Archive for August, 2009

Folklore Review

Monday, August 31st, 2009

Using a soul to beat someone up sounds like sort of a strange hook for a game, but the quirky title Folklore from Game Republic offers exactly that. While it may appear to be sort of an RPG/action hybrid a more apt description would be a beat-em-up with a deep story, a brawler with some avatar advancement. Combining elements of such disparate titles as Silent Hill, Pokemon, and Final Fight, with a dash of PS3 motion-control (that actually works!) on top, the title’s pitch stands out in a year already filled with unique offerings. The gameplay depth you experience in the first hour of play, unfortunately, is more or less the depth you’ll experience throughout the game. Despite that, there’s a lot to like here – especially for fans of things that go bump in the night. Read on for my impressions of this dark fantasy given form. Title:Folklore Developer/Publisher: Game Republic/SCEA System: PS3 Genre: Fantasy Beat-em-up Score: 3/5: This game is flawed, but offers the feeling of something new. Any gamer might enjoy renting it, but this title likely won’t go down as a classic. Folklore starts off very dark. A young woman’s supposedly dead mother sends her a letter, some 17 years later. A man writing for a paranormal rumor magazine is haunted by a mysterious phone call. Both of our protagonists, the lovely Ellen and the cynical Keats, are drawn to a rambling village on an island in the middle of nowhere. There they encounter a breach between the world of the dead, of spirits and legends, and the real world. Both are saddled with mystical importance, as they become Messengers for those who have already passed away. The game lays on the spooky early on, and actually manages to summon up some of the eerie qualities that make for a great horror game … before squandering them on cute-looking faerie creatures. As mean-spirited as some of the Faerie Folk are, it’s hard to truly fear something that looks like a cross between a teddy bear and a cutlery drawer.

Just the same, Folklore’s plot maintains a fairly dour, mysterious quality to it all the way to the end. You can choose between either Ellen or Keats to play through the game, and can switch back and forth between the characters after completing chapters in the story. Both protagonists face essentially the same challenges, but the game’s tone is entirely different depending on who you’re playing. Ellen is looking desperately for her mother, and there is a lot of emotion and angst tied up in her interactions with the characters (human and otherwise) you encounter throughout the game. Keats dons the cynical shielding of a reporter, and interacts with the woeful townspeople in a more detached manner. Over the course of both paths you unravel mysteries about the town’s past, the history of its citizens, and hints about what led Ellen and Keats to their current predicament in the first place. It’s got the same sort of ‘strange-for-the-sake-of-strangeness’ feel that a lot of fantasy titles do, but manages to never veer off into the incomprehensible. Folklore’s story is rooted in the human experience, making it a great handhold as you work your way through increasingly fantastic environments and scenarios.

Gameplay itself is very simple. Enemies, called simply Folk, require nothing more from you than a vigorous beat down. Once a Folk is knocked about sufficiently, it’s soul or Id appears as a floating red aura above its body. By holding down the R1 button, you reach out with a lance of light and grab hold of the Id. Flicking the PS3 controller back towards you results in acquiring the Id and, if it’s the first time you’ve defeated that Folk, allows you access to a new power. Ids are assigned to the four face buttons via a handy menu, allowing you several different options for combating future Folk. At its core, the game is essentially just a beat-em-up, but there are a number of subtleties that make the simple gameplay shine a bit.

The Id catching mechanic, for example, is far and away the most natural use of the PS3

Inscription Guide Covering Trade Skills in WoW: Master Inscription

Thursday, August 13th, 2009

This article is originated from www.brighthub.com. Inscription: 291 – 350
Now you should go and visit a trainer at Outland or Northrend.
Master Inscription
291 – 305: Grab all the outland herbs you have and mill them to get Nether Pigment and Ebon Pigment. And keep making Ethreal Ink until you reach 305 skill level.
306 – 325: 20 x [Glyph of ...]. Usually every Glyph turns yellow after you make 5 of them. Then you will be able to learn new ones which are orange. So you will have to make 4 different Glyphs for 20 skill points.
326 – 330: You will have a lot of Ebon Pigment if you milled your own herbs so turn all of them into Darkflame Ink. If you can’t reach 330 while making the inks, or you didn’t mill your own herbs, you can just make any Glyphs that are yellow to you.
331 – 345: 15 x [Glyph of ...]. Same as above, choose the Glyphs you want to make and are orange to you. Every orange Glyph requires the same amount of materials at this point, so scan the Auction House and choose the appropriate ones that go for a higher price.
346 – 350: 5 x Glyph of Whirlwind. This is again one of those types of glyphs that will sell instantaneously. Warriors dig on them. Inscription: 351 – 450
Grandmaster Inscription
351 – 355: 95 x Ink of Sea. Suggest you put on a pair of headphones and listen to your favourite music. This is gonna take a while…
The next batch would be scrolls. And lots of it. Keep in mind though that most of these scrolls dont sell very well on most servers. So if you can use it then you might as well do so while you are leveling. Or you could send some to your alts.
356 – 360: 5 of Scroll of Spirit VII.
361 – 365: 5 of Scroll of Intellect VII.
366 – 370: 5 of Scroll of Strength VII.
371 – 375: 5 of Scroll of Agility VII.
376 – 380: Use up all the Icy Pigment you have and start making Snowfall Ink. Keep the extra Snowfall Ink for Northrend Inscription Research. You will need to research to learn most “Northrend” glyphs.
Keep in mind you are going to need a ton on Northrend herbs from here on. So lookout for cheap priced ones on the Auction House.
381 – 385: Choose any glyph that looks orange to you and make 7 of them till you reach 385.
386 – 386: At 385 you would be able to conduct “Northrend Inscription Research”. If you are not in a hurry I would suggest you keep doing them on a daily basis, (has a 20hr cooldown) for a few days/weeks. Or you could just do it once and proceed further.
387 – 400: Choose any one of the discovered Major Glpyhs and make around 25 of those till 400.
Another batch of scrolls. But these might actually sell well depending from server to server.
401 – 405: 5 of Scroll of Stamina VIII.
406 – 410: 5 of Scroll of Spirit VIII.
411 – 415: 5 of Scroll of Intellect VIII.
416 – 420: 5 of Scroll of Strength VIII.
421 – 430: 13 of Scroll of Agility VIII.
431 – 450: The best strategy here is to stop leveling Inscription at about skill 430, and simply conduct regular Northrend Inscription Research. Or if you are impatient to hit 450 you could continue to make scrolls or some of the other epic items available to you now, like Epic Off-hand equipped tomes, and the infamous Darkmoon Card of the North.
Tip: If you have the money or enough northrend herbs lying in your bank, convert them into Snowfall Ink and Ink of the Sea and make a lot of Darkmoon Card of the North. This has a chance of giving a random card of either Noble, Undeath, Chaos or Prisms. You can combine these cards to make a deck of each type and sell them for insane amount of gold or sell them individually too.
Also keep on the lookout for Book of Glyph Mastery. These are random drops from all Northrend Instances that teach you a random

The Future of MMOs: 5 Ways World of Warcraft has Changed MMO

Thursday, August 13th, 2009

This article is originated from www.brighthub.com.
World of Warcraft's sales numbers and critical acclaim place it in a class all its own. This type of popularity can't help but have an influence on the future of MMO games. Check out five of WoW's great features that we are sure to see in future MMOs.
No single game in the history of MMOs has enjoyed the success of World of Warcraft. Record numbers of subscribers and overwhelming critical acclaim have elevated WoW to the undisputed king of the MMO world.
Unprecedented success of this nature can help but have repercussions on the future of MMORPGs. Players who have enjoyed the many revolutionary features of World of Warcraft are unlikely to abandon it for another game that doesn posses certain qualities they have become accustomed to.
Whether in terms of customization options, questing and leveling, instanced encounters or item transfers between characters, these aspects of World of Warcraft are inevitably here to stay, changing the way we play MMOs forever.Addons
World of Warcraft offers an unprecedented ability for the player community to customize their interfaces and design helpful (and not so helpful) WoW addons.
You see, in the olden days before questhelper, players were forced to tab out of the game and open a web browser when unable to locate a quest objective. Often, we were forced to rely on the kindness of others when searching for a particularly well-hidden quarry.
There were no DPS meters or DOT timers back in the day. We took whoever we could find that filled the role we were searching for. We had to keep an eye on our spells and manage them manually, without the help of countdown timers. When we downed a boss, we simply crossed our fingers and hoped for something useful to drop, rather than knowing ahead of time exactly what to expect.
It was a different time. I don miss it. Fortunately, it appears that the ability to create addons is here to stay. Just ask anyone who plays Warhammer Online.The Auction House
Back in the Everquest days, players designated a certain low-level zone as the place to go to buy and sell goods. Hopeful merchants would station themselves near a certain small settlement and hawk their wares over the global channels, quickly filling up the screen of anyone attempting to quest in the zone with spam.
If a player needed a certain item, they were usually forced to acquire it themselves or ask a guildmate for help. There was no convenient centralized location in major cities to which players could turn. If you needed a certain drop, you went out and grinded mobs until you got it. Now, I can just run to the AH and buy it for a few gold.
WoW certainly wasn the first game to incorporate an Auction House. Final Fantasy XI had one, and practically every MUD ever invented had a similar system in place. WoW was simply the first game to bring the Auction House concept to a very large audience, and I doubt that audience will want to do without it going forward.
Check out page two to find out how WoW has changed the way we gain levels and think of dungeon encounters.123next