Relic Hunters Legend – Four-Player Duck Hunt

What is up with ducks and their newfound desire to conquer the galaxy? Didn’t we feed them enough breadcrumbs or what? Whatever the reason may be, they aren’t happy and return as the main enemies in Relic Hunters Legend, the follow-up to the acclaimed indie game Relic Hunters Zero.

We were given the opportunity to play an early alpha build of Relic Hunters Legend and despite having most features and levels under development, it was enough to see where the game is going, which is Fast and Fun Shooter Land. No, that isn’t a real place, I just made that up to get the point across.

Relic Hunters Legend Co-op Jump Attack

Donald Duck Goes Rogue

Relic Hunters Legend is a four-player online co-op shooter created by a Brazilian studio called Rogue Snail. It represents an improvement to the first game in every level, starting with the graphics. Gone is the somewhat simplistic pixel art, replaced by a colorful cartoon style that conveys heaps of personality and emotion – mostly fierce determination – in such small characters.

There is no campaign right now, but a story mode with four acts is planned, with the first act coming during the beta. This act will offer four to five hours of time-traveling adventures with a mysterious character name Seven. In fact, the developers mention the fact that the game should take you 500 hours to complete everything. By that they really mean everything including unlocking and leveling characters, completing every dungeon and mission, and getting the best builds available.

To fully enjoy that, the shooting and looting should be as polished as they can be, right? You can rest assured that even at the current state, Relic Hunters Legend is a lot of fun. The small selection of characters, a couple of them without their unique skills, doesn’t get in the way of the fast and frantic gameplay one could expect from such a game. It’s like Killsquad on cute, fluffy steroids, with a lot of heavy-armored turtles and ducks wearing shades.

Relic Hunters Legend Co-op Boss Battle 2

The current build comes with four hunters: Ace, Jimmy, Pinkyy and Raff. For the sake of this alpha test, and apparently because I have discovered a weird liking for green computerized hair, I chose Pinkyy, the leader of the Relic Hunters. She is an extremely agile fighter and her shield is a godsend when it comes to protecting the team from the ceaseless bursts of enemy projectiles. She also has a dash and a jump ability that come in handy when her enemies are united in a small area.

As if it wasn’t enough for poor old Ace to be a donkey, he is currently missing some skills, but at least he can resort to his leap to hurt his enemies a bit. Raff, on the other hand, is missing… er, everything, so she isn’t the most appropriate choice when it comes to trying different tactics in the arena. Jimmy is described as the greatest shot in the galaxy and I believe it, with his grenade throwing skill surely playing a big part in his reputation. The roster is going to improve with the addition of Seven, Biu, Panzer and Red, most of them being familiar faces from Relic Hunters Zero.

Hunters level up in two ways: they gain experience levels by the regular means of progressing and shooting everything in sight, but they also have a gear level. This is inherently tied to your Hunter level, which means that you can only equip better gear if your current experience level allows you to do so. Then you have the option to enhance your gear via crafting materials that you find in your way or by recycling parts that you don’t need anymore. This alpha is limited to level 20 but the final game comes with a level cap of 100.

Relic Hunters Legend Co-op When Ducks Attack

There is so much under development for Relic Hunters Legend that I believe it will feel very different from the current build, when it enters beta by late 2019 or early 2020. A skill tree is in the works, which means that you’ll be able to improve abilities and unlock new skills, paving the way for more combat options. There is a rebel rank as well to track your account level based on your achievement completion rate.

A customization system is being developed for you to equip cosmetic items, change the colors of individual pieces to your liking, add a special effect here and there, and choose your favorite quips and emotes. This is where monetization will come barging in, although Rogue Snail promises to be completely fair and transparent in their regard. Judging by the frank way in that they advise caution to anyone who wants to purchase Relic Hunters Legend in its current state, they seem to be very serious about it.

Relic Hunters Legend Capture the Point

Ducks of War

There isn’t much in the way of content, but there are many hours of gameplay at your disposal if you like this kind of loot-driven shooter. This is a fun game with a friend, but it goes extreme when you have a full party of four players hunting ducks. There are a few intricacies that you must learn and let sink in, such as the lack of a jump button, which is something weird for a game that places such an emphasis on verticality.

You’ll be able to deal with slopes and gaps thanks to context-based leaps, something that feels natural and smooth after a few minutes. The AI relentlessly attacks and chases you, comfortably dealing with every obstacle that the tricky terrain throws its way. In fact, they can become a little bit unnerving with their constant climbing and descending, inadvertently avoiding our gunfire by sheer luck.

While you can freely aim your weapon, verticality once again gets in the way of your task. Relic Hunters Legend has a weird way of dealing with ramps and slopes, one that will require some getting used to. Your shots may end up hitting an enemy standing on top of a ramp, or simply fail to reach him. Different approaches to distance and location may result in a better outcome, but it’s not always evident how things are going to turn out. Switching between no assist and auto-aim modes doesn’t seem to significantly alter how the shooting works.

Relic Hunters Legend Shield Skill

Relic Hunters Legend only has one location to explore for now, but you can rest assured that others are coming. The Galyno Desert is the first region, but at least six regions of similar size are planned. This area is divided into three eras, which equate to normal, hard and epic difficulty levels. Only normal and hard modes are available and not for every mission, with many “under construction” signs showing that this is very much a game in early alpha state. Even the Secret Market, which will act as the game’s social hub isn’t accessible, so there are a lot of expected dead ends in Relic Hunters Legend’s current build.

The same goes for game modes, with only a couple available. Skirmish is your standard mode where you drop from your ship and start shooting Ducans left and right, only to end up facing a boss in a small arena. Scavenge is the other game mode where it’s all about capturing random points in the map for a short time, resisting the relentless waves of enemies that try to push you out of the circle. Other game modes are planned, including Payload (escorting a slow-moving train), Defense (protecting a gate) or Distraction (survive for eight minutes while causing the most trouble), among others. There are four-player dungeons with unique mechanics, but it was under construction as well.

However, that is enough talking about technical details; onward to fun! Relic Hunters Legend is a lighthearted, gripping, no strings attached experience where your only goal is to shoot and loot. Beneath its deceivingly simple core gameplay mechanics beats a strong and charismatic heart, one that initially compels you with its looks and soon grabs you by sheer addictiveness. It’s a game where you are unwillingly forced to inspect every little detail, from the grimaces that the heroes make with every skill or move to the way that the empty bullet shells fall to the ground when you reload your weapon. You can’t help but smile at these almost invisible touches.

Relic Hunters Legend Co-op Boss Battle

Relic Hunters Legend still needs a lot of work and in its current state it isn’t anywhere near a proper beta build; I wasn’t even able to create a match with a friend. Luckily, I stumbled  across a few random players here and there, allowing me to appreciate the game for what it intends to be. It’s free-to-play, so it’s not like you’ll have to ask for a refund if you weren’t entertained when it launches.

Good games don’t need hundreds of hours of content for you to realize that they are worthy of your time. This is one such example and you can bet that it will be a huge success among the fans of the first game, as well as sheer enthusiasts of top-down co-op shooters. Unless a duck or two find a way to time travel and sabotage the grand scheme of things, Relic Hunters Legend is on the right track.

The post Relic Hunters Legend – Four-Player Duck Hunt appeared first on MMOGames.com.

Star Citizen – Flight of Fancy

Star Citizen is the undisputed king of crowdfunded games, an enterprise of galactic proportions that has everything to go horribly wrong. Cloud Imperium Games’ ambitious project boasts an epic scale that makes other far-reaching games look like a tiny speck of dust in comparison. It’s an endless feature creep that still lacks a release date, despite being in development since 2011 and having raised nearly $300 million so far.

Chris Roberts has the creation of the Wing Commander series to his credit, giving him an authority that very few video game designers can brag about. He is clearly passionate about Star Citizen and has an unwavering vision and a grand scope that plays in his advantage, as much as it is encumbering the game’s progress with stories of endless micro-management. Star Citizen is the greatest game that may never see the light of day.

But we are getting closer to… well, something, and the proof of that is the Free Fly event where anyone could try the Star Citizen Alpha 3.5 and see for themselves how this space epic is shaping up. Spoilers: it’s buggy, the system requirements are sky high and clearly there is an irrational amount of work yet to be done, but I’ll be damned if Star Citizen doesn’t make you feel like a space cowboy in the greatest sci-fi universe ever designed for a video game.

If it will ever be finished – as much as any online game can be –, that is another subject entirely.

Star Citizen Preview Ship Exterior

In Space No One Can Hear You Blow Up

Star Citizen stands out from the crowd as soon as you click the shortcut; this is an absolute resource hog that will make Crysis and Doom 3 feel like the most optimized games ever at launch. After several minutes of loading to reach the main menu and several minutes more to deploy at the space station, you suddenly come to the realization that backing this game wasn’t enough – maybe the time has come to upgrade your computer. However, that isn’t enough to hide the fact that Star Citizen needs some serious optimization, or it will be roasted by a community that isn’t solely comprised of players with high spec computers.

The Free Fly Alpha 3.5 offers three different ventures into Star Citizen, and that goes without mentioning the stand-alone star-studded single-player adventure Squadron 42, which is slated to launch in 2020. You can go for the full Universe experience or taste some more immediate action-oriented tidbits via the Star Marine and the Arena Commander modules, with the former for first-person shooter gameplay and the latter for epic space dogfights or races.

Star Marine is the module to go if competitive shooters are your thing. It’s intense and visually impressive, with little touches like your heart rate playing an important part – let’s call it stamina –, but you’ve played many shooters before that feel similar. It’s a solid effort that for now offers a scant selection of game modes, Elimination (free-for-all where the player with the highest kill count wins) and Last Stand (battle for control points). Up to 24 players may enter the arena and you can customize your loadout with weapons, armor and utility items such as MedPens and grenades.

Star Citizen Preview Star Marine Last Stand

Arena Commander offers a similar approach to Star Marine but takes the fight to deep space. This is more uncommon, as there aren’t many games with the looks and sheer maneuverability of Star Citizen’s ships. You will not only be impressed by the amazing views, but the exhilarating dogfighting also comes out strongly commended, shooting other ships while carefully dodging asteroids. It takes a deep knowledge of each ship’s strengths and failings to make the best of every situation, but this obviously is a task that takes a fair length of time.

There is more to Arena Commander than dogfighting, as you take the seat of your ship and race other players through the gigantic rings of a space station, with a beautiful forest on the surface of the planet. Or you can relish on the delights of leisure flight, going to space stations and purely enjoying your time. But if you are of the truly competitive kind and prefer a Battle Royale mode of sorts, Star Citizen has got you covered. Squadron Battle is team deathmatch at its heart, while Vanduul Swarm and Pirate Swarm are both about holding off enemy onslaughts.

While Star Citizen has this everything-for-everyone approach right off the bat, this is a game that is more than the sum of its parts, at least in theory. The mere thought of a game that mixes elements from its modules with a persistent universe where you can be whoever you want, go where you feel like and act as you want is mouth-watering, thrilling and, quite honestly, hard to believe. Seeing is believing won’t cut it in this case; what Star Citizen has to offer right now may feel ambitious and grand, but promises were made about a magnificent scope that is light years away from its current state.

Star Citizen Preview Character Customization

Lost in Stanton

Star Citizen recently saw the addition of female characters, with the visual quality being sky-high – human eyes are universally acknowledged as one of the most difficult features to faithfully reproduce in video games, but the result here is mind-blowing. I can’t say the same for hair, though, which still seems to be a work-in-progress and is particularly lacking on proper female styles. The DNA system is another new feature and raises the level of a character customization system that is trying something new. Instead of using the classic sliders to adjust every facial feature of your avatar, you choose up to three source heads to combine and slightly adjust their traits in a way that should never return a freaking abomination as an option. No offense, Fallout 4.

And now you ask: why should I bother spending two or three hours creating a stunning face for my space hero if it will be covered by a helmet? Well, because you can remove it in space stations, and your lovely face is visible in some helmets anyway, so your work won’t go to waste. The current iteration of Star Citizen’s character customization doesn’t offer any body customization options, but this is on the to-do list. Just don’t ask us when it will make it into the game, because… well, it’s Star Citizen.

My Free Fly adventure begins as soon as I get up from my bed in Port Olisar, a space station in the Stanton Star System. This place is just a tiny dot in a vast universe, as Cloud Imperium Games promised that 100 unique star systems would make it into the game, and there is a star map to prove it. However, Chris Roberts himself said that players should expect between five to ten star systems with the core mechanics in place, something that sounds more reasonable considering the scope of each one and the amount of time and resources that this endeavor demands from the team.

Star Citizen Preview Shiny Armor

Moving through the space station, I can try on and purchase new Undersuits using the UEC currency. I can’t get anything too fancy, but it’s always nice to change from your base costume. After that I ran to the ship retrieval terminal where I spawn my spacecraft – the Free Fly demo had five on offer, some more suited to combat, others for delivery or racing: Anvil Arrow, MISC Prospector, Drake Cutlass Black, Aegis Avenger Titan and Drake Dragonfly. As soon as your ship reaches the landing pad, make sure to hurry up as you may be occupying valuable space for other players’ ships.

Before heading off to the designed landing pad, it’s important to check your MobiGlas, Star Citizen’s version of Fallout’s Pip-Boy. This device includes vital information for all the needs of a regular space hero, bounty hunter or galaxy courier, whoever you want to be. You can use it to track all your details such as current balance, vitals, atmosphere, suit, vehicle and mission status. But there is much more to it, including managing your equipment, chat with other players, set travel routes or accept contracts. This last one is what makes any Star Citizen adventurer tick, ultimately defining where you need to travel and what type of missions you get to tackle. You can pick some simple delivery jobs, which can go awry at any moment, or you can opt for maintenance, bounty hunter or mercenary contracts.

I didn’t have much luck with my first contract, which consisted in picking up a package from an outpost on Cellin and delivering it to an aid shelter on the same planet. But it wasn’t a matter of space pirates, fuel usage miscalculation or poor piloting skills; no, it was a bug of interplanetary proportions that reared its ugly face in the shape of a non-existing package. How am I expected to deliver something that isn’t available in the precise place where I was told to pick it up?

As it turns out, this is a bug that was previously reported and still needs fixing. Star Citizen has bugs, who would have thought? But it gets worse, with planet surfaces or space stations that fail to render, ships that explode out of nowhere, landings that will give you severe headaches, random crashes… the galaxy is dark and full of bugs.

Star Citizen Preview ArcCorp Arrival

The Hitchhiker’s Guide to Boarding Your Ship

Much has been said before about Star Citizen’s ships, not all of it praiseworthy. Before jumping into the controversial details I’ll take a quick ride through some of the details and highpoints of these ambitious spacecrafts.

Ships come in all shapes and sizes, often turning a simple task such as entering and getting to the pilot seat into an adventure. You must discover where the ship door is, if there is a ladder to activate, whatever possible means are there to get on board. It’s not an obvious task at first but you’ll soon get the hang of it as you become acquainted with each ship. Once inside, you have a few accommodations at your disposal, usually including a bed which is said to serve as a safe log off/log in feature, but this mechanic seems to be broken at the moment.

Larger ships have one-man turrets, vast cargo space, co-pilot seats and more. When you’re finally seated at the cockpit, your jaw may eventually drop as you look at several fully-functioning displays and feel flabbergasted at what you’re experiencing. It’s a mix of awe and concern, but far from the complex, unintelligible design that the first impression may let on. You only need to find the switches for the basic functions such as powering up the ship, turning the engine on and you should be clear for takeoff.

Star Citizen is a hot topic when it comes to its spacecraft and the asking prices for some of them, with many ships costing over $100 and a few select spacecraft retailing for more than $1,000. While this may sound bonkers and a huge leap of faith for some backers, I absolutely respect the amount of work and character that goes into each ship. It’s a colossal endeavor in some cases, and it feels acceptable if you have some extra cash burning a hole in your pocket and absolute faith in the vision driving Star Citizen. It’s a trophy for backers to proudly display and it’s far from your traditional overpriced piece of armor, or perhaps your useless set of horse armor. It’s a matter of how much you’re willing to spend on Star Citizen and your confidence in the future of the project.

Star Citizen Preview Drake Cutlass Black Ship

Ship insurance is another controversial subject, as you must pay an in-game fee in order to avoid losing your ship for good – that surely won’t be fun if you’ve spent hundreds of dollars on it. While a few initial backers were rewarded with lifetime insurance, the most likely scenario is that you’ll have to pay a regular fee to get a replacement ship in case it is destroyed – and believe me, it will, either by mistake, space pirates, planetary storms, unfriendly players, fuel loss and other hazards. During the alpha there was no insurance fee, but when it comes into play it will surely make quite some noise, and probably not the good kind.

It’s impossible to go places in a single star system such as Stanton without resorting to Quantum Travel. This is how you navigate the vast space between each planet or outpost, and even a Quantum Jump may take several minutes, as you’ll realize when you decide to travel to ArcCorp, an impressive new planet mostly covered by man-made structures. Quantum Travel is a simple matter of finding your destination on your MobiGlas, setting up the route (and checking if you have enough fuel for the entire ride) and align your markers with the jump location. After spooling you should see your ship bending space and time as it travels to the destination. It’s a simple process that you’ll have to resort very often.

Star Citizen looks stunning and is brimming with details, a lot of them not entirely obvious at first glance. A simple task such as landing on ArcCorp becomes a challenge when you failed to realize that you need to access your MobiGlas and request landing permission to the ArcCorp Landing Services. You’ll then be assigned a landing pad which you may or may not have a hard time finding, carefully avoiding the deluge of invisible walls on this planet. After a tricky landing you are finally able to explore the area, travel to other regions using the tram and fulfill some of your contracts. ArcCorp surely is a wonderful sight from the skies, but it is also a clear indication of the unmeasured ambition that fuels Star Citizen – most of the buildings will surely be just for show, and it couldn’t be otherwise, as there are dozens of other star systems waiting to be created.

Star Citizen Preview ArcCorp Third Person

I have mixed feelings about Star Citizen. It clearly isn’t a hoax, vaporware or whatever wicked words have been uttered about it. On the other hand, despite a feeling of grandeur, it’s far from the game that it wants to be, even after all these years of development and all those millions in crowdfunding. In a perfect world, Star Citizen would turn out to be the ultimate space epic game, but I don’t see that happening anytime soon. What this alpha showed us was that it is a jaw-dropping, feature-rich game that is equally frustrating and buggy.

I have no doubts that Star Citizen is trying to reach for the skies and will probably fall on its face when it launches. Because it will never be “officially released”, it will be stuck in a perpetual state of continuous development, a “game as a service” that will require huge amounts of money and a skilled development team to rise to the inevitable challenges. Star Citizen is No Man’s Sky turned up to eleven, boasting a much larger scope and a lot more controversy stemming from Chris Roberts’ unwavering vision – hopefully with the same happy ending as Hello Games’ once disappointing science-fiction epic.

The post Star Citizen – Flight of Fancy appeared first on MMOGames.com.

Ship of Heroes Alpha Test This Weekend

If you’re like everyone at the MMOGames office then you’re eagerly waiting for any taste of the City of Heroes spiritual successors. Well, this weekend you’ll be able to take part in a Ship of Heroes alpha test. For this test, they’re inviting supporters who have donated at least $25 to the development of the game to participate.

The goal of the test is to see how the server does with a large population in a small area. This will have a direct impact on how the game is shaped going forward with things like raids, teaming, and optimization. Players won’t be able to create a character, instead, they’ll just log straight in under the Arch. This is where the devs will be able to easily gather data and players will be able to reminisce about the last time they gathered together to create AP 33. Every character will have their own unique look that has been created by the devs themselves. This is to really put the game to the test with so much variety. There will be as many as 100 players in one small area at any given time so if you’re on an older computer your FPS may suffer. But, the goal is to keep a good FPS of 30 or higher throughout the event. The developers will also be hanging around so don’t be surprised if one says hello.

If you haven’t donated to Ship of Heroes yet and you’d like to participate in the alpha test on Saturday, December 15th at 10 AM Eastern you can still do so for one more day before the cutoff on December 11th at 10 AM Eastern. Register your interest in the alpha test by going to the Official Site. Hopefully, we will see you there!

 

Source: Press Release

The post Ship of Heroes Alpha Test This Weekend appeared first on MMOGames.com.

Dual Universe Begins its Alpha Test

It’s something of a banner day for Dual Universe. After a reportedly successful pre-alpha test, the Dual Universe alpha is ready to begin today, bringing the space sandbox MMO into its next major development milestone.

dual universe alpha

The alpha build will feature three of its four “pillars” of gameplay – explore, build and trade – that allow testers to put together a variety of things from cities to interstellar spaceships to ground-traversing hover vehicles. As has been the case from the beginning, Dual Universe will be a single-shard MMO, meaning no servers or loading screens.

As for size and scope of the alpha, Dual Universe’s starting planet of Alioth is said to be approximately the size of Great Britain, while the testing population will let in every Kickstarter backer of the project for an estimated population of over 11,000 before the year’s end.

The announcement also provided a visual roadmap of the game’s development plans from alpha onward. Alpha testing will arrive in two more stages over 2019, adding character progression, industrialist gameplay, PvP combat and group features. Beta is planned to begin in the first half of 2020, while full release in the second half of 2020. You can take a look at the full roadmap below; click on the image to expand it.

Our Thoughts

Congratulations are in order for the folks at Novaquark for making it to alpha. 2020 definitely seems a long way off, but we hope the features in alpha and added to the game later will be more than enough to keep players engaged. We also hope, of course, that alpha testing provides good feedback and data to the devs.

Source: press release

The post Dual Universe Begins its Alpha Test appeared first on MMOGames.com.

Breach to be Distributed by En Masse Entertainment

The co-op/asymmetrical action RPG Breach has clapped hands with the folks at En Masse Entertainment for its full distribution to players. The new partnership will not only bring the game to the En Masse launcher, but will also be the launching point for the Breach technical alpha.

breach technical alpha

While a hard date has not been announced for the game’s alpha, the plan is to bring the test online at some point “later this year.” The En Masse partnership will let players access the game from En Masse’s own game launcher if you’re not keen on the Steam Early Access version.

The folks at En Masse seem confident that hands-on time with Breach will be convincing for players. “Once we got a chance to play Breach, we knew this game was going to be something special,” said En Masse CEO Sam Kim. “We’re thrilled to be able to offer another highly anticipated action-RPG to the En Masse game library.”

If you happen to be in the vicinity of this year’s TwitchCon, Breach will have a presence there, letting players try the title themselves. Otherwise, we’ll have to wait for its technical alpha and Steam Early Access launch later this year, and then await a full free-to-play launch in 2019.

Our Thoughts

En Masse definitely likes its action online titles, so Breach definitely feels like a perfect fit in that regard. We’re eagerly awaiting knowing more firm dates for the game’s testing, early access and beyond.

Source: press release

The post Breach to be Distributed by En Masse Entertainment appeared first on MMOGames.com.

Anthem is in an Alpha State

In one of the more open development journeys that BioWare has taken, a new blog post penned by general manager Casey Hudson has announced that an Anthem alpha build has been completed, bringing the full small-scale multiplayer online title that much closer to its release.

anthem alpha build

Now to clarify, this Anthem alpha build doesn’t mean it’s taking people from outside of the company. Yet, anyway. According to Hudson, the alpha milestone means that all of the parts of the game are functional, but it still needs bug fixing and tuning.

That said, the milestone does mean the devs are that much closer to announcing when larger scale testing will begin. “We have some really ambitious plans for launch and beyond, and we really want to get it right,” wrote Hudson. “We will have news soon about when you can learn more about Anthem and try it out yourself.”

For now, the team will likely continue to have its collective head down as development pushes on. “There’s a ton of work ahead, but everyone knows what they need to do and is working with a level of passion and effort that’s truly inspiring,” remarked Hudson.

Our Thoughts

We’d like to extend our congratulations to the Anthem team for making it to alpha. Naturally, we’re looking forward to seeing this shooter develop further, including head into a point where it can start taking applications for testing.

Source: BioWare blog

The post Anthem is in an Alpha State appeared first on MMOGames.com.

Ashes of Creation’s Alpha 1 Starts Today

If you’re the right level of big spender on Ashes of Creation, then today is a very good day for you. Ashes of Creation Alpha 1 will officially be underway, or at least a bit of a stress test of alpha before alpha begins. So a pre-alpha for alpha. It’s kind of weird.

ashes of creation alpha 1

Here’s the word directly from the digital mouth of the most recent forum posting:

“Starting on September 7th, 2018 at 6 PM PDT we will be starting a series of stress tests to prepare our servers for your arrival to Alpha 1 Phase 1. Admission to this stress test will be incremental and based on package tier. We cannot even begin to express how grateful and excited we are to include you all in this amazing journey!”

From there, Alpha 1 will enter its first phase at some point later in September. These tests will be PvP-focused, offering open world battlegrounds, castle sieges and city defense “horde mode”. Phase 2 will begin at some point during the first quarter of 2019, with progression to level 20; four races and eight archetypes; Node progression to Stage 4; and a variety of other basic advancement features.

All of these tests have Ashes of Creation on-track for a persistent alpha build in the third quarter of 2019, beta testing at some point later in that same year, and full-on launch projected for some time before 2020. Of course, all of these are extremely broad-stroke estimates and so anything and everything could change.

Our Thoughts

Yay! We are extremely ready for this particular sandbox MMO to be put through its paces. Here’s hoping that things go about as smoothly as they can and these projected phase release windows can be met. Honestly, we are very eager to watch this Node develop. Hah. See what I did there?

Source: official forums

The post Ashes of Creation’s Alpha 1 Starts Today appeared first on MMOGames.com.

Rend Checks In with an Alpha Test Progress Report

By all accounts, the Rend alpha test has been a rather productive bit of development for the factional survival sandbox MMO. The devs have written up a progress report outlining several updates made to the game’s alpha build to this point as well as offering a brief word about the game’s upcoming early access.

rend alpha test

Six patches’ worth of updates to Rend’s alpha have seen a variety of fixes to some rather off-the-wall experiences, including a torch that somehow made its wielder invisible and turrets that went rogue and attacked their own creators. The updates have also provided some more lasting gameplay tweaks as well, with the recent Reckoning patch prompting plans to adjust Control Points in the game.

In the next major update to Rend’s alpha, the game’s map will see a number of changes. For starters, the faction starting point is being moved to a new location entirely, which should help the game’s map progression, new player experience and Reckoning PvP improve.

As for early access, the devs promise that “Steam Early Access” isn’t shorthand for “half-baked game shoved out the door for maximum ROI”. “Our standard for entering Early Access on Steam is simple: the game must be in a state such that if we were to never touch its code ever again, Rend would be considered a finished, complete game worth its buy-to-play-only price,” reads the post.

Our Thoughts

We’ll see regarding Rend’s early access built, but until then it certainly sounds like the game’s alpha testing is going along extremely well. We’re definitely looking forward to further updates as Rend pushes on at pace with alpha.

Source: official site

Articles Related to Rend

Rend Begins to Walk its Alpha Roadmap with Control Points
Rend Outlines its Survival Mechanics
The MMO Alpha and Beta List

The post Rend Checks In with an Alpha Test Progress Report appeared first on MMOGames.com.

Ship of Heroes Explains its Vision of an Alpha

With all of the early access, soft-launched, founder pack-selling MMO and multiplayer games cartwheeling around (sometimes in clown shoes), it’s pretty easy to lose track of what an alpha build and a beta build can be. To that point – and to answer an often asked question – the devs at Heroic Games have decided to clarify just what a Ship of Heroes alpha will actually be.

ship of heroes alpha

Ultimately, “alpha” in the Ship of Heroes world is a brief test of one specific function offered outside of the dev team’s internal testing. Examples given include the game’s character creation tool, which is considered by the team as the first alpha test of the game. Other tests like the “Night of the Clones” test where clones of a similar hero were stuffed into one mission map to test FPS don’t count, as that was something the devs ran among themselves.

So, where does that leave future actual alpha tests and beyond? The next alpha still due is the large-scale login test, which has slipped past its initially mapped arrival. The new target now has this test at some point next month and hopes to draw about 50 characters in one spot to login at the same time and attempt to move around a bit.

Assuming the login test goes well, the next alpha test will be a raid test which will be similar to the login test but will also drop in a large number of enemies for players to attack in an extended invasion scenario.

Our Thoughts

Honestly, all of this should go without saying, but like the opening of this story explained, there’s been a little bit of shifting and disconnect on the “test” part of “alpha test” and “beta test”. We appreciate the folks at Heroic Games clarifying their stance and hope that future alphas go well.

Source: official site

Articles Related to Ship of Heroes

Ship of Heroes Dresses Up its Mission Maps
Ship of Heroes Talks Milestones and Shares its Day/Night Cycle
The MMO Alpha and Beta List

The post Ship of Heroes Explains its Vision of an Alpha appeared first on MMOGames.com.

Rend Dates its First Public Alpha Test

We were fortunate enough to have a look at how far Rend has come at this year’s PAX East, but soon it will be everyone else’s turn. Or, at least, the turn of those who are selected to be in the first public Rend alpha test.

rend alpha test

Starting today, players are being selected to the invite-only alpha test. Adding your name to the hat is a simple matter of signing up via the game’s official site and then confirming your details with an emailed confirmation link. Naturally, you’ll want to check your spam folder if you’ve not seen the message within five minutes or so.

As far as scale and length of the alpha test, that was not detailed in the announcement. That said, the devs have provided a few words on what they’re hoping to achieve during this first public test period.

“Our goal at the start of this project was to continuously grow and improve Rend by gathering direct feedback from our players every step of the way,” says Frostkeep co-founder Jeremy Wood. “This project remains just as much theirs as it is ours, and this public alpha marks a significant milestone as we offer even more players around the world the opportunity to enter the world of Rend and join our community.”

As for Rend’s next step beyond that, the devs are still eyeballing an early access release later this year.

Our Thoughts

Indeed, Rend has progressed a pretty great deal in-between PAX East events, so we’re glad that the team at Frostkeep Studios are ready to ramp things up with some more players. Here’s hoping that all testing goes well for everyone involved and best of luck to those who elect to sign up and be selected.

Source: press release

Articles Related to Rend

Rend at PAX East 2018: More, But Bigger
Rend Shifts Early Access to Make Way for an “Amazing Opportunity”
The MMO Alpha and Beta List

The post Rend Dates its First Public Alpha Test appeared first on MMOGames.com.