Posts Tagged ‘ncsoft’

Something For The Weekend: Wildstar Beta Key Giveaway

By Adam Smith on February 18th, 2014.

Listen! This weekend, the beta for Wildstar is opening up and 40,000 keys are available right now. First come, first served.

Our first feature about the sci-fi MMO went live in August 2011, which is approximately fifty seven years ago in blog years. Since then, we’ve had interviews, hands-on previews, news stories aplenty and one last interview. It’s am ambitious game, not quite shattering the WOW mould but seeming to stretch it as far as it can go.

Go go go.

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Guild Wars 2’s Neverending Story So Far

By Alec Meer on January 8th, 2014.

I basically didn’t understand a word of this video. I thought it would help bring me up to speed on a game I haven’t played since launch, but now I just feel even more lost. As far as I can tell thingy did wotsit with the whojathunk, but thingy turned up and did thingy instead, and then a thing happened which meant more things and now another thing is going to happen, and apparently that will mean the end of the ‘living world’ storyline in Guild Wars 2. The current one, anyway.
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WildStar’s Engineer Class Detailed, Plus Brief Thoughts

By Graham Smith on December 12th, 2013.

Shame about the female character design.

Carbine Studios was founded in 2005 and the past eight years have been spent building the tech and content for their first game, WildStar. A cartoonish sci-fi MMO, WildStar’s main aim is to acknowledge the multitude of reasons why people play MMOs, and cater to each and every one of them.

Come watch the final class trailer, introducing the game’s robot-spewing Engineer, and I’ll explain what I mean.
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Money Grinding: Lineage Makes $1.8 Billion Over 15 Years

By Graham Smith on December 2nd, 2013.

Shame it wasn't very good.

Lineage, the Korean fantasy MMO from NCSoft, is fifteen years old. In that time, it has made the equivalent of $1.8 billion. This as reported by PCGamesN reporting on Kotaku, as based on a press release that’s in Korean, anyway.

Numbers like this are why companies remain willing to make such large, long bets on MMOs. I talked to Jeremy Gaffney, former NCSoft executive and current executive producer on WildStar, about that earlier this year.
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Guild Wars 2 School: Super Adventure Box Back

By John Walker on September 4th, 2013.

So, I admit, I bounced off Guild Wars 2. After promises of its being a brand new approach to the MMO, finding myself in a generic fantasy world being asked to kill five of something, I pretty much gave up straight away. I know, I know, I should have dug in, but as you can imagine it’s not possible to dedicate time to every MMO I’m not going to be writing about. Then I see the details of the new Super Adventure Box: Back To School update, and I regret my decision.

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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.
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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.
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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.
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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.
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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.
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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.
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Guild Wars 1 Development To Be Halted, Automated

By Nathan Grayson on May 21st, 2013.

Rare is the MMO that continues to thrive alongside its direct successor – or, for that matter, get a direct successor at all. By all accounts, the original Guild Wars lived a good, long life. It loved, it lost, it learned violin, it saw the ocean one last time. Also, I don’t know why I’m talking about it in the past tense, because it’s not dead yet. True, ArenaNet’s already itsy bitsy GW1 live team is moving on to bigger, less eight-year-old things, but unlike NCsoft stablemate City of Heroes, these guilds will war on. How? Robots. Find out more about your imminent ice-cold oppression after the break.

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What Could Have Been: Paragon Nearly Bought Itself

By Nathan Grayson on April 12th, 2013.

Sigh.

City of Heroes is no more. Paragon perished, and with it, so did a home away from home for many colorful victims of radiation overdose. It was a sad day at RPS’ nuclear-powered space base, and not just because it meant the Justice League became our closest orbital neighbors. You’ll remember, though, that fans certainly didn’t go down without a THOOMKAPOWBIFFZOTT-ing fight. But, until now, we didn’t really know the other side of the story. Unsurprisingly, Paragon was waging a war of its own, and it was trying every last trick in the book to stay afloat. The part we never heard about, however, is how close the house that City of Heroes built came to pulling it off.

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