Guild Wars 2

Guild-Wars-2

Guild Wars 2 is a massively multiplayer online role-playing game developed by ArenaNet and published by NCsoft. Set in the fantasy world of Tyria, the game follows the re-emergence of Destiny’s Edge, a disbanded guild dedicated to fighting the Elder Dragons, a Lovecraftian species that has seized control of Tyria in the time since the original Guild Wars. The game takes place in a persistent world with a story that progresses in instanced environments.

Guild Wars 2 claims to be unique in the genre by featuring a storyline that is responsive to player actions, something which is common in single player role-playing games but rarely seen in multiplayer ones. A dynamic event system replaces traditional questing, utilising the ripple effect to allow players to approach quests in different ways as part of a persistent world. Also of note is the combat system, which aims to be more dynamic than its predecessor by promoting synergy between professions and using the environment as a weapon, as well as reducing the complexity of the Magic-style skill system of the original game.

As a sequel to Guild Wars, Guild Wars 2 features the same lack of subscription fees that distinguished its predecessor from other commercially developed online games of the time, though a purchase is still required to install the game. As reported by NCsoft and ArenaNet, by September 13 (about 2 weeks after launch), despite temporarily halting first-party sales, the game has sold over 2 million copies. The game’s peak concurrency exceeds 400,000 players. By January 2013, over 3 million copies of the game have been sold. By August 2013 the sales have shifted 3.5 million copies, peak concurrency at 460.000.

Guild Wars 2 uses a heavily modified version of the proprietary game engine developed for Guild Wars by ArenaNet. The modifications to the engine include real-time 3D environments, enhanced graphics and animations and the use of the Havok physics system. The developers say the engine now does justice to the game’s critically acclaimed concept art, and that concept art will be integrated into the way the story is told to the player.

Guild Wars 2 will allow a player to create a character from a combination of five races and eight professions, the five races being the humans and charr, introduced in Prophecies, the asura and norn, introduced in Eye of the North, and the sylvari, a race exclusive to Guild Wars 2. The professions, three of which do not appear in Guild Wars, are divided into armor classes: “scholars” with light armor, “adventurers” with medium armor, and “soldiers” with heavy armor. There is no dedicated healing class as the developers felt that making it necessary for every party to have a healer was restrictive.

The race and profession of the player will determine the skills they can access. Guild Wars 2, like Guild Wars, uses a skill-based combat system, whereby players must select only 10 skills from a much larger pool, introducing an element of strategy. However, unlike Guild Wars, skill slots have predefined roles: the first five are determined by player’s weapon and profession, the sixth is for healing, the seventh through ninth will be skills with no defined roles that are unlocked as the game progresses, and the tenth slot will be for an “elite” skill, which is also initially locked. In a departure from the high number of skills present in Guild Wars, Guild Wars 2 will focus on quality of skills over quantity and will also reduce the overall number of game modes to reduce balancing complexity — one of the most common issues present in MMORPGs.

The low level cap of Guild Wars (20) has been replaced with one at 80, which the developers state strikes the correct balance between allowing for character development and avoiding forcing players into the grind-based gameplay that too often accompanies a high level cap, the elimination of which was a core design principle of the original Guild Wars. Player versus environment features a scaling system that lowers the players level and stats to reflect the levels of monsters, thereby maintaining a global level of difficulty. In player versus player, entry to e-sport will grant access to all skills, items and provide a fixed level, so that all players will be on a level playing field.

In addition to the small-scale, tactical combat described above, the game features “World versus World”, large scale combat taking place in a persistent world independent of the main world. Players are able to drop in and out “on the fly” and possess the ability to construct siege weapons, with rewards commensurate with their success. Guild Wars 2 offers eight crafting disciplines, allowing the player to practice two at a time, with a fee for switching. While there are basic recipes to follow, the player can experiment with different combinations of ingredients to discover new recipes. As the game is set 250 years after its predecessor, players are unable to carry over their characters. However, the achievements and honors accumulated by all the characters on players’ Guild Wars accounts. Each achievement earns points which allow confer certain bonuses in Guild Wars 2. The accounts of both games must be linked in order to acquire these bonuses.

Source : Wikipedia

Path of Exile

Path-of-Exile

Path of Exile is an online action RPG set in a dark fantasy world. It is developed by New Zealand based independent developer Grinding Gear Games and is a downloadable free-to-play game supported by “ethical microtransactions”. On January 23, 2013, the Open Beta was released. By March 2013 the subscriber base has reached 2 million players. The game left Open Beta and was fully released both on Steam and on their own website on the 23rd of October, 2013.

The player controls a single character from an overhead perspective and explores large outdoor areas and underground caves or dungeons, battling monsters and fulfilling quests from NPCs to gain experience points and equipment. The game takes heavily from the Diablo series, particularly Diablo 2. All areas aside from the central encampments are randomly generated for increased re-playability. While all players play on (currently) one server world the game play outside of encampments is highly instanced providing every player or party with an isolated map to freely explore.

Players can initially choose from six available classes to play as. Each of these classes are aligned with one or two attributes. The final class, The Scion, can be unlocked by completing the game on normal, and is aligned with all three attributes. The different classes are not restricted to investing into skills not aligned with their core attributes, but will have easier access to skills that are aligned with their core attributes. Items are randomly generated from a wide variety of basic types and endowed with special properties and gem sockets. They come in different rarities with increasingly powerful properties. This makes a large part of gameplay dedicated to finding well-balanced and synergistic equipment. Skill gems can be placed in gem sockets of armor and weapons, giving them an active skill. As the character advances and levels up the equipped skill gems also gain experience and can be changed into more potent versions.

Active skills can be modified by items known as Support Gems. Depending upon the number of linked sockets the player possesses, a primary attack or skill can be modified with increased attack speed, faster projectiles, multiple projectiles, chaining hits, life leech, auto-cast spells on critical strike, and more. All classes share the same selection of about 1,350 passive skills, from which the player can choose one each time their character levels up, or occasionally through quest rewards. These passive skills improve the core attributes and grant further enhancements such as increased Mana, Health or Damage dealing capacity. Each one of the characters start on a different position on the skill tree. They are arranged in a complex network starting in one trunk aligned with each of the three core attributes.

The game’s economy is based on bartering for rare currency items. Unlike traditional game currencies, these items have their own inherent uses and thus provide their own money sinks to prevent inflation. Most of these items are used to randomize statistics on equipment.

Monster Hunter Online

Monster-Hunter-Online

The Monster Hunter (モンスターハンター Monsutā Hantā?) franchise is a series of fantasy video games that started with the game Monster Hunter for PlayStation 2. The series is developed and published by Capcom. As the title suggests, the player takes the role of a hunter in a fantasy environment and completes quests by hunting out specific kinds of monsters to kill or capture. The series has branched out into PlayStation Portable games and a massively multiplayer online game. In Japan, the Monster Hunter series is immensely popular, and it has gained a cult following in the United States, with the port Monster Hunter Freedom (known in Japan as Monster Hunter Portable) and its sequels, Monster Hunter Freedom 2 / Monster Hunter Portable 2nd, Monster Hunter Freedom Unite / Monster Hunter Portable 2nd G, Monster Hunter Portable 3rd and an online game called Monster Hunter Frontier Online selling millions of copies, and Monster Hunter Tri becoming the highest-selling third-party Wii game in Japan.[1] Since the series debuted, it has sold 26.8 million units as of December [2] There is also an anime based on the spin-off game Monster Hunter Diary: Poka Poka Airu Village and a book called Monster Hunter EPISODE (モンスターハンター EPISODE~).

Source : Wikipedia