnels, and no David Bowie was entirely skippable, but it was my first sour whiff of EverQuest’s shaky attempt at a new direction. Where once EverQuest encouraged group play by necessity, it’s now a series of slightly more challenging, infinitely more tedious WoW-style quests. “Kill 25 spiders,” “plant bombs on supply crates,” “collect teeth from a race of mutant toothless panthers.” You know the drill.

The second whiff of something fishy carried a far more sinister odor. After about 40 minutes of play, I got a pop-up ad — you know, like those things that used to coat the Internet until Al Gore defeated their leader in single combat. — suggesting that it’d be really, really great if I upgraded to a Gold membership. “Extra character and backpack slots!” it proudly announced. “Hire more powerful mercenary NPCs, create guilds, and send mail.” Honestly, though, I’d have been sold if it simply said, “Make these damn pop-ups stop flinging a wrench into this already awkward interface every 40 minutes.”

That’s not to say I didn’t have some fun as a free player. After 18 expansions’ worth of content (17 of which are free), EverQuest’s zone count clocks in at roughly half a thousand, which meant that — with the help of a handy, organized-by-level Zone Finder — a fresh change of scenery was always just a short hike away.


In fact, once my warrior dinged level 15 after 12 or so hours of play (Blasphemy! That took me weeks back in 2001), I got tired of solo-slogging my way past players who — thanks to the aforementioned easily rentable NPC mercenaries — had no interest in grouping up to quest. My solution? I broke out my world map and charted a course to all my favorite zones from the Shadows of Luclin and Scars of Velious days. Honestly, as far nostalgia trips go, that’s tough to beat. Sightseeing in higher-level areas, however, proved difficult, since all of virtual nature’s majesty wanted nothing more than to turn me into the world’s first Swiss cheese pincushion.

Insert Coin

Naturally, I slowly unsheathed my wallet. Nickles, dimes, and a hotel card I never threw away glistened under the cool spring sun. Somewhere, a crowd gasped about something unrelated. First, I bought a full set of stat-boosting armor that scaled based on level for a sale price of $3 (normally it goes for $5). It actually didn’t do much, seeing as the one-size-fits-all-classes set lavished bards with special attention, but only gave my warrior a modest armor-stat bump.

But then I found a way to sort of break the game. Keeping with my travel theme, I decided to drop $9.50 on a coal-black winged stallion. According to the description, my majestic sky-steed was supposed to hover slightly above ground. And it did — so long as I was on completely level ground. On inclines, though, It steadily climbed to roughly 25 feet — high enough, in other words, soar right over enemies and tickle the toes of the gods themselves. Needless to say, I air-galloped over large portions of zones that would’ve swallowed me whole had I so much as placed a pinky-hoof on solid ground.


And, of course, there’s still the pop-up-powered elephant in the room: Gold tier. At $15 per month, it’s just as pricey as the likes of WoW, Rift, and SWTOR, but it does net you access to all 16 races and classes, all spell ranks, 10 bag slots by default, five tiers of mercenaries (free players only get two), eight character slots per server, unlimited alternate ability unlocks, guild creation, mail sending and receiving, prestige items, and perhaps most importantly of all, access to time locked progression servers, which are basically classic EverQuest — gradual unlocking of expansion packs and all. Also, it does, in fact, make the pop-ups go away — hopefully to some nightmarish realm of eternal pain and Two-and-a-Half Men reruns.

Then there’s Silver, which is a permanent upgrade that requires a one-time fee of $5. Basically, it’s just the free tier with some slight perks — namely, four character slots per server, six bag slots per character, guild creation, 1,000 alternate abilities, and 15 active quests as opposed to Free’s 10. The short version? Silver and Free are fine for dabbling, but Gold’s awfully attractive for those planning an extended stay. Alternate abilities and prestige items, especially, are musts for advancing high-level characters, and snagging classes individually can turn EverQuest into a piggy bank’s Everest at $7.50 per purchase.

Moreover, while the Fippy Darkpaw and Vulak’Aerr time locked progression servers aren’t perfect reproductions of old-school EQ (they still have updated zones, different stats, slower but still accelerated experience gain, etc), they’re excellent throwbacks that lock mercenaries, de-emphasize questing, and make group play a far more appealing prospect. Unfortunately, in my experience, a lot of lower level zones were basically ghost towns, as high-end raid drama — just like in EverQuest’s heyday — is the main event on those servers.


Happily, the remainder of the store is stocked with cosmetic items and minor, four-hour boosts to stats like speed, mana/health regen, and stamina at $1 a pop. I used an Iksar monk as a guinea pig for some of Norrath’s most illicit performance-enhancing drugs, and the differences were noticeable but hardly game-changing. The speed potion made his fists ever-so-slightly more furious, and the stamina potion helped him withstand a few extra blows.

Free or Flee?

With 17 expansions open from the get-go, it’s hard to deny the value in EverQuest’s free tier. It has, however, evolved into a rather slow and — at times — tedious solo-friendly experience, and many of the more interesting classes and options (for instance, retro throwback progression servers) are hidden behind a curtain of cash. And in-game ad pop-ups? Inexcusable.


Spy Guy says: The real astonishing thing is that EverQuest is still alive and kicking after all this time. It’s a fascinating PC gaming time capsule. Think back: what were you doing when EverQuest came out?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/eqmcbFLHTzM/1222032p1.html

New PlanetSide 2 Trailer Gets Straight to the Point


Last time we brought you footage from PlanetSide 2′s frontlines, you probably watched until you felt Death’s icy hand tapping on your shoulder and pointing at his watch, and then — before passing on — you told your child to continue in the rich family tradition you began. It was long, is what I’m saying. Now, though, SOE’s hacked it down with the ol’ editing scythe and punched it up with some voice over explaining the supermassive productivity blackhole’s main features. Get a full flyby of PlanetSide 2 — including tanks, ships, and enough of the color green to make GameSpy feel vaguely threatened — after the break.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/CyHjWm-2SY8/1222059p1.html