Posts Tagged ‘MMORPG’

Meet Loremaster Lawrence: The Elder Scrolls Online

I have about as much interest in Elder Scrolls’ lore as I do in high definition photographs of infected hangnails. I’ve been playing the series since the release of Daggerfall but I’ve managed to absorb absolutely nothing about any ongoing plot or fantastic history. All that is about to change. The latest video promotion for The Elder Scrolls Online is hosted by ‘Loremaster Lawrence Schick’, who not only has an excellent job title and name, but also boasts superior facial foliage and a voice that is both wise and soothing. It is now one of my life’s ambitions to have Lawrence read The Silmarillion to me as a bedtime story.

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Crafty: Mortal Online Goes Free To Play

I’d somehow managed to avoid reading anything about Mortal Online until this morning. Upon hearing that the game’s free trial has been extended, now lasting forever, Jim directed me to this conversation about the player-driven sandbox MMORPG. He also said, “it’s a game where you spawn with just your pants” which caused my browser to instantly open a new tab and attempt to download the client. It took a couple of hours for me to get hold of it this morning due (presumably) to server errors, but now I’m all set and ready to run around in my pants. More info and a trailer below.

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Escape To New York: The Secret World’s First Raid

I’ve seen the things that are to come in The Secret World, at least some of them, and even though the present is turbulent the future seems bright, or at least as bright as global conflict, the destruction of a metropolis and the spilling over of supernatural horror onto city streets could possibly be. It’s a flame-bright future with a great deal of ash, boiling blood and smoke blotted across it. As well as witnessing the power of plotting, I’ve been dipping into Guild Wars 2 for the first time, so along with a tour taking in elements of The Secret World’s first raid, I’ve been wondering whether I have room for two MMORPGs in my life.

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Gentlemen Elementalists: The Secret World

Me and John have both probably tried to explain the way The Secret World’s classless progression works using nothing more than the power of words but it’s much easier to use visual aids as well, so I’ll hand you over to Funcom’s Martin Bruusgard and Joel Bylos who explain what kind of abilities are available and how they can be combined to make effective characters. I’ve had some experience with switching functions on the fly during my time with the game, mainly at the points when I realised I was completely inept in the role I’d been given so I went for something simpler instead. I like to think my eventual role was attractive spectator.

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Voices In The Shadows: The Secret World Interview

The setting for the interview was opulent but not packing factor 60 had been a mistake
After spending some time with The Illuminati, I escaped from The Secret World to speak to lead designer Ragnar Tørnquist about overcoming the challenges inherent in building a story-based MMO. We talked about creating coherence in a vast and varied world, the confused and confusing role of the hero in an MMO, and how it’s possible to reinvent and deconstruct a genre.

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Hands-On: The Secret World

Guess what's in the temple? DEMONS

I’ve spent the last couple of months searching the streets for signs of conspiracy, perhaps a Toynbee Tile or two bills from separate electricity companies who are clearly trying to con me out of every last penny. To resolve the troubled contents of my mind, I took another trip into The Secret World, where my every delusional thought seems quite ordinary in comparison to the oddities around me.

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The Secret World Opens Up On June 19th

This is how the world will look by June

The Secret World, Funcom’s modern day, pop culture-infused MMORPG, has just been given an official release date of June 19th. It’s a little later than some may have been expecting but it does provide plenty of time for some public beta testing. Although no dates for any opening of the beta have been provided, Ragnar Tørnquist, Funcom’s creative director and itinerary planner of the most lengthy journeys, had this to say: “The additional time will also allow us to carry out even more quality beta testing, and soon we will also be announcing several public beta events where hundreds of thousands of gamers will get to test the game prior to launch.” We’ve already played the game and spoken to the chaps behind it, and will have more coverage soon.