Fantasy Flight games has a neat little tutorial to introduce new players to their card game based on George RR Martin's book A Game of Thrones.
Its a neat time waster for anyone interested in the books in the Song of Ice and Fire series. The introduction covers some lore and the game play that can be found in the game.
The official game page is here.
Wednesday, August 19, 2009
Tuesday, August 18, 2009
Breaking News: Brett Favre Signs With Vikings
All the Favre haters can step down for another year. Favre signs a 2-year deal with the Vikings.
The 39-year-old quarterback turned his back on retirement for the second time in as many years, agreeing Tuesday to play for the Minnesota Vikings.My comment: epic! I love Brett Favre.
"I felt I did everything I possibly could do to get where I need to be," Favre said Tuesday. "You're 39, your arm may not feel like it did at 21. But the pieces are in place that you don't have to do that much and I agree with that.
"If they were willing to take that chance, I was, too."
Scott Jennings in Left Field, Finds Dust
I predicted that in 2009:
Personally, I don't feel this has come out of left field. When CCP announced Dust 514, a lot of us suspected it was their fabled and quasi-demonstrated first person avatars addition to EVE Online. Sure enough, they've announced it as such:
I'm interested, but I have to see it in action (outside of a developer walk through) before I can give my blessing. I am still not enthused by how CCP treats the EVE community, letting a few gremlins cause a shit-ton of damage for no other reason than CCP can't control their own developers, let alone the community.
8. An MMO project will come out of left field this year and surprise us all. Scott Jennings may or may not be involved, but he’ll blog about it regardless.Sure enough, Scott Jennings does not disappoint. Read his blog post: CCP comes out of left field, shoots everyone in head. So, he's not involved, but he blogged about. For those keeping count, that's TWO predictions proven true this year.
Personally, I don't feel this has come out of left field. When CCP announced Dust 514, a lot of us suspected it was their fabled and quasi-demonstrated first person avatars addition to EVE Online. Sure enough, they've announced it as such:
The announcement, with the trailer tagline of “one universe, one war”, came at the end of a talk about the history of CCP. It left many GDC Europe keynote attendees — perhaps expecting an announcement for World Of Darkness, CCP’s other rumored project — significantly surprised.So, I have to disagree that its as far out of "left field" as Jennings makes it out to be. Maybe I can bite on the console and PC interaction, but overall it was pretty much expected.
The trailer, with slick in-game graphics, showcased a space station and then impressive first-person shooter gameplay. Petursson said that Dust 514 is “our take on a console MMO”, and was made after the company “looked hard at what people wanted to do on consoles”.
In fact, when Dust 514 launches, the map of EVE, currently divined only by player structures owned in the PC game, will also take into account infantry successes and failures within the console game. Players in the PC MMO can “fund mercenaries and give them goals” in the console title.
CCP’s Petursson hope that “these communities will meld over time”, expecting specific Dust 514 corporations to start with, but eventually social structures that bridge across the two. He quipped of the new game and the relationship between the two titles: “While the fleet does the flying, the infantry does the dying.”
I'm interested, but I have to see it in action (outside of a developer walk through) before I can give my blessing. I am still not enthused by how CCP treats the EVE community, letting a few gremlins cause a shit-ton of damage for no other reason than CCP can't control their own developers, let alone the community.
Monday, August 17, 2009
Aion Gold, Forgotten
Aion has gone gold. However, it's pretty much forgotten with the rumor mill working overtime for the upcoming Blizzcon and potential World of Warcraft expansion announcement.
Oh, and Aion is available via Steam!
Brighton, England - 17 August, 2009. Today, NCsoft, the world's premier publisher and developer of MMOs, confirmed that Aion has been released to manufacturing. Aion is the highly anticipated game that has already taken Asia by storm and has quickly become one of the world’s largest MMO franchises ahead of its release in Europe on 25th September.Actually, if Blizzard doesn't shock the world and announce that the next WoW expansion will go live in September or October, Aion has fit into a nice slot for release. While I don't believe WoW expansions kill off new games (actually the opposite, it probably helps some), any success is measured against an awfully big stick. Especially for a game like Aion that is so close in terms of potential players with WoW.
Oh, and Aion is available via Steam!
World of Warcraft Is The Best Game I've Ever Played
There has got to be something going on in the universe when I agree with Darren.
Why is World of Warcraft the best game I've ever played? Simple. I sat down to play WoW and it was immediately apparent that the game was a pleasure to play and I couldn't explain for a split second why. Every other game that I've ever played has had some sort of adjustment period or some sort of immersion breaker. I could explain to you how the game could be made better the first time I sat down to play it. I was lost for comment with WoW. The initial game is perfect in my book.
Now, even the best things in life break down at some point (chocolate melts, Star Wars has prequels, etc). WoW eventually turns out to be just another MMOG, but god damn does it hide it well.
First and foremost, I will revisit WoW off and on for as long as it is still active….especially with each expansion. My opinion (…please repeat that word to yourself…heh…) is that you cannot intelligently comment on MMOs unless you’ve played or are playing WoW. Like or not, it is the yardstick and will continue to be so until we all agree that something else is the yardstick.I'll go one further. World of Warcraft is the best game I've ever played. I don't think you can intelligently comment on the modern gaming market without having played WoW. There are NO other games even close to World of Warcraft in terms of gaming, cultural, and online impact. For jumping sake, Leo Laporte, even plays World of Warcraft. If you haven't played it, and you're opining on the gaming market, your opinion is going to be short-sighted.
Why is World of Warcraft the best game I've ever played? Simple. I sat down to play WoW and it was immediately apparent that the game was a pleasure to play and I couldn't explain for a split second why. Every other game that I've ever played has had some sort of adjustment period or some sort of immersion breaker. I could explain to you how the game could be made better the first time I sat down to play it. I was lost for comment with WoW. The initial game is perfect in my book.
Now, even the best things in life break down at some point (chocolate melts, Star Wars has prequels, etc). WoW eventually turns out to be just another MMOG, but god damn does it hide it well.
Sunday, August 16, 2009
Warcraft Cataclysm Expansion: Re-subscribing On A Rumor, Almost
I have complained that Blizzard was ignoring the original world of Azeroth in World of Warcraft in favor of new expansion areas that had increasingly differing rules. I argued that it would be beneficial to update the out-dated world to keep the game fresh and entice players (such as myself) to resubscribe.
I never dreamed that Blizzard would actually do it or that there would be rumors about them doing it. Blizzard has always been adamant about focusing on new content, not retreading old ground. So, here comes the rumor train from MMO-Champion:
Live Events:
Restructuring the original world will give Blizzard the setting for multiple, great live events. Players love the old world and I have no doubt they would love to participate in live events focused on reshaping the world. To help spread players out, Blizzard could have simultaneous live events across all affected zones.
With the phasing technology of Wrath, Blizzard could do something utterly amazing and unseen in the MMOG market.
Theme-park-itis:
I have to admit, that I've only played up to The Burning Crusade and have not touched Wrath, so this may be unfounded to players that have exhausted Wrath's content. I also waited a long time after TBC's launch to start playing the expansion. I was still running around Eastern Plaguelands when most players were level 70 and parked in Shattrath. When I first started the content in Outlands, it felt very much like a theme park ride. There were bombing runs, very "on rails" quest lines, and a completely foreign landscape.
It felt very different from the vanilla WoW I was coming from. The Burning Crusade felt like a giant theme park. Eventually, this annoyed me as vanilla WoW felt abandoned and far too plain in the wake of TBC's new mechanics (flying, world PvP objectives, bombing runs).
This theme-park-itis, as I like to call it, is common place in Diku-inspired MMOGs. Everquest has lasted ten years on the concept. It eventually makes the game world feel non-contiguous and broken. If these WoW rumors are true, Blizzard could escape creating another theme park and revitalize a portion of the game world that could drive tons of players back to the game.
Also, this would bring the features of Wrath and TBC back to the main land. Flying, phasing, etc. This improves continuity tremendously.
Player Density:
WoW has always been a solo-friendly game. It has never required having a group to advance to the max level. However, with the theme parks of Wrath and TBC, players begin to disappear and the world feels very empty at times. Mixing in new content intended for higher players in the old world will create tons of crossover amongst various levels.
The hallmark of MMOGs has always been the random interaction of two players meeting in a world and these changes to WoW will ensure this tradition lives on.
Conclusion:
If these rumors prove to be true, I'm all over the next World of Warcraft Expansion. Hell, I almost resubscribed and grabbed Wrath based on these rumors!
I never dreamed that Blizzard would actually do it or that there would be rumors about them doing it. Blizzard has always been adamant about focusing on new content, not retreading old ground. So, here comes the rumor train from MMO-Champion:
New ContentI can't even begin to explain, conceptually, how great of an idea this is, but I will try to outline three major points: live events, theme-park-itis, and player density.
Cataclysm will be the first expansion not to introduce a new continent, instead making use of previously unreleased zones and revamping existing ones.
Classic Azeroth Revamp
A cataclysmic event caused by Deathwing and Azshara will change the face of Azeroth as we know it. Most of the new content for Cataclysm will take the form of a revamped Azeroth, taking advantage of newer additions to WoW such as phasing and daily quests. Most of the quests and mobs in the classic zones will also be redesigned to make leveling less painful. With the revamp, a greater narrative and sense progression will be offered to players. Some zones and dungeons will change drastically to fit this, e.g.,
* The Barrens will be split into two separate zones of two different level bands.
* Azshara will become a low level (~10-20) zone.
* Some of the zones like the Thousand Needles will be flooded.
* Durotar is wrecked and apparently Orgrimmar could be destroyed. A new Orc city is rebuilt over the course of the expansion.
* Gnomeregan will be part of the expansion as well and gnomes might be able to reclaim their capital. (The last part is still unconfirmed)
* Wailing Caverns will be become a lush tropical area as a result of the druid's magic.
* The Blackrock Spire will erupt and a new version of Blackrock Mountains will be available, apparently Ragnaros will be back too.
In the aftermath of the cataclysm, and the new conflicts on the horizon relief efforts can be found in many zones and new open PvP areas similar to Lake Wintergrasp.
Flying in Azeroth
Part of the redesign of the Eastern Kingdoms and Kalimdor is the introduction of flying to the two continents, allowing access to many new areas and quicker traveling across the large continents.
Classic Dungeon Revamp
Redesigning Onyxia's Lair in Patch 3.2.2 was just the first step. As most of the leveling will take place in revamped areas of Azeroth, so too will the dungeons, allowing players to use them to level from 80 to 85.
Unreleased Zones & Dungeons
With the addition of flying mounts to Kalimdor and the Eastern Kingdoms and the redesign of many zones, most of the previously unreachable or incomplete zones will now be made available to players. This is where most of the new content from 80 to 85 will take place. Some of these are,
* Hyjal (present)
* Gilneas - The Worgen starting Zone.
* Uldum
It is unclear if the old Goblin locations such as Kezan and Undermine will be included in Cataclysm with the revelation of the goblins' plight, but several new islands have also been risen from the seas by the events of Cataclysm, some on the backs of giant sea turtles and whales, with the addition of several underwater zones.
Live Events:
Restructuring the original world will give Blizzard the setting for multiple, great live events. Players love the old world and I have no doubt they would love to participate in live events focused on reshaping the world. To help spread players out, Blizzard could have simultaneous live events across all affected zones.
With the phasing technology of Wrath, Blizzard could do something utterly amazing and unseen in the MMOG market.
Theme-park-itis:
I have to admit, that I've only played up to The Burning Crusade and have not touched Wrath, so this may be unfounded to players that have exhausted Wrath's content. I also waited a long time after TBC's launch to start playing the expansion. I was still running around Eastern Plaguelands when most players were level 70 and parked in Shattrath. When I first started the content in Outlands, it felt very much like a theme park ride. There were bombing runs, very "on rails" quest lines, and a completely foreign landscape.
It felt very different from the vanilla WoW I was coming from. The Burning Crusade felt like a giant theme park. Eventually, this annoyed me as vanilla WoW felt abandoned and far too plain in the wake of TBC's new mechanics (flying, world PvP objectives, bombing runs).
This theme-park-itis, as I like to call it, is common place in Diku-inspired MMOGs. Everquest has lasted ten years on the concept. It eventually makes the game world feel non-contiguous and broken. If these WoW rumors are true, Blizzard could escape creating another theme park and revitalize a portion of the game world that could drive tons of players back to the game.
Also, this would bring the features of Wrath and TBC back to the main land. Flying, phasing, etc. This improves continuity tremendously.
Player Density:
WoW has always been a solo-friendly game. It has never required having a group to advance to the max level. However, with the theme parks of Wrath and TBC, players begin to disappear and the world feels very empty at times. Mixing in new content intended for higher players in the old world will create tons of crossover amongst various levels.
The hallmark of MMOGs has always been the random interaction of two players meeting in a world and these changes to WoW will ensure this tradition lives on.
Conclusion:
If these rumors prove to be true, I'm all over the next World of Warcraft Expansion. Hell, I almost resubscribed and grabbed Wrath based on these rumors!
P.S. It amazes me how MMO-Champion is such a massive site, with great inside scoops, but they still haven't invested in a spellchecker.
Saturday, August 15, 2009
Heartless_ Says: Maple Story iTCG Pretty Good
I blogged about the beta of Maple Story's iTCG recently. At the time, the beta servers were down. Since then, I've gotten a chance to play the tutorial and knock out a few games online. While not a perfect overall package, the iTCG puts the browser-based platform to good use and introduces a refreshing new game.
I would describe the basic mechanic of the iTCG as "choice". Every card has two parts: type and skill. Card type's include characters, monsters, items, and tactics. Skills are separate from the card type and are used in conjunction with the character card (Thief, Warrior, Mage, or Bowman). There is only a single character card per deck and this defines the basic skills that players start the game with.
The first part of a turn is "leveling up", which involves choosing a card to play from your hand. During level up, the skill on that card is added to your character. That skill is then available for use if the criteria is met. If a card is used to level up, you gain the skill associated with the card for the rest of the game, but the card is then no longer playable as it is permanently attached to your character as a skill.
If a player chooses to level up, their character gains +10 levels. Leveling can be skipped, allowing players to avoid losing a card they may want to play. Each skill, monster, and tactic has a level requirement. The level requirement must be met through character level or skill before the card or skill can be used. Some skills allow higher level cards to be played.
To make the choices even more interesting, skills have a color requirement. Each skill is of a certain color and requires other skills of the same color above or below it in a character's skill list. A level 70 skill with two black down arrows requires two black skills below it. If the color requirement is not met, the skill can't be used. This prevents the use of decks that use the best skills of each color. Multi-colored decks can work, but take careful planning.
Skills do something immediately or allow a player to play the rest of the card types: tactics, monsters, and items. There are also "one shot" skills, which are usable only on the turn they are played. Normal skills are free to use every turn if the requirements are met. After several turns, the stack of skills available can get quite large.
Item, tactic, and monster cards are straight forward. They can only be played on your turn as the result of a skill or card trigger. Items are attached to your character and have a passive effect on the game or in the case of weapons, can be used against your oppenent. Tactics are immediate effects on the game. Monsters are "spawned" and then can be used to attack. Monsters also serve as a defense for your character. For every monster in play, your character takes -10 damage from enemy monster attacks. Monsters can be targeted and killed.
The hardest part of the game for a new player is understanding the flow of skills and leveling up with the correct cards. My suggestion here is to play slowly at first and think about when and how a card can be used. If the skill has a level 70 and two blue requirement, its probably best saved for the mid-game. It won't be usable right away, but it has to be played early enough to get two blue skills underneath it (to meet the skill requirement of two blues).
The objective of the game is to reduce your opponent to zero life.
With the game mechanics covered, I would like to list a few cons I found with the game:
I would describe the basic mechanic of the iTCG as "choice". Every card has two parts: type and skill. Card type's include characters, monsters, items, and tactics. Skills are separate from the card type and are used in conjunction with the character card (Thief, Warrior, Mage, or Bowman). There is only a single character card per deck and this defines the basic skills that players start the game with.
The first part of a turn is "leveling up", which involves choosing a card to play from your hand. During level up, the skill on that card is added to your character. That skill is then available for use if the criteria is met. If a card is used to level up, you gain the skill associated with the card for the rest of the game, but the card is then no longer playable as it is permanently attached to your character as a skill.
If a player chooses to level up, their character gains +10 levels. Leveling can be skipped, allowing players to avoid losing a card they may want to play. Each skill, monster, and tactic has a level requirement. The level requirement must be met through character level or skill before the card or skill can be used. Some skills allow higher level cards to be played.
To make the choices even more interesting, skills have a color requirement. Each skill is of a certain color and requires other skills of the same color above or below it in a character's skill list. A level 70 skill with two black down arrows requires two black skills below it. If the color requirement is not met, the skill can't be used. This prevents the use of decks that use the best skills of each color. Multi-colored decks can work, but take careful planning.
Skills do something immediately or allow a player to play the rest of the card types: tactics, monsters, and items. There are also "one shot" skills, which are usable only on the turn they are played. Normal skills are free to use every turn if the requirements are met. After several turns, the stack of skills available can get quite large.
Item, tactic, and monster cards are straight forward. They can only be played on your turn as the result of a skill or card trigger. Items are attached to your character and have a passive effect on the game or in the case of weapons, can be used against your oppenent. Tactics are immediate effects on the game. Monsters are "spawned" and then can be used to attack. Monsters also serve as a defense for your character. For every monster in play, your character takes -10 damage from enemy monster attacks. Monsters can be targeted and killed.
The hardest part of the game for a new player is understanding the flow of skills and leveling up with the correct cards. My suggestion here is to play slowly at first and think about when and how a card can be used. If the skill has a level 70 and two blue requirement, its probably best saved for the mid-game. It won't be usable right away, but it has to be played early enough to get two blue skills underneath it (to meet the skill requirement of two blues).
The objective of the game is to reduce your opponent to zero life.
With the game mechanics covered, I would like to list a few cons I found with the game:
- Players can leave games when they know they will lose, preventing them from taking a loss on their record. I currently have 0 wins and 7 losses, but I've played over a dozen games. Every game I've won, the other player left early preventing me from getting a win. This has to be fixed or it will ruin the game. If a player loses and does not return within 60 seconds, they should receive a loss.
- Server stability was rocky the first day. I continually was disconnected from the tutorial, forcing me to restart it repeatedly to learn the game mechanics. Since then, I've had no issues.
- A few cards feel way too powerful. For example Energy Bolt is easily played and deals 80 direct damage. Overall, most direct damage skills and abilities are over the top IMHO. The more games I played, the more I felt as though the Thief and Warrior decks were completely unplayable against Mage or Bowman stacked decks.
- Without a computer to track everything, this would become an unwieldy card game to play. The way skills works demands a computer referee. That is why I stated that the Maple Story iTCG takes good advantage it's platform.
- The game is browser-based and requires only flash. Click the link and you can play on 95% of the PCs out there. Not a "pure" browser-based game, but flash is a standard of sorts and requires little effort to get running (unlike Quake Live's browser plug-in).
- The artwork is solid and enjoyable. Again, the iTCG takes advantage of being on a computer and offers great visual animation for attacks, monsters, and when playing a card.
Friday, August 14, 2009
Team Fortress 2 Classless Update: That Was Fast
The newest Team Fortress 2 patch is LIVE. Hats, King of the Hill, new maps, revamped old maps, and other Team Fortress 2 goodness can be found here:
New Content:Way cool.
* Added King Of The Hill game mode.
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
* Added lots of new hats.
* Added koth_Viaduct.
* Added ctf_Sawmill
* Added community map Arena_Offblast
* Added community map Cp_Yukon
Additions / Changes:
* Added "Auto Reload" option to the multiplayer advanced options.
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
* Significantly reduced the amount of network traffic being sent.
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
* Added an "Inspect" key that allows you to look at items being carried by your team mates.
* Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.
* Cloaked Spies standing in valid backstab positions no longer raise their knife.
* Added current map name and gametype to the bottom right of scoreboard.
* Added class icons to tips on the loadout and loading screens.
* Improved visuals around flags when they're being carried by a player.
* Improved critboosted visuals, making it much clearer when an enemy has critboost.
* Updated the loading panel to show the game type under the map name during level transition.
* In-game chat dialog now supports full Unicode characters.
* Added BLU main menu background.
* Added response caching for some server queries to help reduce the CPU load from DOS attacks.
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.
Map Changes:
* Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
* Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.
* Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.
Item Reworks:
* The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.
* The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Ãœbercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".
Fixes:
* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
* Fixed an exploit that allowed players to work around sv_pure.
* Particle files are now protected by sv_pure.
* Fixed critboost effect getting stuck on when you die while critboosted.
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
* Fixed an exploit where you could reload The Huntsman faster than intended.
* Fixed Heavy "civilian" exploit.
* Fixed a set of exploits using the DXSupport config files.
* Fixed r_screenfademinsize and r_screenfademaxsize exploits.
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target.
Community requests:
* Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.
Thursday, August 13, 2009
Mythos : Something is coming...
All it took was one massive tweet via Redbana's MYTHOSGAME Twitter feed:
***WARNING, SLOW LOADING FLASH AHEAD***
My guess is that we'll finally get to see a re-branded Mythos. Hopefully free-to-play, and hopefully minus the Overworld.
Something is coming...What that is, no one knows. However, Mythos.com is pointed out as the place to go find out.
***WARNING, SLOW LOADING FLASH AHEAD***
My guess is that we'll finally get to see a re-branded Mythos. Hopefully free-to-play, and hopefully minus the Overworld.
Wednesday, August 12, 2009
Team Fortress 2: FLUFF
A new Team Fortress 2 update has been thrown down the proverbial bowling alley that is the Valve development pipeline:
A surprise new TF2 update has arrived, and it has absolutely no class. In fact, it’s about as daft an update as you could hope for, with Day 1’s offerings giving you eighteen new hats, and a new Arena map. “After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate),” explains the TF2 blog, “we’ve raised the bar on lowering the tone even further with the first ever Classless Update!”Hats? Fluff, absolute fluff! Who would have ever guessed that we would be discussing FLUFF for a first person shooter? More importantly, who would've guessed we'd actually like the FLUFF!
*grumbles*
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