3.11.2009

Kingdom Under file II - The update

Kingdom Under Fire II Q&A: Bringing Massively Multiplayer to RTS

The Kingdom Under Fire series is transforming again. Check out our Q&A with producer SangYoun Lee to see what changes are in store in KUFII.

No doubt about it: The Kingdom Under Fire series is always changing. After dabbling in action and role-playing elements in the traditionally real-time strategy series (even combining the two in the action-heavy Kingdom Under Fire: Circle of Doom), developers are bringing it back home and online with the RTS- focused Kingdom Under Fire II. Revolving around a concept they're dubbing MOARTS (multiplayer online action real-time strategy, naturally), the game looks to be well on its way to once again redefining the KUF series. To get a better handle on the game's new direction, we spoke with Blueside's executive producer and director, SangYoun Lee.


GameSpot: How did you decide which direction to go in for a new KUF? The series has gone in a few different directions now, so how did you decide which way to go this time?


SangYoun Lee: Kingdom Under Fire II is the true sequel to Kingdom Under Fire: The Crusaders. It is being developed with the goal to perfect the genre of action real-time strategy, which was first introduced in The Crusaders. In order to achieve that goal, the elements of action and strategy must be fused perfectly well. We've implemented many deep and sophisticated game mechanics, so that the action in Kingdom Under Fire II can go beyond just delivering the fun of hack and slash; the game is designed in a way such that the action can add to the aspect of strategy by being part of its tactical gameplay. Also, we believe that the real excitement and fun of strategy games can be enjoyed when you play them with other people. To create a game that can be enjoyed by a lot of people and for a long time, we are re-creating and enhancing the online multiplayer portion of the game, to be presented with battles of unprecedented scales.

GS: How much did player feedback on the last game affect development on KUFII?


SL: A lot of user feedbacks were taken into consideration in development of the game. After the release of Kingdom Under Fire: The Crusaders, many of those who played the game gave us lots of feedbacks, and we agreed with many of the points made in those feedbacks, and it helped us a great deal in making a better sequel. The tough learning curve of the game and the aspect of strategy being a little weak in online multiplayer were pointed out as things to be improved upon. And those improvements we've implemented in Kingdom Under Fire II. The steep learning curve is no more, and the new sequel will be more accessible than ever to all gamers. As for the multiplayer aspect, we've added a number of new concepts, such as "mothership," "providing support for troops," and "capturing of bases." The tactical aspect of gameplay, encouraging the players to exploit different geographical features of each battle map, which has already been introduced in Kingdom Under Fire: The Crusaders, will also be present in the new sequel as well, and with all tactical elements mentioned above or to be revealed, Kingdom Under Fire II is going to test your tactical battle skills more rigorously than all other strategy games. You will be introduced to battles with the most extensive scope of strategic choices.

GS: How does this game differ from previous KUF games?


SL: The Kingdom Under Fire series is well known for its deep tactical gameplay and the intense hack-and-slash action with heroes. Kingdom Under Fire II improves upon the predecessors by showcasing blockbuster-scale battles with thousands of units rendered in more realistic and detailed graphics, all appearing onscreen simultaneously. You'll have seen nothing like it. Every controllable hero and unit comes alive with more realistic movements than ever, and the game more than doubles the number of troops that can be put under your command, therefore expanding the scope of warfare tactics. On top of that, in addition to the Human Alliance and the Dark Legion, a new third race called Encablossians will be introduced, and players will be able to choose new heroes and dozens of strange and alien-like units. Your heroes and troops can become stronger in many ways through the all-new electronic card system. All these aspects of games are there for you to enjoy in an MMO world occupied by thousands of players, and gamers will be able to go head-to-head in a variety of multiplayer online modes, such as War, Skirmish, Ladder games, and Castle Siege mode.


GS: Will the game's story have any connection to any of the previous games? If so, where does it fit in? Will we see any familiar characters from the previous game?

SL: Kingdom Under Fire II is set 150 years after the end of Kingdom Under Fire: The Crusaders. The story picks up after The Crusaders and Circle of Doom. At the end of the plotline covered in Circle of Doom, Regnier and Kendal emerge back into the present world after much struggle to escape from the dark dimension of Encablossa. They find out that 150 years have passed since the Encablossa War, and the world has been ravaged by Encablossians, mutated creatures born of the taint of the dark power from Encablossa. This time, Kendal plays a very important role storywise. As for which heroes from the predecessors will make a comeback, or what kinds of new heroes will be introduced, we'll reveal more information one bit at a time in the coming days.

GS: What can you tell us about the gameplay in this new KUF? How are you going to get so many players together online and still keep the action fun and playable?

SL: Numerous players will be able to maintain their presence in the online continent of Bersia. There are going to be more than 10 thousand players registered in each server, and players will be able to travel around the online world in something called a "mothership." The persistent online world will be rendered in full 3D, and on it you will see numerous ships flying and exploring. There are many cities in this world, and soon everyone will be engaged in territorial conquests. There will be guilds and factions that you can join, and you will partake in the campaign of territorial expansion for your group. In many different geographical locations, many types of battles will take place, including multiplayer field match, online co-op missions, and the all-new castle siege battle. We are preparing different types and sizes of battlefields: small ones for two-vs.-two and three-vs.-three, or huge maps to accommodate possibly a maximum of 15-vs.-15. The number of troops that can be assigned to each player will be determined by the size and type of map where the battle is fought. Based on the result, each player will be rewarded with items, war funds, and experience points. These small field battles are what make up the big war over the whole continent, and this is how guilds and factions will function and get involved in territorial conquests.
The Kingdom Under Fire series is transforming again. Check out our Q&A with producer SangYoun Lee to see what changes are in store in KUFII.

GS: Why did you decide to aim for a whole new genre for this game? How challenging is it going to be technically?

SL: Action RTS is not at all new to us, because it was us who first created and established this genre with Kingdom Under Fire: The Crusaders. In Kingdom Under Fire II, we are trying to achieve perfection of this action RTS genre by adding the new layer of multiplayer online mode with a persistent online world where numerous players can get together and engage one another in territorial conquests, thus expanding the horizon of strategic gameplay. Our biggest technical challenge was that in order to re-create battles of such unprecedented scale with an impressive presentation onscreen, we really needed a powerful and capable graphic engine. And this was accomplished as we created the FameTech 2 engine after putting in much effort and time. Another challenge that had to be resolved was related to proper handling of the network in order to deliver smooth action, even as multiple users control thousands of units simultaneously in online multiplayer, and this took a lot of thinking and tinkering.

GS: Do you foresee there being drastic differences between the console and PC versions of the game from an online perspective? Will they offer the same feature and mode set?

SL: The goal is to develop both versions to be almost alike in terms of online multiplayer. However, the control scheme of PC and that of consoles are quite different, so we expect there to be some small differences in that regard. Eventually, all game modes are to be available for both PC and consoles, but where we put the focus in the beginning will be quite different. For example, with the PC online version, the game is to be started off in the multiplayer online mode, and the aspect of online multiplayer holds much weight. As for the console version, we have set the direction of the development towards such that it will exploit all the strengths of consoles as platforms, so we can accommodate console gamers as another key group of our audience. Our plan is to have console versions support story campaigns with heroes as default.

GS: How much can you tell us about the single-player and multiplayer game modes? How robust will each be?

SL: The single-player mode of Kingdom Under Fire II is going to be bigger in scale than any of the campaigns in the predecessor games. In every aspect, it's going to be more vast and massive than the single-player of The Crusaders or Heroes. The online multiplayer will be presented in an epic and massive scale accompanied by numerous MMO contents to go along. There will be over 160 spots that are going to be hot spots for territorial conflicts and guild wars. The multiplayer online mode comes with countless quests and missions to be completed. Some are story-based quests that will let the players see a glimpse of the overarching plot. Some are to be enjoyed in co-op play, and there are those in which players will be facing off one another in team battles. Besides these missions and quests, you will also be able to join guilds, own and manage territories, trade and auction items, take jobs from other players as a mercenary and whatnot, and engage in other varieties of exciting activities that can be enjoyed in an MMO game. Moreover, we will have updates on a regular basis, so the game will keep on expanding contentwise.

GS: What's your favorite KUFII feature?

SL: Being able to play action RTS battles online! The scale of battle this game presents is unheard of in the history of wargames. With the FameTech 2 technology, a graphic engine developed in-house, soldiers of different races and fierce creatures, with breathtaking details, can appear onscreen in thousands as they engage in frantic battles. As you control your heroes, they will move in fluid and continuous movements, and you will have to maneuver skillfully to dodge hundreds of blades going for your throat. Upon selecting each set of units under your command, you will be put into their point of view and can give commands directly to focus fire on specific enemy targets. All of this can be enjoyed online, and the virtual online world of Kingdom Under Fire II will be filled with tens and thousands of players, each of his or her ambition. Organize guilds, manage your region of influence, cultivate and develop your lands. Engage in territorial conquests until one true ruler emerges in the online continent of Bersia. The game being MOARTS (multiplayer online action real-time strategy) is what will transcend the series to a whole other level.

GS: Can we expect some RPG elements in the game?

SL: The hero characters become increasingly powerful as they defeat more foes. Sub-commanding officers and troops also gain experience and level up through battles. With earned experience points you can boost up different stats of heroes, officers, and units. Plus, there are tons of skills and spells for them to learn in order to combat the enemies more effectively. Also, all kinds of different items usable by your hero characters exist throughout the continent of Bersia, and they can be purchased, acquired through battles, and upgraded in many ways. And, of course, having RPG elements means quests and missions to be completed based on the storyline. Each hero of Kingdom Under Fire II comes with a background story, and the world is set with these characters in the overarching plot. So, it is not just one battle after another; there will be numerous story- driven missions to be completed. All the RPG elements that were present in Kingdom Under Fire: The Crusaders will be there but with more improvements on every aspect. Any further details will be elaborated at an opportune time in the future.

GS: We've heard about the MOARTS concept in the game. What is it and how does it work in the game?

SL: The Kingdom Under Fire series has always offered online multiplayer since the beginning, so playing with or against other people is nothing new. What we are introducing this time, which is all new to the series, is a persistent world map, in which thousands of players will maintain their presence and have the scope of interactivity that are common in most MMO games. Now as for the official name of the genre, we've decided to call it MOARTS to prevent any players from being confused into thinking that hundreds of players will be able to fight everyone simultaneously in real time on the actual world map. The battles are handled through peer-to-peer sessions, but in terms of user-to-user interactions such as forming guilds, trading, and traveling in parties, Kingdom Under Fire II is MMO. Players will be able to form guilds, trade, and travel around the online continent of Bersia. A typical guild would have its region of influence, but at the same time, the land has to be protected from others. The guilds are encouraged to engage in territorial conquests to expand, and they gain more resources and prestige as the size of the land they control grows. The world map will be affected by the outcome of every battle that takes place among all participating players/guilds. That's the base of the online multiplayer mode.
The battles fought between players are commenced through peer-to-peer sessions. A war is declared from one guild to another (or one player to another), and the two sides will enter a multiplayer action RTS war. They battle it out until one side is defeated. Once the session is over, the region of control will change (or stay the same) in accordance with the fight's outcome.

GS: Thanks for your time.

From: GameSpot
thanks GameSpot for the update

3.09.2009

Full Metal Alchemist 2 !!! Confirmed !!!

That's Right Fan! (including me!), FULL METAL ALCHEMIST now produced by Studio
BONES (EUREKA 7, SWORD OF A STRAINGER), is now set to release this comming APRIL 2009 Summer!!! seems, a New journey to our beloved brother in arms is going to strike back again with a re-tell from the manga version of Hit anime from the same name.




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Official website launched, tantalizing hints in trailer
Well, FMA fans, we now have a time frame. April is one of the two biggest months for anime releases in Japan (the other is October), so April of 2009 it is, for the new Fullmetal Alchemist series to start its TV run in that country.When will it appear in North America? There's been no announcement on that schedule yet. The assumption among fans, at least, tends to be that FUNimation will pick up this version of the series, as it did the first one, but no one can say anything for sure at the moment.The official website for the new series has now launched (in Japanese), and features a "teaser trailer" to get your enthusiasm roused. The site also indicates that more news is coming on December 12, in the January issue of Square Enix's Shonen Gangan magazine (again, the site is in Japanese). Hiromu Arakawa's serialization of the Fullmetal Alchemist manga that started everything is still going on in that publication, and gradually nearing a conclusion.According to the Anime News Network, the trailer from the website ran at the end of the Mobile Suit Gundam 00 season two episode last Sunday in Japan, with the voiceover saying, "New training...a fullmetal artificial limb, a body of armor...the brothers' journey begins. Fullmetal Alchemist: April 2009 Training.
In this palm, is there hope or despair?"And while the trailer doesn't give much direct information, it does at least hint at one or two possible answers to fans' questions that have been voiced ever since the new series was announced. The brief glimpse of the artwork suggests a style closer to the manga style than to that of the original anime. This could mean nothing more, though, than simply that there are different animators involved in this production. There's still not enough information there to indicate whether the series will somehow follow the first anime and movie, or will go back and tell the manga story instead. (The two diverge considerably after the episodes involving the Greed character.)There are three other hints, though, that may be significant. The first is that the character of Alphonse is shown in his armored body instead of the human body recovered at the end of the first anime. And the character of Roy Mustang does not look as he did at the end of the anime and in the movie. These two things could hint that we'll be going back to the manga story, or they could indicate merely the background of the anime story, which would then be further developed in the second anime. We just can't say yet.However, the voiceover itself, quoted in the ANN post, may give the strongest hint: "the brothers' journey begins." (Italics mine) Combine that with Alphonse's armor, and it may indeed be telling us that we're going to see a story that goes back to the beginning, therefore likely closer to the manga than to the first anime.The Fullmetal Alchemist story still intrigues thousands and thousands of fans all over the world. Now the information being gradually (tantalizingly!) revealed about the new series is kindling fresh enthusiasm, as FMA fans speculate about and anticipate the next stage of this marvelous adventure we're all on.


2.27.2009

Aika The Big update!!!

AIKA presents ‘Battle Field’ and ‘Hell Mode’ in the Newest Update

Seoul, Korea – February 24, 2009 – HanbitSoft announced that AIKA ONLINE, a 1000 vs. 1000 massive battle MMORPG developed by JoyImpact, has updated newest features to the game. This is the first time since the open beta to update on new system features in large. Until now, AIKA had been making balance adjustments, adding items for user convenience and etc.

This most recent update focuses on strengthening the battle system. It includes:

- A new battle system called ‘Battle Field’. In Battle Field, compensations through war go directly to the gamers unlike other systems, where the nation or the master gets them all. Also, Battle Field eliminates the participants to 48 people at a time, in order to avoid unbalanced PvP. By having certain environment, players are encouraged to combat with more strategy and skill to win. Various missions such as Team Death Match, and customizing system, to allow the players to design their own field for more unique combat, will be added in the future.

- ‘Hell Mode’, the most difficult level in instant dungeon, is updated initially in Ushula Dungeon. Only the characters of at least level 50 can enter the dungeon, and only once in a day. In Hell Mode, players can win high-level items that are stronger and unique, and meet with stronger monsters.

There will be larger update next month. It will be larger in scale and various in details.


~From Jannelle's Espresso

GRANADO ESPADA !!! Reach the Peaks of 30 Billion Won in sales!

That's right, Granado Espada of Hanbitsoft reach 30 billion won in sales last year. Here is the news from Janelle of Hanbitsoft.

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Granado Espada Breaks Through 30billion Accumulated Sales

Seoul, Korea – February 17, 2009 – HanbitSoft Inc, announced that a well known MMORPG GRANADO ESPADA had exceeded 30billion won in the accumulated sales last year. This record was reached before it had its third anniversary in open beta in February of 2006. Shown by the accomplishment, Granado Espada now is one of the top sellers of the company.

Grandado Espada is currently played in 30 countries by more than 20milion subscribers around the world. The game is especially popular in Japan and South East countries, and more and more gamers join to play in Russia, North American and Europe every day.


~from Janelle's Espresso

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Granado Espada now reached RUSSIA! rejoice for the Russian Server built last year!

2.21.2009

MABINOGI Heroes Soon calls for Close Beta!

MABINOGI Heroes Soon calls for Close Beta!

Period of Application for Close Beta Registration and Beta Test will be on March 6 ~ April 5.

Based on Press, Mabinogi Heroes Finally stated that 1st Beta Test for the game will be and expected between this March ~ April of this said year.

In the last 18 days, mmorpg game rating board, Mabinogi Heroes recieved the confirmation for Trial and review. NEXON announces the application for The Beta Test evaluation for the game will be (March 6 ~ April 5), and also announces; The game is now rated to +15 years old and above.

Through that Period of test and reviews, applicants will be given a chance to test the game freely. *Note: NEXON's offcial beta test is still unclear, this may still change in the near comming board results and may still come up with a new plan base on the situation, NEXON said.

The beta test for Mabinogi Heroes will be focusing on the reliability and services of the game.

Test results and the development of the service schedule will be determined depending on the circumstances.


Studio NEXON who also develop the 1st MABINOGI and MABINOGI HEROES is also a shared name of the popular fantasy world game style is ratherly categorized as MORPG, with the implementation of VALVE's ACTION SOURCE ENGINE, A powerful physics engine that applied to destroy most visible things and elements and can be used also directly as a material.


C9 will start its beta next week, until MABINOGI HEROES rises up slowly revealing the interrest of most gamers.



GAME BOARD RATING with MABINOGI HEROES, evaluation period of 3.6 ~ 4.5

A DARK & INTENSE ACTION Has opened the door of MABINOGI : HEROES.

2.14.2009

C9: Continent of the Ninth Enters 1st CBT now!

Ok, Recently I got a fresh news on THISISGAME. Yes, C9 is now recruiting CBT'ers on the main C9 website http://c9.hangame.com

C9 will be recruiting 10,000 Close Beta Testers beginning Feb. 12, 2009, base on the website, hangame's C9 will have 2 Close Beta Calls, and the 1st call has just began, after the 1st call of CB, later there will be another round... that would be soon. CB sign ups will be recruited in 12 days, from Feb 12 ~ 22 of this month.



C9 has just added 500 channels on the big event of the 1st CBT, and now, they are only waiting for the testers to come. CBT is expected to begin Feb. 24, 2009 based on the main website.

*note: There are big changes on HANGAME sign-up registration, as you will see on the picture above, to be able to join the CBT, Hangame members and new members is expected to input "REAL KOREAN PHONE NUMBER" to be able to verify the sign up... I believe even the old members of HANGAME, Including me will be prompted to verify the sign-up for C9. So good luck guys...

oh by the way... I just upgraded my old hangame account, and i just successfully signed up for C9 close beta phase... and im now waiting for feb. 24, for the CB to start and get the client downloaded... hmm, but im still not sure if i got it... well... lets just see...

2.05.2009

CLOSE BETA FOR CANHEL - HardCore MMORPG

CanHel - For-D MMORPG
Yes, Its Another Korean MMORPG, a Hardcore genre. Well after Grevity's Hardcore/Horror MMORPG Requiem: Bloodymare... Here comes a new one, though not so new in these genres... I'm probably Go join the Close Beta this coming February 16... I got my account ready for the CBT few days from now along with my friend.



Close Beta Sign-up begin last Jan. 30, 2008 will end on February 16, 2009... The CBT sign-up result will be posted on the said End date.


So far Im still trying to know about this game if it has a unique feature...