Posts Tagged ‘Wildstar’

Combat Sandwich: WildStar’s Excellent-Sounding Abilities

By Nathan Grayson on September 27th, 2013.

Skills that actually take a degree of skill to use? Imagine that!

I am so very, very tired of quest-kill-collect MMOs. For the longest time, I figured I’d never really dive into another after having cured myself of The Craving with WoW, Tera, and countless F2P spins on the tried-and-tired formula. But now along comes WildStar, and it refuses to stop creeping onto my radar, leaving sci-fi anime bunny prints all over my pristine, MMO-free glass. It’s the details that count here, and I keep coming away thinking, “Golly gee willikers, that’s a right smart game tape Carbine’s got there, yes indeed-y.” And then I think, “Why am I thinking like that?” But then I go back to admiring WildStar for things like its varied, hyper-involved ability mechanics, which sound like the sort of no-brainer other MMOs should’ve come up with ages ago.

Read the rest of this entry »

, .

29 Comments »

Guess What? There’s Another WildStar Video!

By Craig Pearson on August 24th, 2013.

Like my prongs?
RPS now has three pages worth of WildStar posts. Looking over the reaction in the comments, I’m seeing a fair amount of goodwill for the handsome MMO. And though public opinion took a bit of a dip when the payment model was announced, where it became clear it uses subscriptions and/or in-game currency as payment, there’s still a fun looking game behind that. This little look digs into the the game’s Crowd Control attacks, where it shows how being stunned and knocked down won’t be as frustrating as it is in other games. Because it mostly doesn’t happen.
Read the rest of this entry »

, .

26 Comments »

Wallets Out For WildStar’s Payment Model

By Craig Pearson on August 20th, 2013.

Finally, some dry financial details!
And then some of you can put them away, again. It’s funny, given everything we’ve seen of Carbine’s handsome MMO Wildstar, which includes ten thousand videos and that one time I had a dream about playing it, everyone has been tempering their excitement with because Carbine wouldn’t say how they’ll be charging for it. This is what PC gaming is, now: even “free” comes at a cost, so these questions have to be answered. It turns out the reason Carbine had been keeping silent was because they were knocking together an interactive infographic to explain a system that uses a subscription or in-game money to pay for access.
Read the rest of this entry »

, , .

59 Comments »

Furry Zombie: Wildstar Has Two Other Races

By Jim Rossignol on July 22nd, 2013.


Wildstar, it turns out, still hasn’t revealed all its special bits to us, with two more races making an appearance at San Diego Comic Con, for some reason. They are the Chua (annoying-looking “crazy” cute rodent things) and the Mordesh (morbid space zombies). So that’s the furry and undead demographics catered for, but all I really wanted was a gold-plated robot. Turns out they already had one.

There’s a video.
Read the rest of this entry »

, , .

57 Comments »

Aiming Is The Aim: Wildstar’s Combat Trailer

By Craig Pearson on July 12th, 2013.


Sorry, John. No WildStar for you. The lovely looking MMO’s latest vidbonk (I’m trying that word out, let me know how it worked for you) details how different it’ll be from traditional MMOs in its combat. Specifically how you’ll aim. I’m sad that the fact that you will be aiming in an MMO is still a big deal, but it is. In WildStar you can use the traditional method of hitting TAB to face in the direction of enemies if all you want to do is cast off a spell in a general direction. I’ve always hated that form of combat, so the “freeform aiming” system, basically taking a bit more control of the direction, is more my thing, and it affects offensive and defensive skills. When the voice-over pointed out: “You’ll know a good healer when you see one,” I couldn’t look John in the eye.
Read the rest of this entry »

, , .

31 Comments »

Wildstar Dev On Biz Model, Jumping Puzzle Pain & Sunsets

By Alec Meer on July 10th, 2013.

Yesterday, I caught up with Carbine Studio’s bossguy Jeremy Gaffney to see what’s been going on in their upcoming mega-MMO Wildstar. While he wasn’t quite ready to reveal how the game will make money, he did drop a few big hints about the payment scheme they’re looking at. We also tackled the jumping puzzles which made me see red last time I played the game, how they’re continually responding to player feedback, finding the sweet spot between too easy and too hard, and the one weird trick to cut down belly fat that apparently makes both Wildstar and WoW’s terrain so timeless.
Read the rest of this entry »

, , , .

43 Comments »

Rezzed: Look Directly At Wildstar

By Craig Pearson on June 26th, 2013.


I tried to play Wildstar at Rezzed, which had the least pushy crowds of any convention I’ve been at. Nevertheless, I didn’t manage to get onto the bank of PCs. The players there were curled over the keyboards in the manner of a lion protecting a delicious carcass. I’d approach, there’d be a low growl that I first felt then heard, then my throat would be casually swiped from my neck and the player would return to Carbine’s world. Thankfully the Surgeon Simulator booth was pretty close, and a quick graft restored my larynx. But the Wildstar players did seem particularly engrossed. A less slashy environment to experience the game was the Rezzed developer session, which I’ve embedded below.
Read the rest of this entry »

, , , .

40 Comments »

Rezzed 2013: Wildstar, Hotline Miami, Day Z Standalone

By Jim Rossignol on June 14th, 2013.


We’re only eight sleeps away from Rezzed 2013 at the NEC, and we can announced that Carbine’s Wildstar, the space-frontier MMO, will be playable on the show floor! The developer sessions have been finalised, too, with our own John Walker running panels at 12 on both days, and Hotline Miami vs Luftrausers on Sunday. Sunday will also feature the Day Z Standalone and Wildstar developer sessions.

Looks like this will have the same awesome chilled atmosphere as last year, with a boardgame arena for you sit down and play Star Wars: X-Wing, Carcassonne, and other classics. (If you’ve not played X-Wing yet, then get in line for that, it’s fantastic.)

, .

11 Comments »

Viewed Prior To Release: Wildstar

By Brendan Caldwell on May 30th, 2013.


We sent Brendan to see Wildstar. This is his report.

A lot of good games have come from pitting the player against ‘the frontier’. (What is Minecraft, for instance, if not a blocky representation of a pre-civilisation?) On paper, the MMO genre seems perfectly suited to the frontier, since it could so easily harness real human nastiness to provide the sense of danger and lawlessness. Some MMOs, like EVE, embrace that interpretation of the wild, at the expense of giving new and inexperienced players an easy ride. On the other hand, WildStar – a new project by NCSOFT currently in beta – is shaping up to be a much more conventional, welcoming game world. A place where the frontier is a cartoon one.
Read the rest of this entry »

, , , , .

35 Comments »

A Pair Of Wild(star) Videos Appear

By Craig Pearson on May 23rd, 2013.


I always felt that World of Warcraft didn’t get me as a player. All I ever wanted to do was wander the world and look at what had been made, but the gated realm that it offered made that tough. Not impossible, though: my first few weeks of WoW were slow-going, because I’d be impatient and run into leveled lands without the appropriate character. Then I’d die, return to my corpse to resurrect, and carry on. It was ridiculous, but I took my low-level character to places she was never meant to see by judging where best to run between higher-level NPCs. My desire for a tourist class in an MMO has yet to be fulfilled, but looking at Wildstar’s latest pair of videos it looks like Carbine has made the best attempt at it so far: Paths are Wildstar’s way of giving you more of the specific content you like, and the pair of videos below has already convinced me to try out as an Explorer.
Read the rest of this entry »

, , .

32 Comments »

Carbine Talks About… Wildstar’s Movement?

By Jim Rossignol on May 10th, 2013.


Yeah, developers Carbine know that spending resources on a video that is just about how the characters in Wildstar move seems a little odd. It should be trivial, but actually, given that this is an MMO, there’s quite a bit of extra stuff going on in here, specifically the addition of a platform-game style double jump, and a TPS/FPS type metered sprint function. There’s also a “dash” function for dodging. Doesn’t that make it a dodge function and not a dash? I mean I guess dodging is in a context. You can dash whenever, and it only becomes a dodge when you are dodging something. Yeah.

Movement: with more philosophical legs that you might expect.
Read the rest of this entry »

, .

25 Comments »

Hey Now, You’re A: Wildstar Beta Begins

By Nathan Grayson on April 11th, 2013.

HAIRCUT BATTLE.

If Wildstar existed back when WoW had me pinned under its hulking gorilla girth, I think my head would’ve exploded. It has pretty much all the things every fiber of my hunched, addiction-ravaged being could’ve wished for – and then some. Player housing? You betcha. Customizable guild death lairs? Oh my yes. Highly mobile combat? Try standing still and find out. Bizarrely out-of-place anime bunny people? Well, they can’t all be winners. But you get my point. Its personality reminds me of less obnoxious 3D-animated kid films, too, and it definitely has heart. I can practically feel Past Me grossing up his portion of the space-time continuum with puddles of anticipatory froth. Current Me, though? He’s living in a post-WoW world, and he’s got a family of largely inconsequential desk cacti to be responsible for. Is Wildstar’s take on the tried-and-true MMO formula too little, too late, even with a generous helping of all the things? Perhaps the now up-and-running closed beta can help us find out.

Read the rest of this entry »

, , .

43 Comments »

Homes All The Rage: Player Housing In Wildstar

By Alec Meer on March 26th, 2013.

The last time I played Wildstar, Carbine’s upcoming MMO, I had a decent time but I was left anxious about how close it stuck to the numbers, numbers, numbers model and why its Explorer path was so much like a late 90s platformer. Now it’s increasingly looking as though they might just have been sitting on the good stuff, like a hen made of veteran MMO developers incubating an egg of semi-sandbox play. Er.

Best forget that analogy. Instead, take a look at this player housing video – while the numbers, numbers, numbers stuff is very much in evidence, so is tantalisingly freeform DIY.
Read the rest of this entry »

, , .

34 Comments »