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Filed under: Hands-on

Massively hands-on with Cities XL

Filed under: Betas, Galleries, Screenshots, Game mechanics, New titles, Opinion, Hands-on, Massively Hands-on, Cities XL


As the Cities XL closed beta continues to run strong, we got word that the beta's NDA has lifted [Edit: for press] and we can spill the beans on our first impressions of the game so far. Now, two very important points to be made here include the fact that this is not a review (MMO reviews are bad, mmkay), and this is still in early closed beta stage.

With that in mind, we're here to give you some facts on how the game stands now, with a bit of healthy opinion thrown in for good measure. If you're at all curious about how this city-builder MMO can possibly work, follow along below.

Second Runes of Magic in-game giveaway a bigger success!

Filed under: Fantasy, Contests, Culture, Events, in-game, Free-to-play, Massively meta, Hands-on, Runes of Magic


Last night, Colin and I held an in-game event in Runes of Magic to give away key codes for our Jade Warrior gloves. Not only was this event much more populated than our last RoM in-game event, but we had even more fun meeting players and Massively readers!

As promised, we returned to (or in this case, stayed later at) the server with the most people, and had some great fun just hanging out and chatting with readers of this site, as well as people who have never heard of us before. I know! We were shocked that they exist too! But in total, we gave out 129 codes across the 4 servers. Keep reading below to find out how the numbers broke down per server, and see some great screenshots of the event.

Choose my Adventure: Conquering Kryta

Filed under: Fantasy, Galleries, Screenshots, Guild Wars, Lore, Hands-on, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

You voted and I listened, as this week's adventure took me through every town and outpost in the entire Krytan area. Eight cities later, I'm here to beg for more!

I found it very interesting that the readers wanted me to stay in Kryta and finish out the exploration of this area. It either means that you want me to take my time and do things the right way (although I did run down to Sanctum Cay and Riverside Province from Temple of the Ages), or you simply want my time in Guild Wars to last a bit longer. Either way, I'm here to do your bidding! Speaking of that, it's time to vote for next week's goal! Click through after the jump and let me know what will be next for our beloved Moira Zonk. Also be sure to check out her ongoing in-character journal and gallery, starting this week as she leaves Lion's Arch.

Second Life 2.0: A sneak peek at the new user-interface [updated]

Filed under: Screenshots, News items, Opinion, Second Life, Hands-on, Virtual worlds


This week we managed to get a look at an early build of what calls itself Second Life 2.0 – though the final version numbering is up for grabs and it could wind up being called 1.24 or 1.25 yet but Linden Lab has been amending their Second Life trademarks to allow "2" to be added. The only really major changes in 2.0 revolve around the user-interface that interactive design agency Big Spaceship has been working on for the last 6-8 months.

And quite a change it is. We're under no illusions that the new user-interface is entirely set in stone. A few parts are confusing, and it has a ton of rough edges and little quirks. It's fascinating to see the direction that it's going in, however.

Choose my Adventure: Reaching Lion's Arch

Filed under: Fantasy, Screenshots, Guild Wars, Culture, Massively meta, Hands-on, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

Now we're playing some Guild Wars. As voted upon last week, Moira Zonk the Necromancer has ventured into the Krytan lands of Lion's Arch and conquered the great Galrath. It was quite a week as she went from the lush, peaceful lands of Ascalon before the Searing, to the burned-out shell of a city after the Charr had attacked. Now that she has reached this week's goal, it's time to decide on another one. Vote below, just after the jump, to determine what her next course of action will be. Plus, don't forget to read her own accounts of her adventures through Tyria in the gallery below. For Ascalon!

E3 2009: The evolution of Jumpgate Evolution

Filed under: Sci-fi, Galleries, Video, Jumpgate Evolution, Interviews, MMO industry, New titles, PvP, Hands-on


The last time I personally saw anything about Jumpgate Evolution (Netdevil's re-imagining of the the very early space MMO) was almost two years ago when I spoke with the executive producer. At that time, we had little more than a few screenshots and concept art. Massively has spoken with Peterscheck and covered the game multiple times since then, but when I stepped into Netdevil's little booth at E3 (so little, in fact, that it didn't even have their name on it -- it was labeled with Gazillion Entertainment, their publisher), I didn't have any idea what to expect.

What I found was both surprising and impressive. Way back in that first interview, Peterscheck told me that they were trying to make a space shooter MMO that depended on skill rather than stats, that offered up a fully realized universe for players to explore, and gave some new options for PvP and space combat that we hadn't seen before. Sitting in their booth watching the game get played on three big screens, I saw all that and more. Hit the jump (gate) below for impressions and even a gameplay video from last week's show.

E3 2009: Dungeon Fighter Online impressions

Filed under: New titles, Free-to-play, Hands-on, Casual, Massively Hands-on, Massively Event Coverage


Nexon's upcoming free to play title Dungeon Fighter Online isn't quite like anything we've seen before -- and at the same time, it's a lot like things we've seen before. At first glance, DFO mimics old-school, style-arcade action-adventure games, the sort of thing you might have been pumping quarters into a decade ago.

Not so old-school, however, are the game's MMO features: a persistent, shared world, character advancement, quests, and loot. These aren't features we'd have ever thought of putting together, but we can assure you that the resulting low-rez adventure is fast-paced and fun. Best of all? You won't need a pocket full of quarters to enjoy it.

E3 2009: Global Agenda impressions, continued

Filed under: Sci-fi, Interviews, New titles, PvP, PvE, Hands-on, MMOFPS, Global Agenda

My "Engineer" equipped, we ran over to the PvE mission master, grabbed a mission, and then got a cinematic of a dropship taking off and landing in the zone. After a little experimentation with the force fields and turrets (Robotics characters put down a marker which then needs to be repaired up to full strength with a special weapon), we dropped into the building, and were instantly confronted with some Star Wars-style droid robots. With the character at mid-level already, they were a little tougher than beginners will find, so at first, when we tried just a straightforward assault with the "flubber" gun, they got the better of us. But after a short delay (death brings just a few seconds' respawn time, and then you can respawn and warp back into the battle through a respawn beacon), we went back into the fray, and when we used our special skills (put up a one-way forcefield and created a turret and a robotic pet to help us fight), we finished off the robots (including a "worker," who served to bring in reinforcements and had to be taken down first, and a bigger ED209-esque boss robot).

Next up, we tried jumping in to some PvP. Players in Global Agenda will be able to level up via either PvE or PvP -- PvE missions will accept 1-4 players, and while the enemies may be the same (though Harris said they were experimenting with putting players in at different spawn points or switching up enemy spawns a little bit to give the levels some more variety), they'll scale in difficulty depending how many friends you bring along. PvP missions are more common shooter settings (Attack and Defend, Capture the Flag, Escort), though sometimes with a special twist: The CTF maps are actually "capture the robot," where the flag is actually a giant mech that players need to jump in and return to their side to score.

This time, we specced a medic together, and saw a few of the different ways you can play that class: you can make it very much like a TF2 medic with just a single target healing gun, or go with a chain-healing gun (that can hit multiple targets with the tradeoff of being weaker), or you can choose a "nanite" weapon, which hits with single shots rather than a channeling stream, and provides a heal over time when they hit. All weapons and abilities are governed by an energy stat, which works like mana in other MMOs -- there's no ammo, so if you have energy, you can fire, otherwise you'll have to seek cover and rest. Lower level guns can be fired indefinitely, but more powerful guns have a rate of fire just limited by how much energy you use with each shot.

Turns out our medic did pretty well -- not only did we keep up some friendly players in the Attack and Defend map, but with the medic's boost ability (all classes also build up "boost" as they play, and when you fill that meter, you can use a special move that usually affects the whole team, very much like Call of Duty 4's perks), we laid down some great AoE healing that turned us into a pretty powerful force on our own, too. PvP was actually lots of fun -- given that the game is still in alpha, it wasn't completely balanced yet, but the feeling of a good shooter is there: we took attack points, Robotics turrets defended until they were overpowered, medics held up tanks through enemy assaults, and Recon characters snuck around with stealth and tried backstabbing with melee.

But while the action is in a good place, the rest of the world still needs work. Harris says that outside of battle, there will be similarly instanced social areas to go through, but the places we saw were still pretty generic: you can visit mission givers, buy armor in an auction house, and buy dye to customize that armor, but otherwise the social areas were pretty lifeless. There were still people running around -- the game is currently in an alpha, and is starting up a closed beta this summer -- but there's no open world, no place to watch matches in action, and no real social mechanics to tie people together. At the highest levels of the game, the world depends on huge guilds working as a team: players will be competing for hundreds of different maps to try and advance their Global Agenda (see what we did there?). But while there will be a pickup matchmaking system in place, with no open world, it'll be interesting to see how players find each other. A little social boost might go a long way.

But other than that, Global Agenda is shaping up well -- Hi Rez is doing a great job of mixing in some uncommon influences and combining them with the persistent MMO genre. We'll definitely be on the lookout for the beta later this year.

E3 2009: Global Agenda hands-on with executive producer Todd Harris

Filed under: Sci-fi, Classes, MMO industry, New titles, PvP, PvE, Hands-on, Global Agenda


Global Agenda is coming right along nicely -- we last saw the game in action at GDC, and today at E3, executive producer Todd Harris was nice enough to sit down and show us a never-before-seen part of the game: PvE gameplay.

We started off by checking out the character creator, which has come along quite a bit. They've built a very in-depth face creator -- there are about eight or ten different factors to switch between (eyes, mouth, and so on), and for each one, there are seven or eight sliders to adjust and tweak. Which allows for quite a few different variations, as you might imagine. Hair and skin color can also be edited, but Harris told us that body shape will generally be determined by the armor you wear (which is more or less determined by the class you choose).

Massively is on the ground in Los Angeles this week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

E3 2009: Day one video

Filed under: Video, Culture, Events, real-world, MMO industry, Massively meta, Hands-on


While it's technically the first day for most attendees, we've actually been here since Sunday, preparing for the big event. Yet, yesterday marked the first time the show floor was opened and we all got a look at the new E3.

After last year's disappointing showing, the organizers more than made up for it with what is arguably the largest collection of shinies we've seen at any conference in recent years. To pay respect for E3 going back to the way it was, we've compiled this short video of what we saw on Day 1. There's some shaky-cam footage of the show floor, some great MMO screens including never-before-seen shots of Torchlight and DCUO, and of course, an EverQuest booth babe. You can check it out right after the jump, and be sure to look for another compilation video once the convention is over, featuring our favorite moments.
Massively is on the ground in Los Angeles this week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

Choose my Adventure: Leaving Pre-Searing

Filed under: Fantasy, Galleries, Screenshots, Guild Wars, Game mechanics, Massively meta, Hands-on, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

Our Guild Wars journey continues as the next stage of choices and goals have been met. Last week, you voted for Moira Zonk to gather all Pre-Searing Collector's Armor and to finally leave the tutorial area at level 10. I've reached both goals this weekend, and have screenshots to prove it!

LotRO dev tour: Massively's look at Book 8

Filed under: Fantasy, Galleries, Screenshots, Lord of the Rings Online, Game mechanics, Patches, Previews, News items, Hands-on


Once again, Turbine has been kind enough to offer us a sneak peek look at the newest Book update to Lord of the Rings Online. This newest one, Volume 2, Book 8, introduces two new 3-man instances, a 6-man space and their largest instance to date: an enormous 12-man instance with six bosses! In addition, there's a revamp of quests in the 15-25 level range, many crafting system improvements and the Summer Festival, complete with new events and a different way to win the festival horse.

This dev tour was given by Aaron "Rowan" Campbell, Live Producer for LotRO and Adam Mersky, Turbine's Director of Communications. It focused mainly on the new instances, as we were shown the highlights of each space, including the incredibly difficult bosses at the end. Follow along in our 26-image gallery below for more on what we saw in Book 8.

Choose my Adventure: Introducing Moira Zonk

Filed under: Fantasy, Galleries, Guild Wars, Events, in-game, Leveling, Massively meta, Hands-on, Roleplaying, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site.
Then, as the ultimate goal is reached, we'll do it all over again in a new game!

After Monday's post getting us on our way in Guild Wars, you voted on what type of character I should make to begin my adventures. The character has been made and the first goal has been reached: getting a second profession. In this installment, you'll vote on the next goal and the ultimate goal I should reach before moving on to another game.

I've decided to make this project go two ways: one as a basic rundown of what I've done in the game to achieve my goals, and another to be more of a supplementary 'in-character' journal provided in the captions of the gallery, linked below. So follow along after the jump for an explanation of how your choices molded my newest Guild Wars character, and don't forget to vote in the newest polls before tomorrow at this same time, when the polls will close.

Choose my Adventure: Guild Wars

Filed under: Culture, Massively meta, Hands-on, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

Last Friday, I asked the Massively readers to choose which game I'll be beginning my adventures, and Guild Wars has won with almost 24% of the vote. Now that we have a game chosen, let's move on to character creation, class specialization and initial direction.

In Guild Wars, players get to initially choose what type of character they will be: PvE (Roleplaying) or PvP-only. The PvE characters are played much as your run-of-the-mill RPG character, with level progression, storyline quests and the like, but PvP-only characters are a bit different. They start at max level (20) and are confined to the PvP arenas. Their items and skills are restricted to those previously unlocked on your account through the advancement of a PvE character, or through the purchase of PvP unlock packs on the Guild Wars store.

Choose my Adventure: Massively style

Filed under: Culture, Massively meta, Hands-on, Choose my Adventure

Today, we're proud to introduce a brand new weekly column here at Massively called Choose my Adventure, lovingly stolen from our siblings at WoWInsider (now WoW.com). The concept is simple: we create a brand new character in an MMO and document its adventure in a special image gallery and a weekly journal post -- but with a catch. Everything from the goals to the character creation and even the game itself will be chosen by YOU! That's right, you will have the opportunity to chose what game, race, class, gender, questlines and more for my character as I progress my way though to an ultimate goal.

How will this work? Starting with today's introductory post, you can vote in the poll below for which game I will begin my adventure. Of course the options are limited to what I have available to me right now, but as each goal is met for each new character (voted on later), I will start fresh and restart the process with a new game. This will give me the opportunity to explore more games and show you what may or may not work best. Sound like fun? Keep reading below for more.

Massively Features


Featured Games

Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

Massively Podcast


New episodes every Wednesday. Now playing:
Episode 59, for Wednesday, July 1st, 2009.



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