Survived By launched on Steam on December 5th, 2018 and it’s a unique new free to play MMO by the U.S. based company Human Head Studios. The core gameplay in Survived by is remarkably similar to another game called Realm of the Mad God. What makes both of these two games special is that they both feature a permadeath system. Once a character dies, it’s dead forever. Unlike Realm of the Mad God though where death is extremely punishing, dying is a mechanic in Survived By which must be used to grow stronger. Players kill enemies, gain experience, acquire loot, and upon death they gain a special currency called Valr which can be used to gain legacies, which are passive permanent stat boosts which are carried over and applied to all future characters. So the higher level and better geared a character is on death, the more Valr acquired and the better legacies they’ll have access to. It’s actually an innovative concept and something no other MMORPG seems to have done. Permadeath in and of itself isn’t new to MMORPGs. It’s existed in numerous older games like Shaiyafor example and even in some form through hardcore mode in Path of Exile or Diablo 3, but no other game has used it as a means of progression. Continue reading
I was perusing some new free to play games on Steam the other day and I ended up trying this new shooter from Neowiz Games called Black Squad. It’s a very traditional Korean lobby based tactical shooter that plays almost exactly like Combat Arms or Alliance of Valiant Arms. Everything from the game’s interface to to core gameplay mechanics reminds me of other Korean tactical shooters. Despite not offering anything new the game had over 13,000 concurrent users. Those numbers came down a bit of the last week, but it still gets 7,000 – 10,000 concurrent players. Compare that to the recent open beta of Lawbreakers, an innovative new arena shooter from Boss Key Studios / Nexon which only got 4,500 or so concurrent users and quickly fell off each day of the open beta. How is it that this buy to play FPS that had a significant budget got so outperformed by a run of the mill lobby based shooter? Argo performed equally poorly on Steam despite offering an innovative new experience with an emphasis on realism. I think it’s because despite “generic” being a negative adjective for games it’s what people actually want. Continue reading
Final Fantasy XIV is my favorite modern MMORPG. I’m reluctant to say favorite MMORPG, because I grew up playing Dark Age of Camelot and EverQuest, so both of those games will hold an extra special place in my heart. There’s a lot to love about FF14, namely its gorgeous graphics, unique multi classing system, adorable emotes, countless glamors, and excellent late game boss mechanics. It also has the best player housing system I’ve seen in an MMORPG, but I haven’t seen the new homesteads in Elder Scrolls Online, which I heard was great. The one thing that nags me about FF14 though is that each job has zero actual customization. This means that every single Black Mage has access to the exact same set of skills. In fact, there’s ZERO difference between every max level black mage in the game. That’s right; zero class customization. Most people don’t criticize this feature because the class system overall is pretty great, as everyone can play EVERY class on a single character. Switching between classes only requires a player to equip a new weapon. Tired of being a mage? Just equip a bow and now you’re an archer! Being able to play every class on one character is great, but it doesn’t excuse the lack of customization on a per class basis. Yes, there are stat points, but there’s only ever 1 viable stat point build per class.
Having played both phase 1 and phase 2 of Revelation Online‘s closed beta tests I think it’s time for me to share some of my feelings about the game. This is by no means a full review for Revelation Online, but rather a quick overview of my thoughts. First of all, I really like the game’s graphics – not so much its sharpness, as games like Black Desert Online and Moonlight Blade both look way nicer, but I really like the open world persistence of the game. It feels like a lot of modern MMORPGs gave up on having a seemlesss open world. Even great games like Final Fantasy XIV and Blade and Soul don’t have expansive worlds. Instead, everything is gated in smaller zones. I’m glad to see some Chinese MMORPGs go back to the wide open worlds that MMOs became famous for. Prior to BDO and Revelation, I remember this style being a big part of Lineage 2. (Even Lineage 2: Revolution, the mobile MMORPG, has an open world!) Continue reading
Every passing month seems to bring forth a new collectible card game trying to dethrone Blizzard Entertainment’s Hearthstone as the #1 online CCG. And with good reason. According to gaming analytics firm SuperDataResearch Hearthstone brings in about $20 million a month for Blizzard due to its tremendous success on PC and Mobile. Prior to Hearthstone’s launch the online CCG industry was relatively small with only a handful of relatively unknown projects. After Hearthstone, it’s a whole another story. It seems like every major game studio worth their salt is chasing after the market that Hearthstone created. Obviously CCGs were around well before Hearthstone, but it wasn’t popular on mobile or PC, just offline. Continue reading
As many of you are already aware, I’m not a fan of most mobile games. I simply cannot stand monotonous pay to win mobile strategy games like Clash of Clans, Clash of Kings, or Clash of whatever. It blows my mind that a game like Clash of Clans makes over $1 billion a year (according to SuperDataResearch) when they’re extremely 1 dimensional and require no skill. But somehow all my friends play Clash of Clans…. I guess I need new friends. I recently when on a road trip from California to Las Vegas and since I didn’t need to drive it gave me some time to explore the vast world of free to play mobile games. I’ve always been a fan of MMORPGs so I started my quest by searching the Google Play store for “MMORPG”. Continue reading