A recent community news post for Planetside2 revealed a whole different view of the game. In this short slow motion trailer (above), you are given a glimpse of the epicness that comes, when you stop to view the game a little slower.
What Do You Think?
Do you appreciate this side of FPS Gaming? Or do you rely on fast paced, adrenaline pumping, action? Share your thoughts below in the comments, or head on over to our Planetside2 Forums. We would also love to see your fan-made video creations.
You may recall that a few weeks ago, we talked about the Directives System that was being added to the game. Well, we have been given an official update on what the community has been accomplishing with this new system now in place.
We've added a brand new prestige/achievement-style system. Showcase Your Honors: Build up your Directive Score and show off your prowess with others! Ramp Up Stats: Earn points and certs with each Directive Tier completion (4 per Directive Tree) Build Your Arsenal: Obtain exclusive Auraxium prestige weapons and appearance items upon each Directive Tree completion Choose Your Direction: Directives reinforce all roles available in game; from aircraft to tanks to grunts to generals, there are options every soldier!
Resupply: resupplying ammunition to friendly players, including vehicle resupplies. Savior: saving your teammates from certain death. Air Deterrence: surface-to-air damage inflicted against enemy aircraft. Air Superiority: air-to-air ESF vs ESF kills. Anti-Tank: destroying enemy tanks. Recon: motion sensor and scout radar assists. Spotter: spot assists. AMS Support: Sunderer AMS spawns. Marksman: infantry vs infantry kills at ranges >= 70m Vehicular Combat: roadkill and ram kills while in a vehicle. Point Control: capturing control consoles. Objective Support: overloading, stabilizing, and destroying generators. Squad Spawn: providing a spawn your squad members via beacon, Sunderer, or Galaxy. Deploy: deploy bonuses from transporting friendly players who then get kills.
The three resource types have been consolidated down to one; Nanites. Infantry resources, Mechanized resources, and Aerospace resources have all been combed into a single new resource called Nanites Nanite income has replaced all other resource incomes and occurs at a steady 60 resources per minute. Resource boosts such as those from Membership now apply to Nanites. Nanite income is tied to the warpgates, so it does not change with territory ownership or vary by continent. New players will start with 600 nanites. Consumable stack sizes have been reduced to the max possible carrying capacity. Players who have more than the new stack size will still have all the consumables they purchased previously, but will be unable to purchase more until they drop below the new stack limit. All vehicles and MAX now cost Nanites to be created. Vehicle and MAX costs have been rebalanced to account for the consolidation. Infantry consumables are now purchased with Nanites. Costs of consumables have been rebalanced. Acquisition timers have been removed from vehicles and MAX. The ability to pull additional vehicles and MAX is now purely based on available resources to the player. Acquisition timer cert lines have been deprecated,and all certs spent on them refunded. Auto resupply is now defaulted to on for all items. You can now see your current value of Nanites on the lower sections of the Mini Map.
Quick Deploy: The death recap screen now has a quick deploy option. When you spawn at a location it will become your quick spawn location, respawning at that location will be 5 seconds quicker than a normal respawn. When your quick spawn location becomes invalidated (destroyed/capped/too far away) a new one will be chosen based on your death location. Quick spawn can be bypassed using Escape or Mouse Click. Those will open the Deploy Screen as normal to pick a new class or deploy location. Respawning at Facilities or Sunderers that are within 300m of your death location should no longer require a loading screen. The canopies on top of most spawn rooms has been removed. This will allow you to shoot up out of the spawn rooms a little easier, hopefully shooing away those pesky Liberator campers. The painfields around most spawn rooms have been increased in size. This should force campers to back up a bit. New defensive certification for Sunderer: Deployment Shield Generates a shield for the Sunderer when deployed that will absorb up to a certain amount of damage, but will regenerate over time. Damage done to the Sunderer or the shield will delay the shields regeneration for several seconds.
We polished up the interface, bug fixed, and added a couple things to Outfits and Recruitment. Outfit Leaders now have the ability to give permissions to set the Outfit Decal, Update Recruitment Details, and Manage Recruitment Applications. If an outfit rejects a player's petition to join them while that player is offline, a notification will be played the next time that player logs on. Outfit leaders will now receive a notification when someone applies to your outfit. As an applicant you will now receive a notification that your application was sent successfully. If you drop your outfit for a different one your decal will now update correctly. You can now type way more information when listing your outfit for recruitment. Added a filter to the outfit recruitment browser for outfit size. Outfit base capture now calculates play contribution before xp buffs are applied. All faction banners have been redesigned for better visibility and for outfit decals. Pending requests that were in a bugged state should now be removed. We think we got them all, it's hard to test this internally. If any are still left after this update we'll circle back and do another round of clean up.
We did some polish and bug fixing. We also added new adversarial alerts. Adversarial Alerts All existing alerts have been retired and replaced with Adversarial Alerts An Adversarial Alert triggers whenever an empire controls at least 75% of a continent The "attacking" empire who triggered the alert wins by either conquering the continent (by having 85% territory control) or by maintaining their 75% control by the end of the time limit. The "defending" empire wins the alert by gaining 35% territory control The continent locks in the case of an attacker win It is considered a draw if neither the attacker nor defenders meet their win condition All adversarial alerts have a 1 hour time limit The 2 minute countdown to the start of an alert was removed Alerts now have a participation bonus of +30% XP (up from +20%) Adversarial Alert Rewards There are 4 possible end conditions and the reward scheme is as follows: Attacker Dominating Victory (attacker territory is equal to or greater than 85%) Attacker reward = 5000 XP Defender reward = 500 XP Defender Victory (defender territory is equal to or greater than 35%) Winning Defender reward = 5000 XP Losing Defender reward = Portion of 5000 XP (based on their territory control) Attacker reward = Portion of 5000 XP (based on their territory control) Attacker Victory (attacker territory is greater than or equal to 75% but less than 85%) Attacker reward = Portion of 5000 XP (based on their territory control) Defender reward = Portion of 5000 XP (based on their territory control) Draw (attacker territory is less than 75% and defender territory is less than 35%) Attacker reward = Portion of 5000 XP (based on their territory control) Defender reward = Portion of 5000 XP (based on their territory control) Multiple alerts can now be active at the same time You must be on the continent of the alert to see alert status information on the Tab screen The continent selector on the map screen now displays active alerts and their timers The warpgate terminal also shows active alerts and their timers Outfit capture data will clear if continent locking or unlocking changes base to faction other than what captured it. If the last continent you were on is now locked, it will try to find another continent for you before resorting to VR. Capture Progress is now reset when a continent becomes locked. Added lock icon on continent selection drop down to show if a continent is locked.
Similar to the adjustments made with the Liberator belly guns in a previous patch, we are making adjustments to tank primary weapons, rocket launchers and the bulldog to make them less effective against infantry.
For most Heavy Assault rocket launchers, the inner blast damage and radius is being reduced. This will make them incapable of a 1 hit kill against full health infantry with splash damage alone. In addition, this will cause max rank flak armor to prevent a 1 hit kill with direct hits:
Blast damage reduced from 1000 to 750 Blast radius reduced from 0.5 meters to 0.35 meters Affected launchers
S1 Nemesis Hades Hawk Shrike Crow Grounder Skep Launcher ML-7 Annihilator Decimator Blast damage reduced from 1000 to 650 Blast radius reduced from 0.5 meters to 0.35 meters
For tank primary weapons, we want to reduce the blast effectiveness of HEAT and HE. HEAT will be adjusted to no longer be able to 1 shot infantry with splash damage alone. For HE, the blast radius will be reduced in size (matching HEAT) but will still retain the ability to 1 shot infantry. The time to reload will also be reduced on the HE to match HEAT/AP. These changes combined should make the difference between HE and HEAT more clean:
HEAT does more damage to tanks on a single hit, can’t 1 hit kill infantry with blast. HE does less damage to tanks on a single hit but can 1 hit kill infantry with the blast. All other stats except muzzle velocity should be identical between them.
Blast damage reduced from 1000 to 750 Lightning HE
Time to reload reduced from 3750 to 3000 Outer blast radius reduced from 8 meters to 5 meters Inner blast radius reduced from 1.5 meters to 1 meter Lightning Viper
Blast damage reduced to 450 Magrider HEAT
Blast damage reduced from 1000 to 750 Inner blast radius reduced from 1.5 meters to 1 meter Magrider HE
Time to reload reduced from 4750ms to 3750ms Outer blast radius reduced from 8 meters to 5 meters Inner blast radius reduced from 2 meters to 1 meter Vanguard HEAT
Blast damage reduced from 1000 to 750 Inner blast radius reduced from 1.5 meters to 1 meter Vanguard HE
Time to reload reduced from 4750ms to 4000ms Outer blast radius reduced from 8 meters to 5 meters Inner blast radius reduced from 2 meters to 1 meter Prowler AP
Blast damage reduced from 500 to 375 Prowler Heat
Blast damage reduced from 650 to 450 Prowler HE
Time to reload reduced from 3500ms to 2500ms Outer blast radius reduced from 8 meters to 5 meters Inner blast radius reduced from 1.5 meters to 1 meter
Bulldog: blast damage is being adjusted so that the weapon requires more accurate shots. The air version will see a reduction in velocity, making it identical to the Zepher in that regard.
Blast damage reduced from 600 to 500 Inner blast radius reduced from 2 meters to 1 meter Outer blast radius reduced from 6 meters to 5 meters Air version only: Projectile speed reduced from 250 to 200 mps
Tank anti-personnel secondary weapons are all receiving some adjustments to bring them closer together. These changes are intended to be a first step; we may have additional changes for these weapons based on how well these changes work.
C85 Canister The area the canister is lacking in the most is range. To increase the effective range we are making two changes. We are increasing the minimum damage and tightening the pellet spread a little. We are also changing it to use a shotgun crosshair.
Pellet spread decreased from 1 degree to 0.9 degrees (1.33 degrees to 1.1 degrees on Harasser) Minimum damage increased from 80 to 100 Crosshair changed from standard crosshair to a shotgun crosshair. The minimum damage change should noticeably reduce the amount of hits required against targets outside the max range (42 meters for Van, 31 meters for Harasser). For example, if you were far enough away and only landing an average of two pellets a shot, the min damage change will change that from a 7 shot kill to a 5 shot kill.
Proton II PPA We want to address how much the weapon can be spammed and how effective it is at suppressing an area, so we will be reducing its magazine size and ammo capacity. In addition, we are reducing the visual size of the projectile. The projectile was as big as the resulting explosion visual, and that felt weird. Magazine size reduced from 50 to 20
Certifications reduced from 5/10/15/20 per rank to 3/6/11/15 per rank Stock Ammo capacity reduced from 350 to 200 Certifications reduced from 50 per rank to 20 per rank Projectile visual scaled down 50% This has no bearing on its collision detection
For the marauder we are starting with its ability to hit. We are increasing the projectile speed. Projectile speed increased from 150 to 175 (125 to 150 for Harasser)
G30 Walker, A30 Walker and M20 Drake These weapons are intended to be effective against fast moving aircraft but they are simply missing too many shots. So we’re increasing their projectile velocity and normalizing their cone of fires to be similar. M20 Drake
Projectile speed increased from 550 to 750 meters per second CoF increased from 0.5 degrees to 0.65 degrees A30 / G30 Walker Projectile speed increased from 750 to 1000 meters per second CoF decreased from 0.75 degrees to 0.65 degrees
Repair tool targeting has been adjusted to be based off the vehicles bounding box instead of the origin. This should make the range of the repair tool more consistent regardless of where you are in relation to the vehicle and fix locations where you seem like you should be able to repair the vehicle but can’t.
New Player Studio items have been added! Rejoice in your new potential for beauty. Some back-end support for the new Player Studio Tool. Nothing player facing yet, but wanted to let you know we're working on it. New loading screen! Out with the old and busted, in with the new hotness. Changed standard C4 description text and added colored text with instructions how to use. Updated the default dumbfire VS rocket launcher S1's description. Updated the NS Decimator description. Updated the NS Annihilator description. Changed all NS-7 PDW ribbon/medal strings to no longer contain the word "commissioner" in any of them. Reworded many consumable descriptions: Nanite Healing Grenade, Nanite Revive Grenade, Medical Kit, Restoration Kit, Concussion Grenade, Anti-Vehicle Grenade, Flash Grenade. Facility Turrets now use the same vehicle shader as common pool vehicles. They have been optimized and should be easier to discern from a distance. Base Turrets have had their textures optimized. Polish to small placeable objects: Ammo pack - increased deploy size Ammo pack, C4, Tank Mine, Proxy Mine, Bouncing Mine - improved physics Removed the option to toggle motion blur from settings. New Facility flags to better show Outfit Decals
Everything listed below has been fixed. Fixed various zone crashes and memory leaks. Addressed multiple client crashes, including several scaleform issues that we only caught because of the awesom player turnout on Test. Input lag issue has been addressed. Fixed issue where Dalton and Zepher rounds impacting a vehicle would not play the correct impact audio for the vehicle occupants. Fixed an issue with the /bug UI that allowed the text being typed to be a larger area than the background. Solstice VE3: Unable to unlock VMS optic attachment with SC Fixed various animation issues. Made various fixes to claymore collision. Fixed various terrain issues on all continents, including indoor plants, broken gravity lifts, weird invisible barriers, and terrain gaps. ADS is broken with iron sight rocket launchers if dying with full scope weapon previously Ammo kit icon will now appear in the world correctly. Barons attachments purchased with certs don't stay unlocked after relogging Capture points flip factions regardless of players being in the area Compare Stats: Pellet Count doesn't appear to highlight green on the weapon with more spread Continent Locking: Lock and Unlock notifications do not appear in chat Decals: Galaxies only display decals on one side of the vehicle Deployed vehicles no longer get weapon recoil applied to the vehicle chassis. Recoil is still apply to the weapon. Drop Pods will sometimes cause death or launch into space after hitting the ground Engineer: Ammo pack icon appears in the ground Explosives/Spawn Beacon cannot be destroyed if deployed over water areas Fixed the shields at Chac Tech Plant. Implant icon and ammo counter icon overlap while in secondary vehicle positions Fixed broken LOD skinning on the Xiphos Anti Personnel Turret Fixed the reversed SCU shields at The Crown and Crossroads Watchtower Lightnings and Vanguards turrets are showing stretched textures when the turret is turned Loadout: Functionality of icon button is larger than icon Medical Applicator firing instructions run off the textbox NC Infiltrator Lumifiber armor has stretched textures while on the flash NC05 jackhammer description display auto for fire mode Added text to better explain the limitations of the NS-10 Burster NS-30 Vandal: Scope disappears if the darklight flashlight is equipped The claymore damage now applies 100% if at least one of part of a player intersects the cone of the weapon Players are no longer able to manipulate the position of claymores by walking through them. Claymores are no longer a physics object after they land on a solid surface they become a sticky object. Players gravity becomes reversed if they exit a vehicle onto a grav pad Squad beacon cooldown timer is incorrect if squad member respawns with squad deploy. [Special thanks to Itzhaki (Woodman) for the repro steps] Fixed an issue where No Deploy zones would sometimes prevent base owners from deploying. The color of the NS-15M should be the same tan color as the NS-11 TR MAX Lockdown/release missing the usual 'stomping' audio asset Tutorial directions are missing speaker image Players should no longer occasionally get stuck at a black screen while logging in with a new character. Corrected a bug that could cause your implant icon to show over top of your ability or ammo display on the centralized hud. Unable to unlock the HS/NV Scope for the AS16 NightHawk with SC Unable to unlock the HS/NV scope for the EM1 with SC Unable to unlock the HS/NV Scope for the LC2 Lynx with SC Unable to unlock the S3 (6X) scope for the T1S Cycler with SC Instant join HUD notification for leaders will no longer appear at all and therefore will no longer get stuck on the user's screen. Error feedback now given for unsuccessful squad deploy attempts. Should be a visual and aural cue.
The tutorial has been disabled temporarily. We had a problem with the scripting when you exit that got into a bad state with the new spawning changes. We have a fix ready to go up with the first hotfix after the update. Motion Blur has been disabled. It was a factor in the input lag issue, and needs to be retooled to work correctly. We're going to gauge the demand but currently didn't have the bandwidth to add it back in for this update. Directives help page missing. We wanted to launch with it, but it came in a bit late. This is also ready for the first hotfix. Directive Tooltips Missing. We are planning on adding these in a future update. Commissioner Reload is missing an asset. Will be fixed in the first full downtime after the patch.
What are your thoughts on the upcoming Achievements/Directives system? Is this something you have been waiting for?
-- You can discuss this post or anything related to Planetside 2, over at our Planetside 2 Forums
Details as well as screenshots and footage of the Harasser buggy have surfaced from Sony Online Entertainment for MMOFPS PlanetSide 2. New helmets have been added as well, with their own pile of screenshots.
The speedy Harasser assault buggy is built for hit-and-run attacks with room for a dedicated driver, rumble seat which can hold any infantry class, and a top-mounted turret. The video above shows the armored vehicle in action!
What else is making appearance in Update 8? Join us after the jump to find out.
As you might have heard, players have the chance to pick up Station Cash cards at participating 7-Eleven retailers this weekend and redeem them for double Station Cash!
These cards are available at US 7-Eleven stores and must be redeemed between 12:01AM PDT April 27, 2013 and 11:59PM PDT April 28, 2013 to be eligible for the bonus.
Here are some ideas on how you can spend all of your extra Station Cash in PlanetSide 2!
Boost Your XP Gain
Boost Implants are like the gift that keeps on giving. If you're looking for more than just a quick fix, we definitely recommend spending some of your bonus SC this weekend on an Implant. If you've never bothered with them in the past, here's how they work: implants will boost the rate at which you earn experience or resources in PlanetSide 2.
Depending on how much SC you want to spend, the implant lasts anywhere from 1 hour to 7 days.
Survarium is a game that we haven't been following on FPS General for a terribly long time, but one that is as exciting as anything else we're covering just the game. The game is being developed by the team who worked on the classic S.T.A.L.K.E.R. franchise that we loved playing and hate typing out.
Vostok Games, the studio working on Survarium, has opened up registration for players interested in taking part in the alpha test phase. At this point, Vostok is looking to fill a specific need in testing, so while everyone is encouraged to enter, not everyone will be chosen for alpha.
Here are some things you should know about the alpha phase:
Vostok Games is looking for a wide variety of testing candidates, so when you fill out the form honesty is the best policy. Whether you play casually or are a hardcore gamer with a $2,000 PC setup, it takes all kinds to make a game great so be up front about yourself.
Filling out the form does not guarantee you a spot in alpha test. If you are chosen, you will be notified via email.
Invites will be going out in waves, so if you aren't selected right away, don't despair - there's always next time!
In the next line of the heart rending, soft-rock ballad that is The War Z, we learned this morning that the official forums for the game have been completely taken offline as a precaution due to malicious hackers gaining access to forum and game data.
A quick visit to http://forums.playwarz.com/ can confirm that the entire forum has been taken offline, although this was done by the publisher as a safety precaution and not directly caused by an attack.
We are sorry to report that we have discovered that hackers gained access to our forum and game databases and the player data in those databases. We have launched a thorough investigation covering our entire system to determine the scope of the intrusion. This investigation is ongoing and is our top priority. As part of the remediation and security enhancement process we will be taking the game and forums down temporarily.
We are issuing this Security Alert to all Survivors as a precaution so you can take some precautionary measures on your own. We have already taken a number of steps to increase security and are continuing to work with external advisors and investigators to identify and implement measures to minimize the chance of this happening in the future.
Clearly, the biggest concern here is financial information that players may have used to purchase the game through the website that hosts the forums. Thankfully, those payments were all handled by a third party and none of that information was compromised in this security breach.
What you need to know is that the hackers now have access to your email address. While all passwords stored in the player database were encrypted, there is always the chance of this encryption being broken so you would be well advised to change your password - particularly if you use the same or similar password for other institutions. You can change your War Z password from the War Z launcher.
Sony Online Entertainment's in-house game engine is known as ForgeLight and it's a powerful specimen. You might be unfamiliar with the game engine, but that's to be understood as PlanetSide 2 is currently the only game making use of it.
ForgeLight will also be the powerhouse being the next EverQuest game, but as of right now it is exclusive to PlanetSide 2.
Here to give us something of a tech demo are PlanetSide 2 Senior Art Director Tramell Ray Isaac and Technical Director Ryan Elam. This demo comes as part of the latest Behind the Battle Lines episode, a series in which PlanetSide 2 developers share behind-the-scenes insight on the game.
In other PlanetSide 2 news, game update 5 has gone out and includes a couple worthy updates to PlanetSide 2, namely; rocket launchers and account wide unlocks. Basically, besides now being able to access Empire-specific rocket launchers, players can now use items purchased with Station Cash across all of the characters on their account.
SOE will also be releasing a PlanetSide 2 Play App on iOS and Android devices that will give players the ability to stay connected to the game, even when they can't be fighting for their faction directly.
Finally, this weekend will be Double XP and Double SC so make sure you get in on the bonuses and fire up PlanetSide 2 this weekend.
PlanetSide 2 has officially added in support for Nvidia's hardware-accelerated PhysX system and as is the way with these things, a comparison trailer has been released. If Comparing Games With and Without PhysX was a game, I would buy it and all of the DLC expansion packs for it in a heartbeat.
It is almost a double edged blade in a way, because even mundane things like blowing up tanks looks so bland and unsatisfying when compared side by side with PhsyX enabled. It kind of looks like the game looks like pure crap without PhysX and, of course, this isn't true. PlanetSide 2 can more than stand on its own legs in terms of visual quality but the addition of PhsyX sure does look beautiful.
Check out the trailer above and make sure to check out the Nvidia booth at PAX for some free PlanetSide 2 loot.
The end of 2012 was anything but kind to Hammerpoint Interactive and their zombie survival game The War Z. After a pretty dramatic few weeks, Hammerpoint was feeling the angst of the community in a fiasco that culminated in the removal of the game from Steam.
It was at that point that we decided to take a calculated step backwards from covering The War Z. Well, it's been a few months now so we decided it's high time we take a look at what Hammerpoint has been doing in 2013 when it comes to The War Z and how the game is faring after all that negative press.
The biggest news, perhaps, is the re-launching of The War Z on Steam. On February 26th, Hammerpoint re-released the game on Steam to very little fanfare. No major press releases went out and the forum announcement contained little more than a paragraph and a link to the games Steam page. Noticeably, the game had an updated information section that was more accurate to the content of the actual game than the original listing.
It seems like the major focus these past months has been anti-cheat and dealing with hackers. The War Z became a place riddled with hackers, but this is not unique to the game. Anytime a game gets a decent following, you get a group of hackers that come out of the woodwork to do their level best to ruin the game for everyone else.
There is a special circle in hell for these players.
In 2011, GSC Game World didn't so much close as it dissolved. To this day, there has never been an official announcement that the studio has been shut down and yet most of the original development team has moved on to Vostok Games to work on Survarium. Sadly, with the downfall of GSC comes the downfall of the classic S.T.A.L.K.E.R. brand which, as much as we hate typing it out, is something of a cult classic in gaming circles.
When Vostok was formed, they were unable to secure rights to S.T.A.L.K.E.R. and decided instead to simply move on to a brand new, original IP. As sad as it was to see S.T.A.L.K.E.R. 2 put on indefinite hiatus, it was this decision that gave birth to Survarium. As the old saying goes, 'when God closes one door, He opens another to a post-pandemic, dystopian wasteland devastated by environmental catastrophe.'
Or, you know, something like that.
Survarium is an MMOFPS, a massively multiplayer first-person shooter, that puts players in the shoes of a survivor in the year 2026 (or so). The world has been ravaged by environmental disasters as mankind loses control of the world they created. New species have come into being and human beings are reaping the benefits of abusing the planet for so many long years.
Like any good shooter, Survarium focuses on three core areas of gameplay; PvE, PvP and cooperative. PvE comes in the form of Free Play, where you are able to roam around the game world, carrying out tasks and struggling to survive in the harsh environment. It is in Free Play that the core storyline will unfold in Survarium and players will have to loot and forage if they want to survive for long.
Big news for PlanetSide 2 fans out there as Game Update 04 goes live today, bringing some huge updates to the game!
Perhaps the biggest feature included in today's update is the VR Training Area. Before you expend your resources on a weapon or vehicle that you've never actually used in battle, the VR Training Area will give you a chance to test these things out in a simulated combat environment. Not only can you test drive weapons and vehicles, but you can actually practice squad tactics and learn the mannerisms of different weapons without getting lit up on the actual battlefield.
Other updates include a revamped respawn screen, some new weaponry, membership enhancements and some balancing changes as well.
Sony Online Entertainment has released a brand new video for PlanetSide 2, taking players back to the beginning of the development cycle for a session with composer Jeff Broadbent, audio director Rodney Gates and producer Assaf Rinde. This is the first in SOE's 'Behind the Battle Lines' series, which will take players behind the scenes on various aspects of PlanetSide 2 development at SOE.
We're suckers for video game music so it was fascinating to hear some insight into the writing process that went into the main theme for each faction. As Gates describes in the video below, each theme was crafted not only to be a great musical piece, but to reflect the culture of each faction. Composer Jeff Broadbent actually sat down with Rodney Gates to discuss PlanetSide 2 and get a proper feeling for the factions and what they represent. Using that conversation, he was able to compose the unique themes that we hear in the game every day.
Red 5 Studios announced this morning that they have officially integrated Twitch.tv live-streaming into Firefall, removing the need for additional software. All you need to stream Firefall to your Twitch channel is included right in the game client.
Speaking to Venture Beat, Red 5 Studios VP of Development James Macauley said:
“We’re very excited to have Twitch broadcasting integrated into Firefall. By allowing players to stream from directly within the game, we’re expanding its online footprint and creating a whole new discovery mechanism.
This, along with our revolutionary e-sports toolkit, provides our community with the technology they need to produce professional broadcasts of Firefall’s elite competitive gameplay."
Sony Online Entertainment has announced a really exciting PlanetSide 2tournament, taking place later this week in Culver City, California. This is the first major PlanetSide 2 competition and SOE is pulling out all the stops to ensure that this is an event to remember. FPS General will be on hand at the event, and we're going to livestream the whole thing for you guys at http://www.own3d.tv/PlanetSide2.
The event sounds great and will feature three hand-picked teams to guarantee some amazing battles. Team captains will be on hand in the form of YouTube icons Total Biscuit, SeaNanners and Level Cap. These three captains will be joined by both members of the PlanetSide 2 community as well as Sony Online Entertainment developers to form some pretty intense and competitive teams. Only the most powerful faction will survive.
In addition to the tournament, SOE has teased some exciting PlanetSide 2 announcements including information on their roadmap for the game throughout the next few months and some pretty interesting eSports initiatives. While we're down there, we'll be sure to do our best to grab some interviews with the team working on PlanetSide 2, so if you have any questions you'd like us to ask be sure to drop us a line in the comments below.
Earlier this week, Sony Online Entertainment announced that they would have some exciting updates on PlanetSide 2 this week, teasing that they would have some eSports news and a content roadmap to share in the near future. Well, it looks like the near future is now and SOE has spilled the beans on both fronts. First, let's take a look at the eSports initiative.
SOE is teaming up with Major League Gaming (MLG) to work side by side in implementing competitive gaming features and settings into PlanetSide 2. MLG understands how to create successful eSports leagues and what it will take for PlanetSide 2 to develop a long-lasting competitive scene, and they're bringing that experience to SOE who is committing the time and resources into turning PlanetSide 2 into a major eSports player.
In addition to making PlanetSide 2 flourish in the competitive community, SOE and MLG will be creating original programming that will air on http://www.majorleaguegaming.com/. We're not sure what this programming entails just yet, but details and a programming schedule will be revealed in the near future.
The second announcement today was the interactive Roadmap for PlanetSide 2 updates. Never before has a studio unveiled this level of transparency and community interaction in the development process of a game like this. Here's how it work: players can visit http://www.planetside2.com/roadmap to check out a 6-month projection of what is in store for PlanetSide 2 development. Every single stop on the roadmap includes a place where players can discuss these specific changes and share their feedback on how it can be implemented more smoothly.
For example, this month SOE plans to introduce quite a few measures to protect players against spawn camping. One such addition will entail adding more windows and doors, so that you are more well concealed when you spawn. But maybe you think that SOE should not be affecting spawn camping? Simply hit the roadmap and let your thoughts be known.
Don't forget, today is the Ultimate Empire Showdown and FPS General has boots on the ground in Los Angeles. Tune in later today as we live stream the entire event for your viewing pleasure!
Red 5 Studios has announced an awesome competition for this weekend's upcoming Firefallbeta weekend, giving players a chance to show off their skills on the battlefield for a chance to win one of two Firefall prize bundles, including a Razer 2013 Deathadder and Goliathus mousemat as well as Red 5 Studios and Firefall memorabilia, not the least of which is the brand new Brontondon plushies.
The team will be doing three open beta stress tests for Firefall, but the Skillshot contest is just running this weekend. The competition starts alongside the upcoming beta weekend, on January 25th and through the 27th, giving players a chance to explore the riveting world of Firefall. The game takes place on Earth, two hundred years in the future.
As mankind strives to harness the clean energy of Crystite, a horrific energy storm engulfs most of the planet, destroying much of the planet's life and resources. As the humans struggle to rebuild, a mysterious faction known as The Chosen emerges to destroy those who remain.
Firefall is a free-to-play, massively multiplayer shooter but not in any way lacking the features of any other MMOFPS on the market. Players have access to customization, crafting, PvP, PvE and so much more in a massive, open environment. Plus, jetpacks.
Okay, now back to those epic Firefall prize packs. Red 5 Studios is asking for video clips - 90 seconds or less - showing off your most impressive skillshots and other feats of prowess on the Firefall battlefield.
A couple things to note: make sure that you do not use copyrighted music in your video and when you're all finished, publish it to YouTube and share it on the Firefall forums (or in response to http://www.youtube.com/watch?feature=player_embedded&v=k_66J_S3szY" class="button video-link tip" title="Go to external site" data-video-embed="" target="_blank">this video on Red 5's YouTube channel, Stage 5 TV). The guys can't look at your video unless you follow these guidelines so stick to 'em!
If you're no great shakes at producing videos, you can also capture a screenshot of one of your greatest exploits in Firefall for a chance to be featured on the official Firefall Facebook page.
More information, and the full rules and requirements, can be found on the official site.
Don't forget that the next Firefall beta weekend is running from January 25th through the 27th and Red 5 Studios will be livestreaming the action http://www.twitch.tv/r5studios" class="button video-link tip" title="Go to external site" data-video-embed="" target="_blank">over on Twitch this Friday, January 25th at 12:00 PM (Pacific Time). YouTube icons Athene & Reese will be hosting the event, exploring the world of Firefall and racking up their own epic skillshots.
Update: The War Z has since been removed from Steam due to complaints from the community that not all of the features being listed are available. We will keep you updated as we learn more! The original story is available below.
Big news today from the Hammerpoint Interactive camp as The War Z foundation release has officially been made available on Steam! This is a step above beta testing and below final release, with a wealth of new features and tweaks.
Hammerpoint Interactive's zombie MMO already sees more than 150,000 daily players, but the Steam release is sure to increase that number exponentially. The foundation release is available now and has been described by Hammerpoint as including:
Entirety of world map, all areas unlocked
Tweaked spawn points for loot and players
Gold Coin shop
On releasing The War Z through Steam, Sergey Titov - Executive Producer at Hammerpoint - said:
“The Steam platform gives us the ability to reach a huge audience of PC gamers and working with their team has been great. Now that we’ve reached the Foundation Release milestone we will continue to work, as promised, to add features and content that will satisfy our community and keep them playing.”
We're proud to bring you a brand new interview this morning with Sony Online Entertainment's Jason Good, who is currently serving as Senior Designer and Project Manager on the awesome free-to-play shooter PlanetSide 2. Jason is responsible for both managing the team working on PlanetSide 2 as well as acting as senior designer on the game, although he tells us that his work definitely focuses more on the management aspect.
This interview is the first in a series we will be releasing, in which we chat with folks working on PlanetSide 2 about various aspects of the game and the development process.
You can read Jason's answers to our first PlanetSide 2 Developer Q&A below. Enjoy!
Hey Jason, nice to speak with you today, so first off let's get you introduced to our readers. So, who are you and what do you do for SOE?
My name is Jason Good, and I’m Senior Designer that is currently masquerading as a Project Manager for PlanetSide 2.
If you don't mind, can you give us a little history of your work for SOE or PlanetSide 2 in general?
I’ve worked at SOE for almost 10 years (yeesh, that’s a crazy statement to write). Many of those years I was with the Quality Assurance department, working on games like EverQuest, EverQuest II, Champions of Norrath and Untold Legends: Dark Kingdom. Around the time I had worked my way toward the management end of the spectrum in QA, the opportunity to move into development opened up, and I took it.
Keep reading for from our discussion with Jason Good on all-things PlanetSide 2!