Guild Wars 2 takes a completely different approach to the ‘multi-player’Guild Wars 2 takes a completely different approach to the ‘multi-player’

For a lot of people who are still undecided about Guild Wars 2, the first game in the franchise can be a hindrance to that decision. As hard as it might be to believe, not everyone liked the first Guild Wars. Some lamented the fact that all of its explorable zones were instanced (allowing only the player and an optional small party to actually play together). Others got overwhelmed with the staggering number of skill choices for each class – a feature that created a very steep learning curve for those coming into the game later in its life-cycle.
And as far as gameplay is concerned, it’s hard to imagine how two games could be so different and still belong in the same (or similar) genre!
Guild Wars 1 was defined by the developers as a “Competitive Online Role-Playing Game”. The label “MMO” wasn’t actually appropriate for Guild Wars because all of the action took place in instanced zones. That meant that if you wanted to go kill enemies, you did it by yourself. You could take a few friends with you, if you had any, but you would never see other players off in the distance hacking away at the bad guys. When you entered an explorable zone, it was just you and whoever you brought with you.
Guild Wars 2 takes a completely different approach to the ‘multi-player’ aspect of the term ‘MMO’. It offers a completely persistent world where other players are visible at almost all times (there are still some instanced portions of the game, but they are all centered on your character’s personal story, and even then you can bring friends along for the ride). 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Jay Wilson’s Systems Update – Mystic, Nephalem Cube, Cauldron of Jordan Removed, Core Stats Reworked and More

 

 

The Battle.net website was updated with a wealth of information moments ago. Among the biggest game system changes Jay talks about is the removal of Scrolls of Identification, the Mystic Artisan, Nephalem Cube, Cauldron of Jordan, and the rework of core stats which includes the removal of Defense, Attack and Precision. These may seem like dramatic changes at this stage of development, but he has reasoning & replacements for each and explains in great depth their decision making.

While there’s no release date in this article (and we may yet be aways away from one given the tone), it’s still a good read. All of the changes below, other than the potion change, will be included in beta patch 10 – we’ll have the notes up as soon as they’re available.

Blizzard Quote (Source)

While working on Diablo III we’ve been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that’s a fair argument to make, but I also think it’s incorrect. Our job isn’t just to put out a game, it’s to release the next Diablo game. No one will remember if the game is late, only if it’s great. We trust in our ability to put out a great game, but we’re not quite there yet. In addition to finishing and polishing the content of the game we’re continuing to iterate on some of the core game systems. So all that said, I’d like to provide everyone an update on some of the systems we’re currently working on.

We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)

Let’s start off small: Scrolls of Identification are no longer in the game. Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you’ll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don’t think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you’ll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.

We’re also moving the fifth quick slot button, which is becoming a dedicated potion button. A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.

The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we’re removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.

We’re also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn’t have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.

So we’ve decided to remove the Cauldron of Jordan and Nephalem Cube. They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we’ve decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.

The Blacksmith artisan will now salvage items. With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.

One other important change is that common (white) items will no longer be salvageable. We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology — a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.

This leads us to the last change I’ll be detailing today:

We’re changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:

  • Strength
    +Barbarian damage
    +Armor
  • Dexterity
    +Demon Hunter damage
    +Monk damage
    +Dodge
  • Intellect
    +Wizard damage
    +Witch Doctor damage
    +Health from globes
  • Vitality
    +Health

We’re dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we’re currently working on as they have far reaching requirements to re-itemize and balance the game.

This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.

By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.

Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we’re now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we’re pleased with the results.

All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.

There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes — specifically with the skill and rune systems. We’re not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.

We want Diablo III to be the best game it can be when it launches. To get there, we’re going to be iterating on designs we’ve had in place for a long time, making changes to systems you’ve spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won’t just live up to our expectations, but will continue to do so a decade after it’s released.

 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Explanation of the Reduced Shared Stash SpaceExplanation of the Reduced Shared Stash Space

We reevaluated average character and account storage space requirements, and found it necessary to ensure we could handle what we anticipate will be a large amount of data very quickly after release.

Diablo III has both the benefit and disadvantage of having completely random items. Pretty much everything can roll up different affixes, if not a range of its benefits. That’s obviously great because the item hunt is what it’s all about, more randomization means you can keep chasing that perfect item, but that means the amount of data needed to describe an item is much, much larger than say, a World of Warcraft item, which is static and only needs a unique number to identify it. For example: http://www.wowhead.com/item=51003 that number there at the end is that item’s unique number. That’s all we need to store to identify that item no matter where it is. A Diablo III item first has to say the base item, then each individual affix that it rolled up, then the ranges of each variable, and if it has any sockets. And we have to think about everywhere an item can be, an item on the ground is still an item, and so is an item on the auction house.

We obviously have room to grow if our projections are incorrect, or we just find that we eventually have the space. World of Warcraft definitely grew over the years, and that storage space didn’t appear out of nowhere (although it does seem rather magical at times). We find three tabs to be plenty for at least the initial release of the game though. Not counting the items you’re wearing (assuming they’re the best you have), and assuming worst case scenario of nothing but 2-slot items, you’d be able to hold 405 swords per region. That’s a lot. We don’t expect people to be storing 405 swords… hopefully ever, because that might indicate you have an obsession with swords, but at the very least there should be enough storage to start and then we can continue to evaluate as we go. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Wirt’s BellWirt’s Bell

 

Wirt’s Bell is the easiest to get provided you have the 100,000 gold to purchase it. The NPC Squirt the Peddler can be found in the Caldeum Bazaar in Act 2. Along with the bell you will also recieve the achievement Wirt’s Case Scenario as a bonus.

Gibbering Gemstone
The Gibbering Gemstone drops off a random spawn named Chiltara in the Caverns of Frost Level 2 in The Fields of Slaughter in Act 3. This is the same area which you kill the ballistae and trebuchet for the quest Machines of War. If you take the Bridge of Korsikk waypoint and head northwest a bit, there is a spawn location for that cave closeby. Unfortunately, it also shares the spawn with the Icefall Caves, so it may take a few tries to find it. Chiltara will be a rare spawn and not always be up. Once slain, the gemstone will be yours.

Staff of Herding

To put all this together, you need the Plans: Staff of Herding. This will drop from Izual at The Great Span in Act 4. It will not always drop, so you may have to kill him a few times. Once you get the plans and teach them to the blacksmith, you can craft it using the materials you collected and 50,000 gold. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Blue Defends Rune System ChangesBlue Defends Rune System Changes

 

 

Update #1: Inferno monsters are no longer linear in difficulty. They progressively get more difficult as you go.

A recent post on the official forums discussing the Rune System changes from last month has drawn some blue attention to defend the new changes. The main cause for concern with this new system is that experimentation and build variance are thought to be hindered, but the blue responses are quick to quell this suspicion.

To get a better idea of how skills and runes will be distributed throughout the leveling process, check out our Skill Leveling Overview.

Blizzard Quote

1) “Forced” Experimentation while leveling. Basically, you are forced to play with runeskills you may or may not like until something better unlocks. Under the old system, via the AH and with a bit of luck you could play the build you wanted and refine it. Under the new one you have to play for (potentially) a long time to get the build you want.

I don’t see that as a negative. Previously you were held to either randomness, or left to your own to pick something with little incentive to jump around. Previously most people would determine what they believe is best and do very little experimentation. With the unlock system there is actually some incentive in the absence of complete choice to try something you otherwise may not have.

But anyway, it was really a symptom of solving worse problems with the item-based rune system. Both systems have their benefits, both have their downsides, but we know that this system has more ups than downs compared to the others.

2) The death of customization and specialization. Runes were initially introduced to offset the loss of ‘uniqueness’ in character builds due to the skill system. Runes allowed you to craft a build that was *yours* and finding ranks allowed to you continually refine and improve it. Under the new system, you are a few clicks and a cooldown away from being the same build as the guy next to you.

No they weren’t. Runes were a part of the Diablo III skill design because we thought it’d be bad !@# to be able to customize skills.

Rune ranks were never customization, it was a gradual power increase dictated by drop chance. And don’t be fooled that there is customization with skill trees. I’ve yet to see any skill tree that offers anything but the illusion of customization.

If you mean skill choice permanence, well, we just fundamentally disagree that you need to be locked into something to make your character choices meaningful. There is still plenty to make your character build meaningful that doesn’t require re-rolling, and we believe we’ve achieved that.

You won’t. You’re going to die, a lot, and you’re going to have a horrible character for quite a while. You’re not going to hit 60 and finish the game on Inferno. You’re going to be smashing your face against Act 1 Inferno for weeks. Perfecting your build before then will not matter.

5)EDIT: This is may be a good a time as any to REVEAL TEH SEKRITS! that Inferno monster levels aren’t linear any longer. They get progressively more difficult. This was really a reaction to Inferno playtesting. Our original intent was to have a flat difficulty level where you could go wherever you want, farm for items, and it’d be no more or less difficult than any other area in Inferno. This caused a few inherent issues for us, though:

Now, you may be saying “I thought you wanted us to be able to farm anywhere we wanted. Now we only have half as much area in the game to farm in? What gives?” Our goal is to make the loot mathematically better in the later acts without making the earlier gear completely obsolete. We feel Diablo II actually did a very good job with this and we expect Diablo III to perform similarly.

Specifically, people in D2 did Diablo runs, Mephisto runs, Pindleskin runs, Pit runs, Baal runs, etc. because the loot in Diablo is extremely random. Even though the theoretical best items might come from the later Acts, well-rolled items from earlier acts will still be better. Internally we find sometimes after an intense session of brutally hard Inferno it can be really fun to cruise through Hell Act III or IV and it’s not too uncommon surprise when an upgrade drops. We expect this to carry through to Inferno difficulty where somebody who can theoretically farm Act IV will likely still enjoy romping through Act I simply because the drop potential is still there. It’s all because of the highly random items having lots of overlap in their power distribution curves.

 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

It’s Zombie Killin’ Time It’s Zombie Killin’ Time

 

Caedryn the Dwarf is back and he’s ventured into the Rift Gloamwood location and it’s time to take on everyone’s favorite bad guy: The Zombie! See what transpires in Caedryn’s latest adventure! Read on.

The goblins are still a serious problem in Gloamwood, and I think they will be until I finally get around to descending into Darkening Deep. But until that time, it’s my job to pick them off one by stinking one. And on that note, Laenaya Niro wants me to indulge in a bit of chemical warfare. A bit of light napalm dusting. (Or the equivalent thereof.) Laenaya wants me to test the Goblin Venom I found earlier on any goblins in Gloamwood. Seriously, I am instructed to poison Goblin villages with some sort of chemical concoction. But she tries to make it sound all noble like. “I’ve warred against goblins, treated venomous wounds, and choked on poison gas. This is worse. The toxic mixture of treant sap and Standing Stones dust is very unstable. Discover its true use by testing the Goblin Venom on the goblins of Gloamwood.” Actually, that doesn’t sound too noble. Basically, the goblins made this stuff, so we have stolen it and are going to use it on them instead. Karma.

 

 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

First Anniversary InterviewFirst Anniversary Interview

 

It’s hard to believe that it’s already been a year since Global Agenda launched but it has! To celebrate GA’s first anniversary, MMORPG.com Lead Writer Bill Murphy had the opportunity to sit down with Global Agenda Executive Producer Todd Harris to talk about the game, where it came from, where it is now and where it’s headed. Check it out and weigh in with your thoughts in the comments below.

 

Obviously the Hi-Rez Studios folks are busy with the development of Tribes Universe, but what’s the Global Agenda up to these days? What’s the road-map for the game’s second year of service?

 

Todd Harris: This month we kick-off official PvP tournament play within Global Agenda. Team management, stat tracking, and tournament coordination will be provided by the website AgendaStats which harvests and reports information real-time out of the game. Then we will be recognizing and rewarding players with items within the game itself.

 

Beyond that we look forward to a free version 1.4 update soon followed by a paid 1.5 Recursive Colony expansion

 

 

 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

New Report Reveals Declining MMO Subscription RevenueNew Report Reveals Declining MMO Subscription Revenue

A new report from industry analyst iHS: ScreenDigest shows that revenue generated from both MMO and non-MMO subscriptions has declined for fiscal 2010. This marks the first decline since 2002.

While the report shows subscription losses at approximately 5% overall in 2010 as compared to 2009, revenue generated through microtransaction sales is increasing. iHS indicates that subscription models for revenue generation are “at a turning point”.

In general, MMO revenues are expected to increase over the next several years from $2.7 billion USD to $3.1 billion USD in 2015. iHS concludes that microtransactions will be the driving force behind the increase from now through 2015.

iHS has also determined that Activision-Blizzard owns a 31% stake in the market with GameForge and BigPoint in second and third places respectively.

 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Expanded Universe Short Story: MonkExpanded Universe Short Story: Monk

“When the ill wind blows, the tree that bends will break.”

Zhota could not silence Akyev’s parting words. They had dogged his every step for the past weeks. By day, the memory of his master’s voice was only a whisper, but when night came, it reached a fever pitch.

Tonight was the same… Tonight he knew he would be tested again.

The winds had picked up, howling through the Gorgorra like the last icy breath of a dying god. The cold gnawed through his green, white, and blue sashes, biting bone deep. In years past he had endured slashing mountain gales outside the Floating Sky Monastery without so much as flinching, but this wind was different. There was an urgency to it that filled him with disquiet, as if the forest gods were roiling in fear.

Zhota paced at the edge of the campsite, tapping his bo staff on the lichen-covered ground. Mossy pine and birch trees towered around the clearing where he had settled for the night, along with a supremely ancient oak. Its great gnarled boughs arched over the breadth of the camp almost protectively.

The two men near his fire were still asleep, wrapped tight in tattered woolen blankets. He had hoped for a night of solitude, but the refugees had spoiled that by finding him just after sunset. The desire to refuse them a place at his camp had been strong, but Zhota’s master had explicitly forbidden him from turning away travelers.

“Welcome them with open arms, but keep your heart guarded,” Akyev had ordered. “Observe them with care, for if they are tainted by a god of chaos, it will do all it can to evade your gaze.”

And so Zhota had obeyed, examining the strangers closely. It had not taken long for him to judge that they were free of corruption. The gaunt and weary-eyed men were a graying father and his twenty-year-old son, the sole survivors of an attack by a band of savage khazra. The filthy goatmen had taken the refugees’ village unawares and reduced it to a smoldering graveyard.

The men hailed from an area of the Gorgorra that held religious and cultural ties to Ivgorod, and they were fleeing north to the safety of the city. Despite the horrors they had faced, the father and son were full of hope, and they believed that finding Zhota was a sign that the god of fate was looking kindly on them. He had felt almost cruel listening to them prattle about the life they would lead once within Ivgorod’s walls, knowing in his heart that they would likely die before they reached the city.

As they prepared to sleep, the two had offered the last of their meager provisions in exchange for sharing Zhota’s camp. He had politely feigned the urge to accept before he turned the gift away. In truth, he wanted nothing to do with the refugees. He had learned not to grow close to those he met in the Gorgorra for fear that they might become obstacles.

“Then we will give tribute twice over to the gods instead,” the father had said, not unkindly. “They were gracious to have guided us to you, holy one. Nothing in the Gorgorra is as it seems.”

No, Zhota had wanted to reply. Not even me.

The other man’s words were true enough about the forest. Zhota had been raised on tales of the old-growth Gorgorra south of Ivgorod. Even the youngest trees had been ancient at the time of the monk order’s founding. Here, he had always been taught, the balance among the thousand and one gods of order and chaos was immutable. He wondered what the elder monks would say if they could witness the shadowy crucible the forest had become.

Zhota continued his rounds of the campsite, repeating a mantra that opened his mind to the nearby woods, where his eyes could not see. He sensed something stirring out there in the darkness, a presence he had discovered earlier in the night. Slowly, almost methodically, it had grown stronger with each passing hour as if it was moving closer to the camp. Zhota’s skin prickled at the sensation of being watched from every direction by a hundred eyes, the observers’ true forms hidden from him. Even worse, none of the forest gods of order had answered his prayers to reveal the presence’s source. The deities were indifferent… untrustworthy

The gods had been this way for weeks, ever since the heavenly fire had burned over Ivgorod and landed somewhere south of the kingdom. In its wake, the chaotic gods and their demonspawn had begun prowling the forest while brigands pillaged the Gorgorra’s isolated hamlets with impunity. There were dozens of different names and explanations for the comet, but what all of them shared in common were tidings of ill times ahead. Nowhere was the shadow as pervasive as it was in the leagues of dense mountain woodlands that surrounded him. Discovering what the phenomenon truly meant was not Zhota’s responsibility. Another member of his order, a peerless monk whom he had always held in high regard, had been sent out to learn more concerning the heavenly fire.

As the night deepened, Zhota grew restless. It seemed as if whatever unholy force was lurking in the woods was toying with him. His hand traced along the hundreds of glyphs and proverbs that he had carved into his staff. They snaked around the weapon from end to end in intricate patterns, every one a reminder of his training lessons. Zhota repeated the inscriptions, hoping for some kind of clarity or resolve. Instead, they dredged up memories of his failures under Akyev’s tutelage.

He was reciting the lessons under his breath when the winds died to a whisper.

In the distance, a sharp pop akin to dry timber crackling in a fire echoed through the Gorgorra, followed by another and another. The strange noises were few and faint initially, but they quickly increased in frequency and volume, issuing from all directions around the camp. Zhota strained his eyes and peered into the darkness as the sounds rose to a deafening tumult of rattling boughs and splintering wood. He saw rows of trees just beyond the clearing shake and then spontaneously burst into kindling in successive waves that advanced closer to him and the refugees with each explosion.

The movement stopped at the edge of the camp. A dead stillness settled on the forest. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

SOE Announces Bullet RunSOE Announces Bullet Run

Acony Games and Sony Online Entertainment have announced Bullet Run, a new MMOFPS with persistent online multiplayer game play. The game will meld the reality television show of the same name with a persistent online game world.We have more than 5 years of experience and can easily pass that on to our customers.We provide the cheapest wow gold all the servers and the first class service to our loyal and reliable customers. We have available stock of wow gold on most of the servers, so that we can do a really instant way of delivery. We understand what our buyers need so we offer an instant way of delivery

Set in the near future, the game features the hottest new reality TV game show, Bullet Run, where performance is everything — simply gaining the kill does not win your character fame. Style and attitude, combined with a hair trigger and cat-like reflexes, will bring contestants the fame they crave. Players, also known as “Contestants,” battle to the death with ammo, weapons and attitude. With fame on the line, an array of customization options will allow players to create unique looks for their characters and ensure the style system spotlight is on them. Matches take place in a variety of settings, each of which provides a different mix of tactical options, play styles and equipment options. Through a revolutionary “Synth” technology, these reality stars will die, re-incarnate into a new body, and jump right back into the action until the match is complete. Death becomes a mere setback as players compete for fame and glory.

 
 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)