Aion - Closed Beta Schedule
Friday
Jun 19, 2009
This is taken directly from the Aion news site, so be sure to check it out for future updates and all of the other specific details.
Wednesday, June 17, 2009 —
The second Aion closed beta event kicks off this weekend Friday, June 19th (12:00 PM PT, 9:00 PM CEST, 8:00 PM BST) and ends Monday, June 22nd (12:00 PM PT, 9:00 PM CEST, 8:00 PM BST).
For this event, enthusiastic testers will focus on the beginning player experience for the Asmodians as well as testing server stability and live launch simulation. Take the time to read the story of your quests, pay close attention to the words of the NPCs sharing their knowledge with you, and explore the first ten levels in the shadowy world of Asmodae during this weekend’s exciting beta event.
If you’re a part of this weekend’s closed beta event, drop by the official beta forums beginning on June 18 to share your reports and experiences.
Participants in the closed beta events will also be excited to hear that the NDA has been lifted. Chat, blog, post, and tweet about your experiences in Aion!
Wondering about even more upcoming beta events? Check out the current closed beta schedule below and plan now for your fun-filled summer in Atreia.
Upcoming Closed Beta Events
Closed Beta Event #3 - July 2-July 6
Focus: Asmodian levels 1-20Closed Beta Event #4 - July 17-July 20
Focus: Elyos and Asmodian levels 1-25Closed Beta Event #5 - July 31-August 3
Focus: TBDClosed Beta Event #6 - August 14-August 17
Focus: TBDAs always, stay tuned to the official web site and the Aion team Twitters (@aion_ayase, @aion_amboss, @aion_liv, and @aion_xaen) for more news and your chance to be a part of the closed beta.
I was lucky enough to snag one of the Aion beta codes, and while some bloggers have had mixed feelings about this game - I am really looking forward to it. The world is beautiful, character customization was great, and it felt like a combination of Lineage II and Guild Wars but without all of the things that I disliked so much (like lack of jumping). I am really looking forward to partaking in future beta events, and if I can ever find a copy over here in Canada I’ll certainly be playing once it goes live. We’ll just have to see!
Wizard 101 Announces Chat Enhancements
Friday
Jun 19, 2009
New Chat Enhancements Announced
We are releasing new community enhancements very soon!One of the enhancements is 18+ Chat*. 18+ Chat will allow players a more open communication environment with other 18+ players. Starting tonight, we are adding web-based account controls for 18+ chat. Please be aware that although the control will be added to your account, 18+ Chat will NOT be launched tonight.
This chat feature is in response to our community’s requests. To ensure the highest level of safety, we have chosen to launch this for our active Subscriber community only. Please note that this option is off by default, and you must actively select this option under Account Management.
Our terms for in-game communication with other players will remain the same. Violent and abusive behavior, as well as the exchange of personal information is still not acceptable.
Once we launch this feature, the following updates to chat will apply:
1. Menu Chat (default setting for under13)
1. players will continue to see only Menu Chat.
2. 13 to 18+ Text Chat (default setting for 13+)
1. players will continue to see only our Dictionary Text Chat.
2. players will NOT see the 18+ chat.
3. New 18+ Chat
1. will be filtered for profanity.*Accounts must be 18+ and must be an active subscriber with a valid credit card on file.
You can read the full post on the Wizard 101 news! I for one, am REALLY looking forward to these changes. Not because I don’t value the safety of children, but for those of us who are adults, this will be a feature that certainly comes in handy. I can’t recall the number of times I have tried to meet up with a friend and have been unable to spell out a number properly or a location.
What do you think of the chat changes?
Free Realms, Wizard 101, and FusionFall
Monday
Apr 13, 2009
Free Realms has finally started sending out beta invites to those who have signed up via the web site. With so many new games being developed it’s nice to hear about some that are releasing specifically for younger children, in the case of Free Realms it’s aimed at kids ages 9-14 although there are certainly parts of the game that will interest those of all ages.
If you’re not familiar with the game it’s an MMORPG developed by Sony Online Entertainment set in a fantasy themed world with bright bold colours and cartoon like characters.
The game is host to a number of things for your character can do as opposed to most MMORPG’s that offer a hack and slash main focus. These include things like mini-games, housing, combat, pet-raising, exploration and building.
Free Realms is available to download and play free of charge (it’s also coming to the PS3 as well as the PC) but you can also snag yourself a subscription for $5/m or a family plan of $10/m which allows you to log in up to five characters at the same time, great for those with families who are looking for a kid-safe game for their children to play.
This certainly isn’t the first MMO aimed at a younger audience and for those parents who may be gamers themselves, it’s a nice way to introduce your children to gaming. There’s also FusionFall which is the Cartoon Networks universe and has a huge following of players not to mention my personal favorite Wizard 101 where people of all ages can enjoy Wizard City and its card based combat as well as unique pets and outfits. KingsIsle has also just recently announced that player housing will be incorporated into the game in late spring allowing wizards to purchase and customize their own spaces, something a lot of the player base has been looking forward to.
It’s great to see so many options opening up in regards to gaming. One could argue that there is perhaps too much choice now and the decision on what to play is more complicated then it ever was in the past - but personally speaking I love it. Whether you’re young or old, have children or not, the games certainly warrant a look if for no other reason to suggest to a friend who may be searching for a family friendly MMORPG.
Are there other family-friendly MMO’s out there that you’re currently playing or want to suggest people check out? Feel free to leave a comment below!
Simple MMOs
Saturday
Apr 11, 2009
I remember back when text based MMO’s were all the rage. People sitting around their terminal screens, typing out what they wanted to do next. This was before I even played some IRC games, and everything since then has seemed like a huge step up. But what about those simple MMO-like games we used to play. Does no one play them anymore?
I stumbled across a game online that is the epitome of the current state of “simple online games”, called My Brute. It is a simple concept. You fight others, to level up your character, recruit people, and gain new items. It has become a quick trend, but its overly simplified, allows for very little true customization, skill, or anything relating to a long term experience.
What is it about these games that draw the masses in? Is it the simplicity, or the lack of time needed to dedicate to the game? Why are games with so little user-interaction so addictive and fun?
I really don’t know, but I hope you’ll all sign up, and try to fight My Brute.
Project E: Gears Of War MMO-Clone
Thursday
Apr 2, 2009
I wasn’t really a big fan of Gears of War, though I had hoped to play it in a more epic scale. It seems that will be possible with Project E, a game that almost pulls Gears of War out and pushes it towards a near MMO style title.
Recently, a fact sheet about the games features, and what we can expect was released, along with some video and other details. It looks like Project E will be out later this year, and while I am not incredibly excited, as I am unsure of the FPS MMO genre, it could be interesting, and relatively fun to play.
You can check out GameHi, the publisher for Project E, for more details.
Project E - Special Features

Scenario Mission play (Co-op Play)
Project E is willing to enable users to enjoy the scenario mission co-op, which was only available in console games before, in a perfect online environment with up to 8 players. Users will be able to experience satisfaction, deep emotion, and growth of characters through various scenario missions.
Project E is the first of the FPS/TPS online games to provide missions based on scenarios. This feature is one of the key concepts in console genre, proved by the fact that most of the masterpieces, such as Halo3, Resistance2, Gears of War, Rainbow Six Vegas, Biohazard 5.
Hardcore Action system
In Project E, users can enjoy cool and fancy actions from other action games, such as backstab and confirmation killing. The game is full of splendid and cruel actions: backstab can let users to approach enemies from the back and kill at once, and confirmation killing allows them to kill weak enemies without failing.
Fast and diverse PVP (maximum of 16 users)
The PVP of Project E has a structure that will allow various modes, including short and instant matches which previous online FPS games such as Sudden attack have.
Unique and Gigantic boss monsters
There are boss monsters in co-op mode of Project E. Unlike the boss monsters of other games that are easily hunted down, the boss monsters of Project E are extremely difficult. The entire squad members will have to maximize their efforts and put them together, otherwise the result will be tragic. However, boss monsters, as their difficulty implies, guarantee the best rewards, so it will be one of the ultimate goals of the game play for users, and users will feel the sensation of accomplishment once they succeed.
Character Growth
Project E is a TPS game, yet users can make and level up their characters. The users can acquire experience points and items through missions, and learn skills to make characters even stronger. Also, collecting, strengthening and creating items will be another form of interest, which will ultimately lead users to have a unique character of their own.
Straight, Easy separation of army branches
Project E has 5 army branches, each with unique characteristics. The game guides users to play strategically by separating the roles simple and straight.
- Assaulter: Uses shotgun for most of the time, and has skill that can temporally increase defense ability.
- Heavy Artillery: Defensive type that defends important points or corner enemies with
- Gatling gun and machine installations
- Operator: Can support by firing grenade launcher and use psychometric abilities.
- Combatant: Easiest to play, has average ability in general, hybrid type.
- Sniper: Has the best sniping ability, and can make enemies into un
Strengthened squad command system
Project E provides a much more advanced command system than other previous games, because many users take missions together. The command system features separation of squads into different groups and target destination point on the minimap, which allows even the beginners to accomplish missions as a team if they follow the squad leaders’ instructions.
Constant Progression
Monday
Mar 30, 2009

Why is it that in order to feel as though we are not wasting our time (even though in the end that’s probably exactly what we’re doing to some extent at least) we as players require some sort of forward motion, some sort of linear progression that we can physically see. When you get to the point that there is no more progression players tend to wander away and find something else to do with their time. You can see this all of the time in EverQuest II, where players have become bored with their progression and feel as though they have ‘beaten’ the game. When I first started playing, there was no such thing as ‘beating’ an MMO, it was unheard of. They were mass stories that never ended. Now though, it seems they have an ending.
Each ending differs based on what that particular person feels is their ‘final goal’. It could be taking down the most difficult raid encounters and gearing up a character as well as you possibly feel that you can, or it may be something simpler like hitting the level cap. For others it may not even come to that, but is simple a ‘feeling’ you get at some point during the game that you have done all there is for you to do. Because everyone’s play experience is different, the ‘end’ of a game is also different.
In EverQuest, this need for progression can be seen through the years if you take a look at each expansion. Sure there is the very basic upgrade that includes gear and new achievements to be unlocked, an increase in levels to obtain – but even the very basics of the expansions themselves all follow this line of upward movement.
Think back to The Omens of War. There was only one zone that required and sort of progression per say, and that was Asylum of Anguish (which has since been reduced and you now only need a level requirement met to enter). You had to collect seven signets from groupable NPC’s and then complete six raid trials within Muramite Proving Grounds. There were ways to piggy back into the zone, but it was still difficult. Now move forward to Seeds of destruction where there are themes to be completed in a particular order, items unlocked on vendors if you complete these quests, and you gain access to more versions of The Void as you complete the themes. In previous expansions there was also this method of progression that players could follow in order to ‘unlock’ the harder content.
While I personally don’t mind this type of progression, I can certainly see how over time it may become boring to players. The story may be different, but you’re basically doing the same thing over and over. You’re doing tasks and missions in order to unlock future content and gear. You’re gaining alternate forms of currency (chronobines anyone?) and since The Serpent’s Spine released back in September of 2006 even spells are tiered towards progression. While players are quite used to this in EQII as the game released with different tiers of spells to obtain, EQ started implementing it 7 years after the game had been out.
Thinking about it, I don’t know if I’d be comfortable playing a game that didn’t have some sort of progression of some sort. There needs to be a ‘point’ to a game (at least for me). If you’re not bettering your character, what exactly are you doing? Am I alone in this thought process or do others feel that in order for a game to be satisfactory to them, they have to be working towards some sort of laid out progression? Are there gamers out there who toss aside what ‘rules’ the game has come up with as far as progression and wandered down their own personal paths of what progress is to them? Are there games out there that even allow you to do that? Inquiring minds wish to know!
Character Customization to the Extreme
Monday
Mar 30, 2009
Currently in closed beta, Fallen Earth is a game that provides a level of character customization that I’ve never seen before. If this is what we can expect with regards to customization of our avatars in the future of most games, I have to admit, I am a bit excited, though some people might find this a little over the top.
About Fallen Earth
Fallen Earth is a MMO with first person shooter action and RPG elements. It includes a crafting system that allows users to create around ninety-five percent of all in game items. It features six factions, a classless advancement system
Set near the Grand Canyon in 2156 after a deadly plague wiped out most of humanity, the game features 70 towns, real-time settings and interesting character modifications—woven together in a post-Apocalyptic plot—Fallen Earth provides ultimate player-versus-player and player-versus-environment experiences.
Are you interested in this level of customization? Let me know in the comments below.
Parabellum: Free Massively Multiplayer FPS
Thursday
Mar 26, 2009
Thanks to ForeverGeek, I found out about a new game that is coming out soon called Parabellum.
It is a semi-futuristic free to play, massively multiplayer online first person shooter.
‘Parabellum will set the standard of what to expect from Free2Play games,‘ said David Demers, Associate Producer of Parabellum. ‘Bringing quality Triple-A titles to the Free-to-Play market raises the bar for all and sets GamersFirst apart from the rest.‘
While I am currently engaged in playing Team Fortress 2 as much as possible, I think there is still room in the industry for a larger game. I’ve constantly wanted to play Team Fortress 2 with a larger map, and fifty plus players.
The interesting thing about Parabellum is that there will be a character and weapon development system that should keep people hooked, and give it a little bit of the role-playing aspect that most people are used to when it comes to online games.
This is also where they will probably monetize the game, through paid upgrades giving people with money the ability to gain a leg up on those that can’t or won’t spend the money.
I am definitely interested in games that are free to play, as my budget for online gaming is stretched pretty thin already, but I’d rather pay a one time fee like I did with Team Fortress 2, rather than having people pay for an advantage over me.
IRC: My First Foray into MMORPG’s
Sunday
Mar 22, 2009
A long time ago, back in the mid-90’s, I was an avid player of online role playing games, and before there were high speed Internet connections in every home, a popular way to role play online was through text. This goes all the way back to the early days of the Internet with people playing on BBS’s and through the earliest forms of e-mail. IRC or Internet Relay Chat, made this all move at a faster place, with multiple people in a single room, all conversing in real time, we interacted with each other, creating whole worlds around our interests.
One of my early endeavors was a small RPG based around the Dragonball Z universe. I was a fan of the movies, and the television series and I enjoyed the idea of being a super powered individual. Brolly, a “bad” character from the eighth movie interested me the most. His split personality, and the ball energy attack that he could perform were right up my alley for role playing.
We created our characters, had game masters, and points that we could trade in for new skills, abilities, and power upgrades. We were given rewards both for winning a battle, and playing out a proper defeat. People that tried to become “gods” in the game were scolded, and sometimes asked to leave. It was a thriving community of friends, with strong checks and balances that provided me with hours of entertainment.
The game changed over time, as I got older, and more serious about my writing, I found the limitations of IRC stifling my ability to really convey strong story-like messages. I found that the newer characters, with their one line reactions, attacks, defenses, were boring, and I longed for a new, bigger, and better challenge.
IRC as a medium was great, but I believe that the websites we made surrounding the text-based game really brought it to life, and so I looked for other mediums to put my imagination and talents towards.
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