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Western Players May Be Able to Try Dragon Quest X in the Chinese Server

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Square Enix's MMORPG Dragon Quest X is still not coming to the western market, and in fact, it's not available in any market outside Japan now. However, those who really want to play this game expect the Chinese version, which is easier to access for western players. Chinese media reports that Shanda Games, the publisher of Final Fantasy XIV, is going to publish Dragon Quest X in China.
 
Shanda Games launched a teaser site, hinting at Dragon Quest X


Some years ago when Shanda Games launched Korean action MMO Dragon Nest in China, many players in Southeast Asia, Europe and North America came and played in the Chinese server. Shanda Games will probably announce Dragon Quest X (CN) on May 20. The reason why I keep an eye on this is that it's not just about Dragon Quest X is coming to China, it means the game is ready to enter oversea market. The western publishers will definitely look at the Chinese version and consider signing up the game to the west.






Mobile Blockbuster Elsword: Evolution is Now Available on iOS and Android

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Noah Ark studio and Koram Games Ltd. have just announced the launch of Elsword: Evolution, a free-to-play mobile version of the incredibly popular PC-based Elsword RPG that has over 28 million players worldwide.



Elsword: Evolution is an anime-themed action adventure that will be immediately familiar to fans of the PC version. Featuring 3D graphics and hundreds of challenging sideways-scrolling levels, the game faithfully brings the design, characters and gameplay that fans have come to love to mobile and tablet. The game has also been built from the ground up to deliver a fluid experience with optimal mobile controls.



Elsword: Evolution transports players to the enchanting world of Elrios, the home of the magical El Stone whose mysterious powers protects the land and its inhabitants. With the El Stone now in the hands of a mysterious shadow group, it's up to the brash yet courageous Elsword and his allies to embark on a quest to return the Stone and bring justice to those who have betrayed the sacred land. Players begin their adventure by selecting from one of nine (three at launch) character classes, from ranged specialists to grand mages. 




Elsword: Evolution’s core PvE mode pits players against a huge range of opponents in hundreds of quests. Players wield class-specific weapons and special skills that can be upgraded with gold and XP gained through completing levels and defeating bosses. Powerful Mounts can also be summoned into combat, each of whom that have their own upgradable powers that can quickly turn the tide of battle. Elsword: Evolution’s extensive range of unlockable items and rewards also features hundreds of fashion items and jewelry that players can equip their characters with to create a truly unique appearance.



As well as its immersive single-player campaign, Elsword: Evolution enables players to take the fight online and compete against thousands of other gamers across the globe. Players can choose from a wide range of options including joining a clan or fighting one-on-one in global rankings. Multiple match types include Assault, Mines, Underground Treasure Warehouse and more. Weekly large-scale clan tournaments will give gamers the ability to earn even greater rewards.



Adding a final emotional touch to the gameplay, Elsword: Evolution’s marriage and partner system enables players to build bonds with other characters based on their collaboration in battle. These newfound relationships allow players to use chain combos to help turn the tide of battle.

More screenshots on page two
 



HoloGrid: Monster Battle's New Trailer Shows How Augmented Reality Is Involved

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We introduced you a few days ago HoloGrid: Monster Battle, the upcoming hybrid board game currently running crowdfunding on Kickstarter. The game utilizes AR in deck building, allowing you to scan in your own physical cards into the game. The developer HappyGiant has released a new gameplay video that shows actual combat, and scanning physical cards into the game with AR.


 
HoloGrid: Monster Battle aims at mobile platform, and the game features 2-player PvP battle with cards categorized into different classes (Champions, Tanks, Specialists, Ranged/Shooters and Fighters). All units will come with their own unique abilities, movement ranges, and more; allowing for endless amounts of strategy.





10 Good Things and 4 Bad Things About Warcraft Film (Based on Early Screening)

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The highly-anticipated Warcraft movie is only around one month away, but some lucky people were invited to attend the early screening last night in LA. After watching, they shared some thoughts on the internet, telling us the good things and the bad things in their opinion. Let’s take a look. Please note that there are some minor spoilers in this article.

You can check out the original post here.

Good Things:

According to Redditor: mrgoodnoodles
1.    As for the score of the movie, the visuals (CGI, costumes, choreography) really tipped the scale for me.

2.    The overall Choreography is wonderful and falls under a strictly visual category

3.    Gul'dan kills it in a good way! Voiced by Daniel Wu, I got goosebumps during a few scenes. Just great character design and dialogue all around.

4.    The Orcs really were amazing. So were the High Elves, aesthetically. Really cool.

5.    There were some very fun nods to much-loved WoW character spells and creatures. Let's just say there was a murloc. And then there was a sheep. Also a lot of other fun nods and background characters who you will remember from the games (Moroes! You know, the undead Moroes. But he's human in this movie, obviously.

6.    Forgot to mention that Kargath bladefist makes a very short but noticeable appearance in the last minutes of the movie. It's sort of a closeup, but you can tell he is a bit more pale and has the teeth sewn into his shoulders. Pretty sure it was him.

According to Redditor: Subzero077
1.    Visuals are fantastic propably the best CGI i have seen since the dawn of the apes.10-15 minutes into the movie and u forget the X characters are CGI. Choreography as OP states is top tier.

2.    Ben Foster- Travis Fimmel is great. Special mention Ryan Robbins is epic on that small role, he plays it perfectly. Garona was ok, Dominic Copper should've been a little more adamant he didn’t have so much nerve as king Layne.

3.    Orcs are concerned you will be blown away. Every single one of them is amazingly portraited, you can see the years of the work they put on them really to shine. Durotan (Draka what a pleasant surprise). Gul' Dan!! Orgrimm...every each of them is like pretty cool.

4.    Pace of the movie is very very good, Duncan Jones has put some subplots which make the movie better digestable for audience with no idea about Warcraft without ruining the plot.

Bad Things:

According to Redditor: mrgoodnoodles
1.    The story just jumps around a lot, and if you have never played WoW, I'm not sure you would be able to understand what was going on. The only way I can describe the plot is that it is like a piece of unbreakable pumice: it's filled with holes, but somehow it's structurally stable.

2.    The only bone I have to pick with the choreography is the costume and makeup, really the overall design. Just think Gamora, but Paula Patton. Who coincidentally looks a lot like Zoe Saldana. I guess there's a couple other things but that's the main one, really. Didn't even put on an accent for the character. Just...didn't even try, really.

3.    The dialogue does do a decent job of moving the plot forward where it needs to, and fails in others. Dumb romantic subplots are here to stay, folks (I say dumb but I'm not sure if it is even accurate, lore-wise). I'll just say that some characters had some great dialogue while others were just "meh."

4.    There aren't any trolls in the movie. I don't care what Eurogamer and 4chan said, it's not in the theatrical version.

Clash Royale: The Poison Giant Deck Got Me from Arena 5 to Arena 8

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You won't be strange to see the Giant + Musketeer combo since most players used it in early Arena but if you think this deck below can only get to Arena 5, then you are wrong. With proper strategy and good operation, it can get to Arena 7 or even legendary Arena.

Battle deck:
 
The average elixir cost is 3.5, though not very low, it actually works well.

Key card analysis


Two key cards: Giant + Poison

This combo reminds you of the Golem + Poison deck? Yeah, the Giant + Poison combination you see right now is similar with it. The only difference is Giant's HP is less than Golem, however, with a lower elixir cost, Giant is more flexible so as to have more cooperations with other small troops in this deck.


Control and defense cards: Barbarians + Musketeer

Barbarians is a perfect card in defense after your opponent's Giant troop like Golem, Pekka crosses the river while Musketeer is good at countering air troops. Those two cards in most of the time are played as a defense role. Try not to use Barbarians to offend or they will be killed by Fireball easily.

Main strategy

This deck is easy to play. If you have Giant in your opening hand, place him behind the King Tower. After he crosses the river, play Musketeer behind him and at the same time, play Poison in front of your Giant so it will slow down and cause damage to the enemy troops your opponent may use to stop your Giant while dealing constant damage to the Archer Tower. Get your Arrows ready because your opponent will probably use some small troops like Spear Goblins, Gobins, Minion Horde or Princess to counter.

This deck may be weak when facing with some Giant decks so when you meet them, make good use of the small troops like the Goblins, Archers in your deck to distract the Giant troop.





 

Exclusive Chronicle of Elyria Interview: Tons of Gameplay Details Are Here

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Soulbound Studios' Chronicle of Elyria has caught a lot of attention recently. The game's nearly funded on Kickstarter within 10 days, and that means the hype is real. We know you want to know more about the game so we did an interview with the studio's CEO Jeromy Walsh. 

Can you tell us about your team? How many members you have and what does it like to work in the team?
 
We currently have a team of 17 people, ranging from programmers, to animators, to sound engineers, all the way to our community manager. As for what it’s like working with the team, it’s amazing. While we’ve never worked together as a whole, the team was built up largely by referral, with almost everyone on the team knowing at least one other person on the team, sometimes more. As a result, the team began with, and has maintained, a kind of synergy, as everyone is laser focused on the end-goal and really enjoys working together.
 
We also spend some of our down-time together as well. We’ve got a weekly game night, we take occasional breaks to battle on the foosball table, and most recently NERF has invaded the office and bullets are frequently whizzing by your head.
 


Players saw many ambitious titles that failed to deliver what they had promised. Chronicles of Elyria has a lot of cool features but how do you reassure players that you can deliver them?
 
Two ways: By continuing to be super transparent with the community, showing them screenshots, video, and design journals, and by continuing to put out work of high quality. By being present to answer questions during Live Q&As, and by being always accessible via forum, Discord, or IRC, it shows people we’re here to stay, we’re not hiding anything, and we’re one of them. We are, after all, making this game as much for us as for them. It’s the game we want to play.
 
We'd like to continue the last question. Since CoE is a sandbox MMORPG, it raises some concern that would the game have a lot of glitches, would it take a lot of time to fix, because after all, you don't have a very large team and resources.
 
I spent the last several years working as a Software Engineer and Lead Programmer developing scalable, distributed, automated test infrastructure. For me, test coverage and automated testing in particular is very important. And while we can’t catch everything, we will be spending resources developing an automated test infrastructure to help catch regressions, etc…


 
The game plans to provide a 10-year story line, but what kind of stories are we talking about? Since this is a sandbox game, how will the stories made by the dev team affect players' choices and gameplay experience in the game?
 
It’s not really fair to call Chronicles of Elyria a sandbox game. I mean, it has sandbox elements – the ability to buy land and build your own structures, contracts which allow you to create player-ran tasks, etc… but Chronicles of Elyria is really a new type of MMORPG.
 
Where theme-park MMOs give you a story, the story is mostly static in-between expansions and every player and every character experiences the same story arc. Sandbox MMOs give players the tools to create their own content, but there’s often no real story or reason to use the tools, aside for personal expression and creativity.
 
In Chronicles of Elyria, there’s multiple layers to the story engine which make it so individuals have their own personal stories and tasks to deal with, as well as an overall story. Elyria is a world where, if there were gods, they abandoned us long ago, and if there ever was magic in the world, its secrets have long been forgotten. However, both of those may change in time.
 
As to what kind of stories? Well, most MMOs focus on individual quests such as rescue this person, escort that person, pass this message between these people, kill x of these, etc… Instead of focusing on the creation of individual quests, we’ve instead focused on mechanics which allow those quests to happen organically. As an example, I once played a game where you had to go into a cave and rescue someone from a “landslide.” Of course, the NPC was in no real danger, and there was no real land-slide. It was pre-scripted, and pre-created, like all the other content in the game.
 
In Chronicles of Elyria, rather than create a “go save the landslide victim” quest, we instead make it possible for landslides to occur. Now, you never know who, or when, someone will be the victim of a landslide. More importantly, if there is a landslide victim, they’re in real danger of starving or suffocating due to our survival mechanics, and just as important, once they’re saved, they are safe.
 
Being a survival MMORPG, what exactly do we need to watch out for in the game?
 
The main survival elements in CoE are hunger, thirst, temperature, exposure, fatigue, and toxicity. These equate to a character’s need to eat, drink, stay warm/cool, out of direct exposure to sun, sand, wind, etc., rest, and get healing.
 
These weren’t added arbitrarily. Each one corresponds to the opportunity for dramatic story-telling, in most cases, as a result of a desire to re-create difficult encounters seen in our favorite fantasy stories.
 
How does the gameplay of a young character different from that of an old character? In real world we hope we grow old very slowly, so is that also what you want players to believe in the game?
 
In CoE, as your character ages both their attributes and skills are affected by the aging process. To begin with, as you age it becomes harder and harder to maintain your physical attributes, but it becomes easier to develop your mental and some social attributes. This naturally leads to inherent advantages / disadvantages between the young and old.


 
As well, the changes in mental and social attributes make it so the older characters are much more efficient at learning through study and research, rather than practice, and are also much more adept at instructing and teaching others, which is itself a way to advance skills. After all, the best way to learn is to teach.
 
Our objective here is that as the characters age they’ll pull back from the battlefields and forges and will begin to take on more diplomatic and political roles, as well as take on the mantle and mentors and sages to the other characters. In doing so, they’re able to reach their highest potential within any given lifetime.
 
The combat in the video you released early this month was like 2 players doing fencing. We wonder how it will be like when you wield a different weapon, say, a battle axe?
 


It will be more or less the same. In CoE, there are different weapon sets, each of which have different stances and different techniques. So for example, there are a couple different stances for wielding a battle axe, and within those stances there are many different techniques you can use.
 
The main thing here, however, is that the heft of a battle ax makes it so that a rapier would be a great weapon to use for deflection. You’d likely destroy a rapier. So your options of facing a battle axe are to either use a shield, a weapon that could be used to deflect a battle axe, or you just have to be fast enough that you can either parry or dodge the battle axe.
 
We know player skill matters in combat, but any other things that can also affect the combat? For instance, wearing different armors, having different character stats, and so on.
 
Both character stats as well as armor effects combat. Most techniques are effected by one or more physical attributes, such as strength, agility, and stamina. When wielding a sword for example, while playing skill is used to determine whether you hit or not, your character’s strength effects how much damage is done to the opponent. Likewise, your stamina determines how much energy/vitality you have, in some cases making evenly matched players a battle of attrition.
 
Finally, different weapons and armor types are better suited against different armor and weapon types. Not all weapons can deflect other weapons, and using piercing, slashing, or blunt weapons is more effective against certain armor types than others.
 
This means combat isn’t just about reflexes and your ability to anticipate your opponents’ attacks, it’s also about perception and situational awareness.
 
Will the success of crafting an item also relies on player skill? Could you go into more details of how the gameplay looks like?
 
Crafting is one of the few systems that’s still in-flux at the moment. Our goal from the outset has been to make crafting feel more immersive, like you’re actually creating the items yourself. We had initially approached this through the creation of “skill challenges”, which felt like little mini-games, but we’re currently re-evaluating that, in favor of including a different user experience that feels more hands-on without feeling so much like a mini-game.
 
Some of the features such as no mini-map and no quest from NPC seem to go against traditional MMO's basic settings. Are you worried about not being accepted by players and blocking casual players out?
 
Are we worried? No. But we accept this will limit our player-base to some degree. We once heard a community member provide an analogy between MMOs and chocolate which we find extremely applicable.
 
For the last decade players have become accustomed to a specific style and flavor of MMO. Other companies have come along and copied it with various degrees of success but we’re reaching a point now where players’ palates are maturing. They’re looking for unique new flavors, new challenges, and more than anything are wanting to play an MMO where their decisions matter. Players want to play a game where whether they log in or not has an impact on the world.
 
We consider ourselves the artisan dark chocolate makers of the MMO world. As an independent, self-published studio we’re “bean-to-bar,” so to speak, and we’re creating new and unique flavors that not everyone will enjoy. We’re ok with that because it’s our art, and we’ll attract the players who are looking for the experience we’re creating.


 
And one last question that everyone wants to know, when can we play the game?
 
For us, player feedback is very important. It’s easy to develop tunnel vision when you’re so close to a project. Also, when developing so many new systems there’s an inherent question of whether the new mechanics are fun or not. So while we haven’t set any specific dates yet, we want to get at least our Alpha 1 players into the world as soon as we can, well before the game is considered feature-complete.
 
This gives them an opportunity to provide feedback, and makes sure we’re heading in the right direction. Ideally, that would happen as early as this winter.

Clash Royale Arena 4-6 Deck: Chief Pat's Oldschool Deck Is Pretty Solid

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There are 6 new cards coming out for Clash Royale but we haven't seen many new decks built around those cards. For players stuck at Arena 5 or 6, Chief Pat brings you another video guide on his oldschool deck that he used earlier, which is pretty solid. Check it out to learn how to play this deck.


 
 
 
 
 

New CCG Astral Heroes in Open Beta, Claiming "No Useless Cards" in the Game

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If you love playing collectible card game (CCG), you might want to have a try on Astral Heroes, a sequel to Astral Masters and Spectromancer. The game is now in open beta with a light and handy windows client size at only 59MB. Astral Heroes is also on Steam Greenlight now.



Astral Heroes boasts features like "thoroughly polished game balance, no useless cards". The developers promise players that "Astral Heroes uses a truly fair Free-to-Play model that never hides the best content behind “pay walls”. There's nothing in the game that you can't have for free, and you won't need to grind for months to build a competitive deck."'


There are 3 game modes in Astral Heroes. Like normal CCG, you can custom your own deck or you can battle with others using pre-draft decks and another mode is Draft Tournament where you can draft cards from random packs and use them to build your deck.


There's no card rarity in Astral Heroes and players can replace a card in their hand per turn. Astral Heroes also has guilds where players can team up with friends to earn extra bonuses and access special features. The game also has features like Leaderboard, Missions, Campaign and Daily Quests.


4:33 Creative Labs Reveals Upcoming Side-scrolling Strategy RPG Seven Guardians

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4:33 Creative Lab, the makers behind Blade: Sword of Elysion, has just revealed the latest addition to its burgeoning repertoire of mobile role-playing games, Seven Guardians– coming soon to markets around the world for iOS and Android. Seven Guardians is an action-based strategy RPG title featuring a side-scrolling style of gameplay and deep character system.



In this game, players will be available to have seven different characters to choose from - Warrior, Rogue, Archer, Defender, Wizard, Golem and Warlord, and each character has unique abilities. Before entering the battlefield, players have to design and train their own unique decks of heroes. Once they have got the group of heroes organized, they can choose one of the several magic Cannons and set out to defend the world from the onslaught of the Undead that happen to be invading the world. In addition to a single-player campaign, Seven Guardians will include online multiplayer mode, allowing players to challenge others in PvP and Guild Raids



Seven Guardians Features:

• The Alliance, which includes seven epic hero classes: Warrior, Rogue, Archer, Defender, Wizard, Golem and Warlord
• Online capabilities for players to challenge others in the PvP arena, Guild Raids and more
• Collectible and customizable gear and armor to strengthen the Alliance



"Seven Guardians is an artistically, fun flashback to a retro-style of gaming that hasn’t been explored in mobile games recently,” said Youngho Park, CEO of 4:33 Creative Lab. “The game is an example of the creative quality that we are publishing for fans around the world – bringing a whole new experience to modern mobile RPG games for younger audiences, while also reintroducing mechanics like side-scrolling to our older audiences."




More Screenshots on page two
 



Mobile Speed Review: Go Go Go: Slime Dungeon "A Minesweeper like RPG"

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Go Go Go: Slime Dungeon
IOS/Android

“ An RPG set in the Minesweeper Universe, with perfect idle mechanics.” @Myekule
+1



Gameplay
(+) Fast questing / looting
(+)Very high strategic curve
(+)Perfect balance of economy and fighting
(-) GUI is unorganized
(-) Levels get a bit repetitive
(-) Game structure is a little to close to a mini-game



Creativity
(+)First RPG that makes minesweeper mechanics work
(+)Variety of Creatures
(+)Suited for every type of gamer
(+)Gameplay vastly different from the current RPG meta
(-) Took a shortcut on character design
(-) Didn’t spend enough time on the graphics
(-) Leaderboard = Spend to Win



Value
(+)Free to Play > Free to Download
(+)Great way to spend time
(+)Doesn’t require long time commitments
(-) No long-term play incentives
(-) Spend to Win
(-) Cannot achieve all content without money

 

Crush Online Is A New PvP MMO Offering MOBA-style Combat, CBT Sign Up Lives Now!

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Publisher GAMESinFLAMES announced today that they will be publishing Crush Online, a new PvP MMO developed by Korea-based JoyImpact (the developer behind Aika Online). Crush Online focuses heavily on PvP with MOBA-style combat in a persistent world.



The world of Gaia is home to three realms, each populated by thousands of players fighting an endless territory war. These nations, along with a comprehensive guild system, are the groundwork for truly grand military clashes. Guilds and nations can ally with each other in exciting Castle Sieges to gain control of a nation and lord over its subjects, while entire nations may scheme with and against each other to win epic wars where not just glory, but also valuable treasure and powerful ability enhancements are at stake. Players can choose their avatars from a number of distinct, fully customizable classes, each with tons of different weapon setups and compete with other players and NPCs in tactical and challenging fights. It’s not just a match – it’s war!


Crush Online will be released in Europe in summer 2016. Players can now register for the closed beta at http://www.crush-game.com/.


Trading Card Game Chronicle: Runescape Legends Officially Launches on May 26

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After around two months of open beta, Jagex has just announced that their cross-platform trading card game Chronicle: Runescape Legends will be officially launched on May 26. Any players logging into the game's open beta from now through May 15th will be gifted three free packs of cards to boost the collection once the game launches. 



Jagex will keep polishing the game. There will be an update in order to deliver a huge quality of life focused update next week. After the launch, Chronicle: Runescape Legends will gradually get new content including the Ranked overhaul, Morvran, and a whole host of new cards, titles, emblems & content. If you are interested in this game, you can download it on official site or steam.




E3 2016: Ubisoft Is Making a 3A New IP Which Is "Multiplayer-Centric"

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Ubisoft is cooking up another surprise for fans and will present it to the public around E3 2016. According to Gamespot, the new game will be a new IP and it's a 3A title that will be multiplayer-centric. However, Ubisoft also stresses that the game will have strong solo side as well.

"It is multiplayer-centric, so clearly, it is following the path of For Honor, Ghost Recon, and Rainbow Six," according to the company's chief financial officer Alain Martinez. So Ubisoft has the tradition to announce new games at E3, and in the past few years, they announced Watch Dogs, The Division, For Honor, and Ghost Recon Wildlands, etc. at E3.
 
You don't want to miss Ubisoft's pre-E3 2016 conference


The company's recent projects such as The Crew and The Division are targeting the MMO market, with other titles like For Honor and Ghost Recon Wildlands being focused on multiplayer experience. I personally won't be surprised if Ubisoft brings out another innovative game which is not a traditional MMO but interests everyone MMO gamer. I won't be surprised either if it's a mobile game, by the way.

Overwatch is Blizzard’s Biggest Open Beta With 9.7 Million Global Testers

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Blizzard just ran an open beta for their highly-anticipated team-based shooter Overwatch, giving fans a week of free access to taste this upcoming game. During the beta phase, more than 9.7 million players around the world had played Overwatch on PS4, Xbox One and Windows PC, making it the biggest open beta ever among all Blizzards games. Those players represented a total 37 million matches across 81 million hours of play, and each player spends around 8 hours of game time, Blizzard said in a statement on Twitter.



Overwatch’s open beta statistics is quite impressed even compared to other MMOs. Star Wars: Battlefields reached 9.5 million players in 5 days, The Division with 6.4 million in 4 days and the Destiny got 4.6 million testers during the beta phase. In addition, Overwatch’s biggest opponent Battleborn ran its own open beta in April and it attracted just more than 2 million players. It’s a good sign for Bliizard especially the when the subscribers of World of Warcraft continues to decline every year.



Overwatch is scheduled to officially launch on PC, PS4 and Xbox One on May 24. In Overwatch, players can choose from a diverse cast of 21 heroes and team up to complete objectives on battlefields. 

Playwith Reveals Rohan: Origin, an Upcoming MMORPG Adapted from Rohan

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Playwith, an online PC game developer based in South Korea, recently revealed the new MMORPG Rohan: Origin, a game described as the new adaption of its famous IP Rohan. Firstly announced at G-STAR 2015, Rohan: Origin is an action MMORPG that promises to maintain the core features, storyline and characters from company’s hit Rohan, but at the same time able to provide a brand-new gaming experience for gamers. Right now there is limited information about this game. According to Playwith, the first beta test is scheduled to launch in the first half of 2016.


MOBA Style Action Game BattleSouls Has Commenced Open Beta

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BattleSouls is an online multiplayer action game about destroying your opponent's soul crystals before they destroy yours. The game features simple and colorful graphics with anime elements, fast-paced 3rd-person combat, 5v5 battles that last 10-15 minutes for each session, and the ability to switch to a different class anytime in the combat. The game has launched on Steam and can be downloaded for free.
 

 
Currently the game has 3 different classes (2 new classes are planned), each of which has 2 active skills and a passive skill that triggers when you change your class. 4 maps are available in open beta and more new maps will come in the future.





GAMEVIL Celebrates Dragon Blaze One Year Anniversary With Special Rewards

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One year after introducing audiences to the enjoyable fantasy world of Dragon Blaze, GAMEVIL and Flint are giving back to the community with the Dragon Blaze One Year Anniversary event. 



In celebration of the milestone, players will be rewarded with special in-game items daily. Just by logging in, they can receive premium items such as gold, SSS allies, and high-quality gems. 

Additionally, several one year anniversary community events will also be taking place throughout the week which will give players the chance to win several premium item packages. Players will be able to participate through the official Dragon Blaze Facebook page or by visiting the official Dragon Blaze community forum



Since its release in May of 2015, Dragon Blaze has been downloaded nearly 7 million times worldwide and supports up to 16 languages in order to reach as wide an audience as possible.  With 2016 already introducing a plethora of new content updates, Dragon Blaze fans can expect another great year for mobile gaming as GAMEVIL works to provide more high quality content.

NCsoft Q1 2016 Financial Result Shows WildStar Is Nearly Dead

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Wildstar is never a profitable title for NCsoft, not at all. In 2015 the revenue came from Wildstar just made up 0.6% of NCsoft's total revenue. It went worse in Q1 2016, as the game's revenue dropped to the lowest point since 2015. While Lineage and Blade & Soul hit $67 million and $46 million in sales, Wildstar got merely $1.1 million in Q1 2016. Obviously, Wildstar is not doing well, and it's not exaggerated to say the game is nearly dead.



Carbine Studios' layoff in March and the cancel of Wildstar's Chinese release was a heavy blow to the game. The game remains operational and keeps releasing new content in the west, which is good for players of the game, for now. But, how much further the game can go?
 
You can download the financial report at NCsoft official site.

Play'n GO Launches Two New Mobile Slot Games: Sails of Gold and Golden Caravan

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Play'n GO company announced the launch of two new slot games that will be released for smart phones as applications. Both Sails of Gold slots and Golden Caravan already available in online casinos and have same historical theme, and each has bonus rounds, multipliers and games at risk. These slot games are part of online casinos for real money.

About Sails of Gold slots

Based on the adventures of Columbus, Sails of Gold has 5 reels, 10 lines and symbols with images of ship, the compass, and the wave crests of the great navigator. This symbol can help complete winning combinations, while the ship - a scatter symbol that triggers free spins. If combination of ship appears multiple times, player will be awarded with 10 free spins.
 
In the case of guessing right, for example, the color card at the time of the additional "risk round" players will be able to increase the size of the win in 2 or 4 times and repeat this game up to 5 times in attempt to turn a modest sum of money into a large one.

About Golden Caravan slot

In this slot, the main role is given to another traveler and explorer - Marco Polo, whose image appears on the reels as a symbol, in addition to others, such as the Treasure Chest, camels and characters dressed in traditional Chinese costumes. The appearance of three camel symbols on any of 3 reels triggers free spins and all wins during their activation will be multiplied by a factor of 2.
 
If in this round you get repeat of same symbols, multiplier will increase, which makes this function especially profitable.

Every time when player has a winning spin, he can activate "risky round", which has the same properties and characteristics as in Sails of Gold slot.

 

Clash Royale General Strategy on How to Offense and Defense

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Many new Clash Royale players sometimes will be confused why they are keep losing the games. The guide below is kinda for newbies on how to get more wins by giving you a general idea on properly offense and defense.

Every battle can be divided into the following three parts:

1. Start with a tentatively offense

When beginning a game, you have no idea on what cards your opponent has in hand so don't place all your troops or you'll probably be countered heavily and your opponent can easily push back. (of course, this is more like a gamble because your opponent may not be able to counter you with his opening hand.) My advice would be: if you are using an aggressive deck, you can start the attack by playing Mini Pekka, Spear Goblins, Hog Rider etc; if your deck is built around some Giant troops like Golem, Pekka, don't play them in the start of the game or your another lane will probably be destoryed.

After a tentative attack, try to remember all the cards your opponent has and what cards he uses to counter you. The key is predicting how your opponent counters you. For most of the players, how they counter you for the first time will probably be the way he counters you in the later game. This is really important as once you learn their way to counter you, you can get the win easier.

2. Attack pertinently

Once you know the way your opponent counters you, you can attack pertinently. For example, you send over a Hog Rider and get your Fireball ready to deal with the enemy Barbarians your opponent may use to counter your Hog Rider; get your Zap ready to eliminate the small enemy troops.

Here, I'd like to elaborate more on the Royal Giant specially because it is now one of the dominating cards in Arena 7 to 8 after the May 3rd update. Royal Giant itself can be a tank with heavy HP so prediction of what your opponent will play is important, no matter you are the attacker or defender. When you use Royal Giant to attack, pay attention to Minion Horde, Barbarians, Inferno Tower your opponent may use to counter you. After the first round of attack, if you find that your opponent are using Inferno Tower, then in the second round, send some small troops like Minions or Gobins before you place your Royal Giant so Inferno Tower will target at those small troops first. If it's Minion Horde, get your Arrows ready or Zap + Spear Goblins; if it's Barbarians, roll out your Fireball or place Valkyrie in front of Royal Giant.

If your opponent uses Royal Giant and you are the defender, you have to know how to counter him. One of the important tips is don't place your defense building too early. The best placement timing is your defense building like Cannon or Inferno Tower can target at Royal Giant but Royal Giant can't target at your Archer Tower yet. Be careful if you are using Minion Horde to counter because your opponent will probably have Arrows in hand. Try to use Barbarians, Gobins or Mini Pekka to counter. After the first round, you'll know what the other troops your opponent will play to "protect" Royal Giant. If the following troops is Minions or Minion Horde, you surely don't want to place Mini Pekka to counter Royal Giant.

3. Defense pertinently

Same as the above, once you know what cards your opponent uses to attack, keep some countering cards in hand. For instance, your opponent has Royal Giant as his main DPS, you should keep Barbarians, Mini Pekka, defense buildings in hand. Your opponent is playing Hog Rider deck, then keep Barbarians and defense buildings; Your opponent has Princess or Gobin Barrel, then save your Arrows.

In the end, don't change decks often. Focus on a deck you like and keep practicing as you might need dozens of battles to really know how to play the deck.
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