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League of Legends photo
League of Legends

'Online harassment is not an impossible problem,' says Riot


Online abuse drops to two percent
Jul 09
// Vikki Blake
"How do you introduce governance into a society that didn't have one before?" That's the question posed by - and to - League of Legends developer Riot, as it grapples with unacceptable behaviour and online toxicity.  Acc...

Final Fantasy XIV: Heavensward's Alexander makes raids much more accessible

Jul 07 // Chris Carter
Endgame raids have seemingly undergone a few changes since we last left the Binding Coil of Bahamut in Realm Reborn. For starters, you can use the duty finder to enter Alexander immediately after completing the roughly 10 minute attunement quest -- the only thing you need is Item Level 170 or above, and the main story completed. Square Enix noted that they wanted the base raid to be more accessible (with a tougher challenge coming later for static groups), and I think they succeeded with that goal. There are four wings in all so far (more will be added at a later date like Coil), and the first three can easily be completed with a pick-up-group, so long as everyone is on their toes. The first fight features two mechs which need to be kept apart by the two tanks, the second battle is similar to Turn 4 of the first Coil (lots of adds, but with a fun mech-suit twist for one DPS), the third features a really cool shape-shifting water elemental, and the fourth is against a giant structure that almost feels like a confrontation with Alexander himself. I like all of them in their own way, though the fourth is easily comparable to an EX fight, and will give pick-up-groups more trouble. Loot is handled differently as well, as every fight drops "tokens" that you can use to acquire Item Level 190 gear in Idyllshire. The accessories only need one token, but the left side armor pieces will need at least two, if not four. As of today, I won two rolls for the head piece token, granting me a piece of headgear -- I have two more "lockouts" that I need to complete for the rest of the week, at which point I can't earn any other gear in Alexander. Theoretically you can get three pieces this week, with one accessory token, one waist token, and two hand tokens (some tokens share loot tables, and the body and legs take four each). [embed]295523:59398:0[/embed] It's not a perfect solution, but I really prefer it to the old system. Previously, I was raiding in Coil with my old static, and we'd find that we'd frequently get doubles of unneeded gear, leading to some of our group not getting any pieces and falling behind by sheer luck. This is typical of the MMO endgame routine, but in recent years, many developers have implemented tokens to combat this -- it's nice to see Square Enix adopt it, just in time for the new Master Loot system to make raid lead's lives easier. The actual design of the dungeons themselves are brilliant, filled with steam pouring from pipes, metallic slides, and tons of personality throughout. It's a nice departure from the overused Allegan theme of Coil, and overall, I'm liking it a bit more. I also really like the soundtrack, as it gets me sufficiently pumped to take on the new encounters.  I'm happy with Heavensward's Alexander raid debut, and Savage mode is set to arrive in two weeks from today, which will bring about the aforementioned tougher fights, more akin to what a typical static group would expect.
Square Enix photo
I braved all four current floors today
Today marks the release of the Alexander raid in Final Fantasy XIV: Heavensward, a pretty monumental day for hardcore players. We've all been tirelessly working on our sets, ensuring that we make our way up to a respectable I...

Final Fantasy XIV photo
Final Fantasy XIV

Square stops Final Fantasy XIV Mac sales after dev team's 'mistakes'


Offering refunds
Jul 06
// Steven Hansen
As we noted last week, the Mac port of Final Fantasy XIV: A Realm Reborn is plagued with issues. This doesn't seem uncommon these days, but remember that Naoki Yoshida built A Realm Reborn back up from Final Fantasy XIV's ini...
FFXIV photo
FFXIV

I'm pumped to raid in Final Fantasy XIV's Alexander


Mechanical playground
Jul 06
// Chris Carter
The Alexander raid, the second real raid set to debut in Final Fantasy XIV after The Binding Coil of Bahamut, is on track for tomorrow. In the meantime you can check out this new trailer to get an idea of what to expect...
Runescape photo
Runescape

14 years later, Runescape has its first raids added


gib party hat pl0x
Jul 06
// Joe Parlock
Runescape is getting raids. Let that sink in for a second. A game released in 2001 and was in its prime in 2007 is only getting its first raids fourteen years later. When I saw this news, I thought it had to be horrifically ...
Neverwinter photo
Neverwinter

The Xbox One version of Neverwinter is now only one expansion behind


Rise of Tiamat has just launched
Jul 02
// Joe Parlock
While the PC version of the pretty dang good MMO Neverwinter is waiting for news about its newest expansion, the Xbox One port unfortunately is playing catchup. Perfect World have announced that Rise of Tiamat, the fifth modu...
Devilian photo
Devilian

Trion announces it's publishing F2P MMO Devilian


Like a less confusing Path of Exile?
Jul 01
// Joe Parlock
That thing you just saw was the trailer to Trion’s newest MMO, Bluehole Ginno Games’ Devilian. I forgive you if you still don’t know what the game is, because that trailer explains exactly fuck all about it...
EVE Online photo
EVE Online

EVE Online at its lowest playercount since 2008


Space is getting a little bit smaller
Jun 29
// Joe Parlock
Everyone’s favourite spreadsheet simulator EVE Online might not be everyone’s favourite anymore, according to graphs made by EVE player Jestertrek. The graphs show that the amount of people concurrently playing t...
FFXIV photo
FFXIV

Final Fantasy XIV's Mac port isn't great


Moogles prefer the Surface over the iPad
Jun 29
// Joe Parlock
Players of Final Fantasy XIV are reporting major performance issues in the recently released Mac client. Low framerates, hanging launchers, and graphical errors are all being seen. On the official forums, and reddit, many pla...

Review: Final Fantasy XIV: Heavensward

Jun 26 // Chris Carter
Final Fantasy XIV: Heavensward (PC, PS3, PS4 [reviewed])Developer: Square EnixPublisher: Square EnixMSRP: $39.99 ($12.99 per month)Released: June 19, 2015 (Early Access), June 23, 2015 The "40 hours" of questing claim by Square Enix for the main story (levels 50-60) is accurate, but there's a caveat. You'll have to do a combination of sidequests, daily hunt marks (which can be done solo), and dungeons to push through some gaps, particularly in the middle levels. A few portions can be off-putting sometimes in terms of pacing, especially since the sidequests aren't nearly as good as the main story questline. Having said that, there wasn't any point, even the aforementioned lows, where I stopped having fun. There's just so much to do at this juncture of Final Fantasy XIV. I would frequently stop to do world hunts, which respawn every few hours or so in each area. They're even more fun now once you've unlocked flight for that particular zone, and all of the old hunts still exist too, albeit with smaller rewards for kills. You could hunt all day if you wanted to. I'd visit my new apartment in my friend's beachfront property villa in the Mist, and see what was going on with their new workshop -- a feature that lets you build Free Company (guild) airships in Heavensward, which go on expeditions for more items, similar to Retainer quests. Although I don't tend to craft in any MMO I play, I hung out with a group of crafters and chatted for hours about the new crafter meta and theories for some testing, which are insanely deep. For those who aren't aware, each crafting and gathering class has its own miniature storyline, and crafters in particular now have a even more complicated method of creating new high quality items. Crafting was always like a puzzle, allowing players to learn the best rotations for creating the best items, but now, there's an "endgame" of sorts for the profession, featuring a separate system of crafting in guilds to help build airships, and more complicated patterns that will fetch big gains on the auction house. Flying makes gathering nodes more fun, which is a big improvement on the 2.0 system -- and more nuanced with new gathering abilities. I also took a break and started a Dark Knight, Astrologian, and Machinist, which are all new jobs in Heavensward. Although there's a debate going on regarding the latter's low damage output, I've grouped and played all of them, and each brings something unique to the table. The Dark Knight is really fun to tank with, as he can drop his "Grit" stance (having it on lets you take less damage) on occasion, which unlocks a whole host of damage-dealing abilities. [embed]294750:59242:0[/embed] As a general rule you always want to be doing your core job and tanking with Grit, but when you need that extra push, the Dark Knight is ready and willing, and feels far more engaging than the existing Warrior. The Astrologian sacrifices a bit of firepower (compared to the White Mage and Scholar) but makes up for it with a variety of different healing tricks, and the Machinist is one of the most complicated DPS classes in the game. They are all worthwhile additions, and each role (tank, healer, ranged DPS) fits perfectly in the current meta. By the time I was done with the story and hit level 60, I had played far more than 40 hours. While there are some predictable plot points and far too much Final Fantasy grandstanding, I have to say I enjoyed it as a whole. I really dig the dragon theme that permeates throughout the expansion (they commit to it), and I was satisfied with the conclusion, especially the final boss, which Final Fantasy fans will love. The epilogue also does its job of sufficiently teasing all of the upcoming free content updates, so I'm pumped to see where this goes. The dungeons are all par for the course, which again, is a theme with this expansion. Every dungeon, including the three level 60 ones at the end, have the same linear design that is crafted to prevent you from speedrunning them. Gone are the labyrinthine paths of some low-level dungeons, as well as the tricks of the trade of the vanilla endgame areas; the structure is basically the same every time. Thankfully, the boss fights are spectacular, and nearly every zone features an encounter that has something I've never seen before. Without spoiling it, my favorite dungeon has a fight where a bird flies up into the air, and causes the entire battlefield to fill with fog, forcing you to find his shadow before he comes back down. Another hilariously tasks players with picking up totems and placing them in certain areas to prevent a boss from casting a ritual that ties his health to them. Every fight is intuitive so you won't be scratching your head going "how does this work?" but you will have to actually try. It's a good balance, even if I wish some of the dungeons were a bit more open. The two Primals (Ravana and Bismarck) are worthy additions to the game, and both have EX (extreme) versions that will test your might at level 60. Ravana is an awesome fight that I refer to as "the ninja bug," and it basically feels like how Titan should have been, with a circular arena that you can fall off of. Bismarck on the other hand is like nothing else in Final Fantasy XIV, featuring the titular whale flying right next to a floating rock that the party is standing on. Players will have to hook him with harpoons (you can shout "call me Ishmael" while doing it) and whale on the whale's weak point temporarily. I feel like Ravana is faster-paced and more fun, but again, Bismarck is unique. Currently the endgame consists of gathering law tomes (obtained by high-level dungeons and hunts), buying item level i170 gear, and upgrading them to i180 by way of items from seals. Bismarck EX will net you i175 weapons, and Ravana earns you i190. You have two weeks to fully upgrade your left and right-side gear to face the first part of the Alexander raid, who will debut at that time (with the tougher "Savage" difficulty unlocking two weeks after that). Said raids will be even better thanks to the new loot systems, which can give a raid leader more control over who gets what (finally). With everything there is to do in the game though, it doesn't feel like a grind to get to that point. Did I mention Heavensward was beautiful? I'm pretty sure I have often, but I'll do it again just to drive the point home. It looks fantastic, from the snowy landscape of Ishgard to the Souls-esque Dravanian Hinterlands, complete with lush plains and hellish mountains filled with fiery depths. I would often stop just to admire the scenery, which is even easier thanks to flying mounts. Every time I visit an old content area I long for the chance to use a flying mount, but alas, it's only available in new zones. Specifically regarding the PS4 version, it's starting to feel the sting of the more open areas a bit, particularly when it comes to longer load times (which can be a pain while zoning in for hunts) and some slowdown. I should mention that said slowdown never becomes unplayable, even with 50 other players slashing away at the same world hunt target. It can just get a bit sluggish is all. My view is partially colored by the fact that the new Direct X 11 version on PC looks gorgeous and runs smoothly. Down the line you have new storylines to look forward to, as well as the aforementioned Alexander raid, more 24-player casual raids (which aren't currently in yet), a new PVP map, and a new multi-part relic weapon quest that will debut next month for all jobs. None of this was factored into this review, but it's something to be aware of -- based on its past track record, Square Enix will continue to evolve the game and make it better. Final Fantasy XIV: Heavensward is more A Realm Reborn, which is a fine thing to strive for in my book. Whether you're the type of player who enjoys crafting, endgame content, or role-playing, there's so much to do here for people of all skill levels it's insane. While I fizzled out a bit after completing the main story in 2.5, Heavensward has rekindled my flame. [This review is based on a retail build of the game provided by the publisher.]
Heavensward review photo
Par for the heavens
When our story began last week, I was a level 53 Paladin, soldiering through the new content for Final Fantasy XIV: Heavensward. I stand before you now as a level 60, having played everything that's currently available. My opinion on the expansion hasn't changed much, which is a good thing.

World of Warcraft photo
World of Warcraft

World of Warcraft Patch 6.2 lets you whale on Gul'dan


He deserves it after Hearthstone BS
Jun 23
// Joe Parlock
Blizzard have rolled out a new, huge patch for everyone’s favourite destroyer of lives, World of Warcraft: Warlords of Draenor. Patch 6.2, dubbed Fury of Hellfire, brings a lot of new additions to the game. The Tanaan ...

Review in Progress: Final Fantasy XIV: Heavensward

Jun 19 // Chris Carter
Final Fantasy XIV: Heavensward (PC, PS3, PS4 [reviewed])Developer: Square EnixPublisher: Square EnixMSRP: $39.99 ($12.99 per month)Released: June 19, 2015 (Early Access), June 23, 2015 Picking up directly where the last campaign left off, the first quest of Heavensward is located in the Coerthas Central Highlands, directing you to Ishgard. Yep, you heard that right -- it continues the story of the core game, so you'll need to complete the main campaign (ending with "Before the Dawn") and reach level 50 first. Newer players will find at least double the experience from the original vanilla quests to help boost them up a bit. According to Square Enix, the new Heavensward story is roughly 50 hours, and based on my pace so far in at 10, that's fairly accurate. It's about the same length as the original game, which is quite a feat, and about the sweet spot for a campaign in my mind. There's so much other stuff to do to keep you busy at this point. The flow of the process is to get from levels 50 to 60 with mostly story quests, which has worked out for the most part with my first character -- so far, I'm level 53 and counting. I decided to take on the leveling process with my trusty Paladin, who would be able to jump into queues at a moment's notice. Most classes have a handful of new abilities, and in the Paladin's case, there are five in total. I've acquired one so far -- the power to use a pinch block ability to give him some extra durability. There are a few new combo abilities that mix up your rotation quite a bit, as well as a few tweaks (like an accuracy buff to Shield Oath). It's just enough to keep you on your toes and get you interested in leveling without making things too tricky. Ishgard is the new capital city and the expansion hosts nine new locations, all of which are much larger than the original zones in A Realm Reborn. This is mostly because they now support flying mounts, a brand new mechanic in Heavensward. You can't just fly right off the bat, though -- you'll have to attune to each zone through a combination of locating aether and completing key quests. The idea is that you'll have fully explored the area by the time you're done, opening up a more vertical approach later on. [embed]294029:59024:0[/embed] It sounds like it could be annoying, but you'll get a compass item that will help you find said aether currents with instructions that aren't too vague and aren't on-the-nose either. It's a fun mechanic that reminds me a lot of the same design philosophies found in Guild Wars 2. Some of the currents are even built around jumping puzzles. Flying isn't as glorious as in, say, Aion, but it's very fun to soar about when tracking down hunt targets. I can see Square Enix doing a lot of cool things with future updates like hidden areas and quests; there's some of that already now. Speaking of flying, your personal Chocobo will allow you to do just that at a certain point in the story, so everyone can easily get on track and enjoy the ride. Having said that, the PlayStation 4 version is starting to show its age already. Although this is launch so there's lots more people concentrated in specific areas, the frame rate crawls a bit more than it used to in vanilla Realm Reborn, especially since most of these zones are so much bigger. It's not game-breaking, but it is odd. The PS4 was previously a powerhouse and nearly on par with the PC. I haven't tested it for that long, but the newly minted DirectX 11 engine on PC (that also released today) is drastically better than ever before, alleviating nearly all of my concerns. I'll provide more information on this in the future. The quality of the story is improved overall, drawing from what the development team learned from all of the superior updates. It deals with a thousand-year conflict between Ishgard and Dravania. I'm interested in seeing where this goes, and I'll provide a spoiler-free update when I complete it. The actual quests haven't been any better or worse than A Realm Reborn, and so far, the theme of the expansion seems to be "more of a good thing, without re-inventing the wheel." There are two starting zones to alleviate the congestion, which have worked, on top of the fact that roughly half of the post-level-50 community is going back to the old content with the new jobs anyway. As for other content, there are a handful of new dungeons, one of which I've tried out already called Dusk Vigil. It's about on par with the recent additions in the newer updates. That is to say they're very flashy, filled with their own lore bits, and while they cut down on exploration quite a bit, they're all designed to be completed casually with the occasional peppering of a challenge. The pacing is spot on, and they don't drag like a few of the vanilla dungeons. The same goes for the first hard mode trial (read: group instanced boss) I've encountered, which features a really badass bug that I don't want to spoil here. Suffice to say, it's a little more interesting than the initial Primals you meet in A Realm Reborn. Several other classes have gotten a few major shakeups, like the Bard, who now has a DPS-based Limit Break, and the Black Mage, which must stay within Ley Lines, a magical circle, to gain extra damage by way of haste. Every class now has a unique level-three Limit Break animation, which is great. All of these changes help make your job feel more unique and make Final Fantasy XIV a more well-rounded MMO as a whole. Switching to my other jobs for a few moments felt different, especially the Bard. You can really notice even just a few extra skills in dungeon runs. As for the three new jobs, I had a chance to try out Dark Knight, but there's also the Astrologian and Machinist. Unlocking them is as easy as reaching Ishgard and talking to a specific quest starter in town, then doing a 10-minute quest for each -- that's it! They all start at level 30, and come equipped with a few pieces of gear and roughly 10 skills each at first. It's perfect, as there's just enough there to give you plenty to do right away, but not so much that you're overwhelmed. While I need more time to test them, I think they all bring something unique to the table, and I love the Dark Knight's risk-reward mechanic. It's the freshest take on tanking yet. Other extras that I still need to dig into include the all new Au Ra race, the DirectX11 visual upgrade on PC, new hunt targets, a more comprehensive loot system for raids, the power to queue for dungeons with less than five players, Free Company (guild) upgrades like Workshops and Airships, crafting upgrades, Bismarck and Ravana as new Primals, more Triple Triad cards, a future new Frontlines PVP map, an all-new Relic questline set to debut in 3.1, and a new Alexander raid, which will unlock at a later date. Stay tuned as I continue to play through Heavensward, work my way up to level 60, and try out the new classes. Only then will I provide my full review for the expansion.+ [This review is based on a retail build provided by the publisher.]
Final Fantasy XIV review photo
Par for the heavens
The story of how Square Enix turned Final Fantasy XIV around is still incredible to me. I always tell people about playing it at E3 in 2010 for the very first time, pre-Realm Reborn, and how it was one of the least fun MMOs I...

FFXIV photo
FFXIV

Final Fantasy XIV: Heavensward's launch is bumpy, but it works


Server issues, but not nearly as bad
Jun 19
// Chris Carter
Well, this is a lot smoother than Final Fantasy XIV: A Realm Reborn's initial launch, which left some people unable to log in for weeks. The Heavensward expansion debuted today for early access subscribers (read: pre-ord...
Heavensward photo
Pretty standard stuff
The Heavensward expansion launches for Final Fantasy XIV in a few hours, and Square Enix has sent over a copy of the Collector's Edition. For $130, it includes the expansion, a special box, a dragon mount figure, an...

FFXIV photo
FFXIV

Here are the preliminary patch notes for Final Fantasy XIV: Heavensward


Tons of info to sift through
Jun 17
// Chris Carter
Square Enix has posted the 3.0 update patch notes for Final Fantasy XIV: Heavensward, which is due for launch on Friday for early access pre-orders. It details the new locations, jobs, abilities, items, and everything else yo...
The Old Republic photo
The Old Republic

Star Wars: The Old Republic's next expansion is story-driven and free


'This is the expansion for our players'
Jun 15
// Brett Makedonski
BioWare has been at the helm of Star Wars: The Old Republic for a fairly long time now. Come December, the game will have been around for four years. All the while, BioWare's been tweaking, expanding, and enhancing the p...
ION photo
ION

DayZ creator's ION is an MMO set in space


Colonize the universe
Jun 15
// Jordan Devore
During Microsoft's E3 2015 press conference, DayZ creator Dean Hall revealed his next game, ION, a simulation MMO exclusively for PC and Xbox One. Gameplay wasn't shown, but here's how that will go down: "players will b...
Toontown Rewritten photo
Toontown Rewritten

Toontown Rewritten brings back my first MMO


Somehow Disney lawyers haven't noticed
Jun 15
// Joe Parlock
Toontown Online was my very first MMO, back when I was a wee child. It was pretty rad at the time: teaming up with people all over the world was a novel idea at the time, and even though I never subscribed, I can still vivid...
Neverwinter: Strongholds photo
Neverwinter: Strongholds

Neverwinter: Strongholds is whipping guilds into shape


With just a hint of Draenor
Jun 12
// Joe Parlock
Dang, Cryptic and Perfect World sure are pumping out the expansions for Their pretty awesome MMO Neverwinter pretty fast. Hot on the heels of Elemental Evil and the Xbox One release of the game, Cryptic has announced their s...
The Elder Scrolls Online photo
The Elder Scrolls Online

The Elder Scrolls Online suffers totally unexpected launch issues


Baffling scientists and all religions
Jun 10
// Joe Parlock
A well-known MMO suffers major launch-day issues that prevent people from being able to play. Shocker. In a turn of events surprising nobody, players of The Elder Scrolls Online on Xbox One and PlayStation 4 are rep...
Ark Live Stream photo
Ark Live Stream

Come hunt some dinosaur strange with me in ARK: Survival Evolved


LIVE on the Internet
Jun 08
// Jed Whitaker
[Update: You missed the stream! Turns out ARK is really just about taking poops in other people's huts.] You know me, Dr. Dinosexual, I love a hot prehistoric lizard from time to time, and this is one of those times. Com...
Wander is broken photo
Wander is broken

Wander on PS4 and PC is horribly broken


How did this get through certification?
Jun 05
// Jed Whitaker
It gives me no joy to report that one of my favorite games of PAX East 2015, Wander, has been released in a broken state. Players are reporting all kinds of issues with it on the PS4 subreddit, including crashing, broken or ...
Star Trek Online photo
Star Trek Online

Star Trek Online starts summer event, answers important question


Oh, and a new ship or something
Jun 05
// Josh Tolentino
Indeed, Star Trek fans, the answer that's eluded us is finally here: Andorian chest hair is as white as fresh snowfall.   Now, you could go back to your business, or you could stick around Star Trek Online between t...

Triad Wars just made me want to play Sleeping Dogs

Jun 03 // Brett Makedonski
For those who don't know, Triad Wars is a PC-only MMO set in the Sleeping Dogs world. It's about rising through the ranks of the underworld, and eventually being the kingpin. This is done by attacking other players' turf and defending yours. However, the multiplayer is asynchronous in that you don't have to be online in the event of an invasion. You set up lines of defense to fight for you in your absence. As Jordan and I divvied up Pre-E3 assignments at Square Enix's showcase, I knew I wanted Triad Wars. That desire was predicated entirely on this trailer; I wanted a developer to show me exactly how many ridiculous, over-the-top kills he could perform. Skewer someone on a pile of marlin heads so I can laugh about how dumb that is. Instead I was sat down and given instructions. The combat description (which came first) began with "So, have you played Sleeping Dogs?" and was asked with such an inflection as to proceed quickly when I answered in the affirmative. "Nope," I replied. That killed the mood right fast. From there, I was sort of left to fiddle with the controls to figure out how to fight on my own. Luckily, henchmen were lined up plot by plot to fall to my lightning-fast fists. I wrangled them mostly with no trouble, figuring out the two or three different combos that seemed to always do the trick. In reality, that might've been less on me, and more due to the fact that the developer approximated that the account I was playing on was 50 or so hours in. "Okay then," I responded, unsure of how this play experience could be transformed into any sort of coherent preview. I mean, I completely blew past any sense of progression that would act as a good indicator as to how the MMO components were. You know, the addictive quality that keeps players coming back to the same game time and time again. "Take me to do something," I half-demanded in a friendly tone. I was sure this was just a waste of time at this point. So, I hopped in a sporty car and drove off to attack another base. I worked my way through the exteriors of the compound, relying on careful headshots while strafing and my hastily-learned combat moves. Eventually, I karate-kicked the boss to submission. It was all pretty easy -- again, probably more a result of that 50+ hour account than my competency. And, that was the end of it. My takeaway from the whole thing was that Triad Wars seemed rather vanilla, but I'm not completely comfortable with that assessment. After all, I didn't play it the way it's supposed to be played. When I picked it up, it seemed like I was already on top, rather than climbing the ranks to dominate Hong Kong's seedy underbelly. I also simply didn't have adequate time to learn its systems, such as the intricate in-game economy it supposedly features. Really, none of it was presented in a way that MMOs need to be. That's unfortunate, but it's less a knock against this demo, and more a quality of all MMOs in preview situations. But, on a personal note, it made Sleeping Dogs seem like it's probably a pretty killer game. There's an environment that's definitely worth exploring more. I don't know if an MMO is how I want to see it, though. However, those who have been through Sleeping Dogs might find this the perfect opportunity to get back to that world. Any excuse to shove some poor bastard's head through a circular saw, really.
Triad Wars preview photo
More of a compliment than it sounds
Here's another one of those "Confession: I have a shame pile of unplayed games" statements: I never got around to playing Sleeping Dogs. Yeah, I heard it was surprisingly good, but something about it never piqued my interest....

Greed Monger photo
Greed Monger

Developers offer their games to Greed Monger backers


Greed Monger ran off pre-made platform
Jun 01
// Joe Parlock
Last week on Destructoid we reported on the colossal failure that was Greed Monger. Cancelled after three years of development and $100,000 raised via crowdfunding, those who pledged to the game would no longer be receiving t...
Greed Monger photo
Greed Monger

Greed Monger cancelled after raising $100k


Another in a long line of KS failures
May 29
// Joe Parlock
Here’s a fun game dev fact for you: making an MMO is a long, hard, and expensive task that will generally end in failure and misery for everyone involved. If huge companies like BioWare can screw it up, it’s proba...
WildStar F2P photo
Here's all the details
For years, WildStar was touted as the next great subscription-based MMO. It was unveiled all the way back in 2011at Gamescom, and the hype kind of built from there. I had a chance to play multiple builds, and I liked wha...

The Elder Scrolls Online photo
The Elder Scrolls Online

'Fraudulent' Elder Scrolls Online Steam keys revoked


Pay up another $50 for the game or else
May 27
// Joe Parlock
Bethesda and ZeniMax Online have announced in a forum post that they are beginning to close Elder Scrolls Online accounts bought through unapproved Steam key resellers. Starting yesterday, May 26, accounts with codes bought f...
FFXIV photo
FFXIV

Nobuo Uematsu unveils his beautiful new Final Fantasy XIV: Heavensward theme


Also, have some expansion footage
May 22
// Chris Carter
One of the best parts of Final Fantasy XIV: A Realm Reborn is the music. Most people don't consider it a "real" Final Fantasy because of the MMO tag, but let me tell you -- it's probably my favorite main entry sinc...
TERA photo
TERA

TERA is now the most-played MMO on Steam apparently


With Neverwinter behind it
May 21
// Chris Carter
TERA Online has been doing very well since it debuted on Steam this month, because according to the publisher, it's now the most played MMO on the platform. It's leading the race of "all-time peak concurrency on Steam," ...

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