ArcheAge – Battle for the Kraken
Posted by Mystic Worlds [HTML][XML][PERM][FULL] on 1 November 2014, 6:34 am
I was somewhere in the middle of this madness the other night. Three guild members and I went out to see the action and invariably joined the fight. We chased and killed a few clipper parties and stole their ships before joining up with the main fleet. The majority of the time after that I was on the Excelsior, handing out cannonballs, healing and throwing pot-shots at reds in the water.


PAX Aus – New gameplay video for BATTLECRY
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 1 November 2014, 12:01 am
Shown for the first time during BattleCry Studios’ PAX Aus panel, watch our new gameplay video highlighting three classes from BATTLECRY: The Enforcer, The Tech Archer, and The Duelist. For more details on BATTLECRY, following the game on its official website, Facebook, and Twitter.


Welcome to the WarZone Panel
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 31 October 2014, 10:48 pm
Head to Twitch.TV/PAX now to watch BattleCry Studios present their PAX Australia Panel, “Welcome to the WarZone”!


Super Joystiq Podcast 119: Sunset Overdrive, Tie Fighter, The Master Chief Collection
Posted by The Joystiq Podcast [HTML][XML][PERM][FULL] on 31 October 2014, 9:30 pm

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This week's Super Joystiq Podcast thinks energy drinks are worth the risk of zombification.

Do you like 5-star games? Hope so, because we are talking about one this week. Ludwig, Susan, Xav, and Sam convene to discuss the Xbox One's latest killer exclusive, Sunset Overdrive. Ludwig talks a bit more about Halo: The Master Chief collection and Susan hits The Sailor's Dream, while Xav revisits an all-time PC classic, Tie Fighter. Breathe it all in because were are just a few weeks away from release-ocolypse with GTA V, Assassin's Creed: Unity, Far Cry 4, and more just over the horizon.

Listen to the Super Joystiq Podcast: Podcast timestamps and relevant links are available after the break.

Continue reading Super Joystiq Podcast 119: Sunset Overdrive, Tie Fighter, The Master Chief Collection

JoystiqSuper Joystiq Podcast 119: Sunset Overdrive, Tie Fighter, The Master Chief Collection originally appeared on Joystiq on Fri, 31 Oct 2014 20:30:00 EST. Please see our terms for use of feeds.

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EVE's Phoebe adding better search functionality and more
Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 8:00 pm

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Another day, another Phoebe-focused dev blog from the folks at CCP. EVE Online is getting a bit of a search overhaul in its November patch, as items inside station containers will be included in search results.

CCP is also calling attention to the "pretty powerful advanced search functionality" in EVE via a new question mark icon in the game's Asset Search tab that leads to a keyword tooltip. There are several other UI changes scheduled to debut with Phoebe, but you'll need to click through the links below to view them in the full dev blog.

If you're a third-party EVE app developer, don't forget to visit CCP's newly published blog.

MassivelyEVE's Phoebe adding better search functionality and more originally appeared on Massively on Fri, 31 Oct 2014 19:00:00 EST. Please see our terms for use of feeds.

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Betawatch: October 25 - 31, 2014
Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 9:00 pm

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Elite
Elite: Dangerous' beta 3 went live this week with bug fixes and new features like player-driven interdiction, asteroid mining, and philanthropy missions. What else is new in the land of MMO testing? Read on for the complete Betawatch roundup.

Continue reading Betawatch: October 25 - 31, 2014

MassivelyBetawatch: October 25 - 31, 2014 originally appeared on Massively on Fri, 31 Oct 2014 20:00:00 EST. Please see our terms for use of feeds.

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    Halloween Happenings
    Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 31 October 2014, 5:40 pm
    It just wouldn’t be a Halloween post if we didn’t have the annual sharing of office costumes. Take a look at the great outfits from our both Rockville HQ and id’s office in Dallas! Have you gutted your orange globe yet and carved it up? We’ve been seeing some wonderful jack-o-lanterns this Halloween season ranging […]


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    Chaos Theory: Exploring the Halloween that almost wasn't in The Secret World
    Funcom just about blew it. I have cut The Secret World plenty of slack for hiccups and bumps over the years (and I am willing to do so in the future because it just doesn't have an equal in the MMOverse and it does what it does so well), but this last one can't be brushed off. This latest misstep could have cost TSW dearly in good will, patience, and even players. You don't take the holiday that the game is essentially based on and not celebrate it!

    Luckily, TSW's much-anticipated Halloween event did finally show up, albeit 10 days late -- barely in time for the holiday. I am betting that the delay has cost the company some cash. The build-up to this holiday is a huge part of the excitement; the weeks preceding All Hallows' Eve is the perfect time to get people who are in the Halloween mood to return to the game or dive in and try it for the first time> Not to mention it's the time when folks are more apt to buy costumes! Funcom squandered that. And why the delay, anyway? During my Issue #8 tour last year, Creative Director Joel Bylos teased, "Our Halloween next year is going to be amazing! I wrote it for this year, but we didn't get done in enough time." Wasn't 12 more months enough time? We've been waiting with bated breath!

    So after all that wait, and then even more, is the event worth it? My answer is...

    Continue reading Chaos Theory: Exploring the Halloween that almost wasn't in The Secret World

    MassivelyChaos Theory: Exploring the Halloween that almost wasn't in The Secret World originally appeared on Massively on Fri, 31 Oct 2014 16:00:00 EST. Please see our terms for use of feeds.

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      Star Citizen's latest patch adds ESP, improves control
      Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 5:30 pm

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      Cloud Imperium has officially released version 0.9.2 of Star Citizen's Arena Commander. It's kind of a big deal thanks to something that the company is dubbing ESP, or Enhanced Stick Precision. CIG's Chris Roberts explains how this latest version of the alpha software, which combines ESP with significant changes to the ITTS and HUD systems, comes the closest so far to achieving "the level of control and sense of dogfighting that I had in my head when I first pictured how space combat should feel back when I started the journey that is Star Citizen."

      The latest patch also doubles the size of Arena's Commander's maps. You can read the full patch notes here.

      CIG also unveiled the Drake Herald this afternoon. Be sure to click the web page's decrypt button to see all the details.

      [Thanks Cardboard!]

      MassivelyStar Citizen's latest patch adds ESP, improves control originally appeared on Massively on Fri, 31 Oct 2014 16:30:00 EST. Please see our terms for use of feeds.

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      H1Z1's audio is a key part of its immersion
      Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 6:00 pm

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      h1z1
      When done right, you hardly ever consciously acknowledge a game's sound, but when it's missing or done poorly, it can jar a player out of desired immersion. In a dev diary posted today, H1Z1 Technical Architect Greg Spence talks about the sound of the game and demonstrates a few tests.

      "So much goes into making these sounds seem realistic beyond just choosing an audio file to play," Spence explains. "Taking into account your surroundings, whether you are inside or outside, what type of ground you are on, time of day, and even weather can play a big part in the final thing you hear."

      Spence discusses sound effects, environment sounds, and, of course, music. You can check out the audio test videos after the break!

      Continue reading H1Z1's audio is a key part of its immersion

      MassivelyH1Z1's audio is a key part of its immersion originally appeared on Massively on Fri, 31 Oct 2014 17:00:00 EST. Please see our terms for use of feeds.

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      You'll want an aircraft carrier in World of Warships
      Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 7:00 pm

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      Wargaming released a new World of Warships dev diary video this week. It's focused on aircraft carriers, which the firm calls "the most unique type of vessel" in the game.

      Carriers are speedy, excellent at spotting enemy ships, and of course pack a tremendous punch. Once a carrier has launched its aircraft, they can traverse the entire map and attack from unexpected angles, according to the video. Have a look for yourself just past the break.

      Continue reading You'll want an aircraft carrier in World of Warships

      MassivelyYou'll want an aircraft carrier in World of Warships originally appeared on Massively on Fri, 31 Oct 2014 18:00:00 EST. Please see our terms for use of feeds.

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      My Introduction to Craft the World
      Posted by MmoQuests.com [HTML][XML][PERM][FULL] on 31 October 2014, 5:18 pm
      One thing ExtraLife did was allow me to spend more time with my steam library, and with that I noticed “hey, I have a TON of games I have barely even played.” One of those games is called Craft the … Continue reading


      Preseason 2015: Increasing Strategic Diversity
      Posted by News [HTML][XML][PERM][FULL] on 31 October 2014, 4:06 pm

      Preseason 2015: Increasing Strategic Diversity

      Originally Posted by Riot (View RedTracker Source)

       

      With the 2014 season winding down, we’re once again just around the corner from the time of chaos that is preseason! Rest assured this isn’t chaos for the sake of chaos or disruption for the sake of disruption; the preseason is an important period of downtime between ranked and professional play to set the foundation for the next year of League’s evolution. Over the coming days we’ll publish a series of dev blogs going in-depth with our preseason changes, including the jungle (again!), objectives, and items. While these won’t cover 100% of what’s coming, we wanted to cover the big topics before getting to the fun. For now, let’s kick things off on a higher level.


      Preseason: Just the Beginning

      Preseason is our chance to set the stage. It’s the beginning, not the end.

      There will be a lot of changes to League over a short period of time and, with so many variables at play, we’re expecting the game to be disrupted, imperfect, and require a lot of tweaking over time. In other words, while we’re confident we’re taking the game in the right general direction, we’ll correct course as needed as we see the changes unfold.

      While we’ve been testing preseason internally for months, no matter what we do, players will have put hundreds or thousands (nearly millions?) of times more hours into these changes in the first week than we ever could. We’re looking forward to seeing what you’re all able to do with this slew of new mechanics and content, and we’ll be looking for your feedback.

      On to the good stuff!


      Strategic Diversity

      This preseason, we’re looking for ways to support more strategic diversity in League of Legends. If your eyebrow is raised right now, you’re not alone - ‘strategic diversity’ is a pretty vague and abstract idea. It’s not just a buzzword to us, but a deep focus of our design philosophy going forward, so to keep everyone on the same page we’ll be breaking down what strategic diversity means to us and how we’re working to increase it in this series of posts.


      The Path Less Traveled

      When we talk about strategic diversity, it’s a conversation about the ways you look to win - the different paths to victory your team can take. Mechanical skill (insane Lee Sin ward kicks) and tactical decision making (funneling through the jungle to set up a perfect Orianna ult) are important elements of skill in League. We’ve focused a lot in the past at ensuring that tactical and mechanical mastery are powerful and, while we don’t want to change that, we do want to enhance the impact and variety of strategic gameplay.

      Through the years, players have discovered a bunch of viable strategies like teamfight-focused (deathball) strats, split pushing, siege / poke comps, objective control, and more. In the past, when one of the aforementioned strategies was so dominant it crowded out all others we didn’t have a whole lot of options to bring it back in line other than nerfing the champions that were critical to its success. Think Shen back in his split push heyday or, more recently, Ziggs and stall comps. Since we believe that League is at it’s best when multiple strategies are battling it out on the Rift, we had to target champions to bring strategies in line to allow others to emerge. We’re hoping the path being set by the 2015 pre-season will allow us to create an ecosystem where multiple strategies can prosper… and kill each other.


      Some Nitty-Gritty

      A common theme you’ll notice is a focus on specialized offense but generalized defense. What this means is your offensive strategy is going to be strengthened by specializing into it. If you want opt into a specific strategy, you’re best off picking a team comp and purchasing items that enable this strategy. For defending against this specialized offense, however, we’re going to provide players with the tools they need in a way that makes counter-strategies available to nearly any team comp (for example, an item that will let you engage on an elusive poke comp). This is the intent of many of the changes to objectives or items; they are available to most comps most of the time and can be leveraged as needed. This allows us to add more power to strategic decisions without games just being decided in champion select.

      Another major focus is on deepening the demands on players and champions so that there are more ways for a champion to express strength and power. This will be most apparent in the jungle where we want demands to be greater than “can you gank super hard?” We’re looking to re-introduce value to junglers who can clear quickly or safely (think Season 2) as well as keeping the value of junglers who hit lanes hard, fast and early.


      Quick Preview

      We’ll be experimenting with changes to objectives (towers, dragon, and baron), the jungle (a new camp, spawn times, difficulty, items, rewards… well, all of it really), items (more situationally powerful actives!) and some core systems (stats per level, death timers, how health / mana regen works). It’s a lot to take in and will take even more time to master in-game, but we’ll walk you through it as we go deeper into the design decisions behind these changes in the coming days. Every change is geared towards laying a foundation which can support more strategic diversity - no matter which champ you choose on the path




      Warhammer 40,000: Eternal Crusade announces $15 pioneer founder packs
      Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 3:00 pm

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      Warhammer 40k Eternal Crusade
      Warhammer 40,000: Eternal Crusade has just announced a new founder pack option, the pioneer pack. Pre-order founder packs running from $40 to $450 went live last June, but the newly announced pioneer packs cost only $15. They're aimed squarely at gamers "who want to contribute to the founder's program [...] without as much of an investment," says Behaviour Online's Miguel Caron.

      The game's planned hybrid model will restrict free-to-play gamers to the Ork Boyz faction. Pioneer packs "extend the Ork experience" with perks including an Ork-only character slot, 15,000 RTP, badges, gear, and the opportunity to pay for access to the game module planned for early 2015.

      Continue reading Warhammer 40,000: Eternal Crusade announces $15 pioneer founder packs

      MassivelyWarhammer 40,000: Eternal Crusade announces $15 pioneer founder packs originally appeared on Massively on Fri, 31 Oct 2014 14:00:00 EST. Please see our terms for use of feeds.

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        The Stream Team: Celebrating Halloween in The Secret World
        Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 4:00 pm

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        It's finally Halloween! And there's no place better to celebrate this special day than deep in The Secret World. Massively's MJ has been champing at the bit to see what new missions are available for All Hallow's Eve this year, and they have arrived just in the nick of time. As per her yearly tradition, MJ's playing through the holiday content with you. Can the newest story beat the awesomeness of last year's tales? Just how spooky will The Broadcast turn out to be? Join us live at 3:00 p.m. for a dose of tricks and treats as MJ revels in the holiday spirit and gives out goodies in hopes of earning the coveted Thriller dance!

        Game: The Secret World
        Host: MJ Guthrie
        Date: Friday, October 31st, 2014
        Time: 3:00 p.m. EDT

        Enjoy our Stream Team video below.

        Continue reading The Stream Team: Celebrating Halloween in The Secret World

        MassivelyThe Stream Team: Celebrating Halloween in The Secret World originally appeared on Massively on Fri, 31 Oct 2014 15:00:00 EST. Please see our terms for use of feeds.

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          Here are The Crew's PC system requirements
          Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 4:30 pm

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          Ubisoft has released the system specs you'll need to play The Crew on your PC. Let's skip right over the quote-unquote minimums and go right to what's recommended, shall we?

          You should have a Core i5-750 2.66 GHz or a Phenom II X4 940 3.0 GHz (or better), Ubisoft says. Eight gigs of RAM are recommended, as is a GeForce GTX580 or a Radeon 6870 (or better) for your graphics processing. You'll also need a 64-bit version of Windows. Ubisoft's dev blog lists the full requirements including minimums and an optimal setup.

          MassivelyHere are The Crew's PC system requirements originally appeared on Massively on Fri, 31 Oct 2014 15:30:00 EST. Please see our terms for use of feeds.

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          388 - The Instance: See you at Blizzcon
          Posted by The Instance: World of Warcraft Podcast! [HTML][XML][PERM][FULL] on 31 October 2014, 1:52 pm
          On this episode of The Instance, Scott gets what he can while he can. Blizzcon will have some metal to it this year. The Beta is OVER! Wanna get back in? Here's 7 free days. The Dark Below is for another game. Funko has fun for you in store. Grinding Mechanic removed to some shagrin. Some confusion about Mythic Raiding. Lots of calls! And more!


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          Turns out Blizzard found more Hearthstone cheaters to ban
          Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 1:00 pm

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          Hearthstone
          Earlier this week, Blizzard banned "several thousand" botter accounts in MMOTCG Hearthstone for the crime of botting. But the bans were only temporary, and the problem players will be back in the game by the turn of the year.

          The subjects of a new wave of bans, says Blizzard, won't be let off so easily. Community Manager Whirthun told forumgoers last night that win traders have and will continue to be banned -- permanently:
          We've recently banned Hearthstone accounts that were found to be participating in win trading. Win trading at any rank is something that we do not take lightly, and is in violation of our Terms of Use. As we mentioned in our previous statement regarding fair play in Hearthstone, instances of cheating will not be tolerated. Accounts that were discovered participating in win trading have received permanent account closure and disqualification from events where ranking is used as a method of qualification.
          Win trading is an exploit of the matchmaking system to position accounts for easy ladder climbing. PC Gamer reports that several big-name Hearthstone players have already fallen to the ban, including a grey hat player who went public with the exploit nearly a year ago in the hopes of provoking Blizzard to fix it.

          MassivelyTurns out Blizzard found more Hearthstone cheaters to ban originally appeared on Massively on Fri, 31 Oct 2014 12:00:00 EST. Please see our terms for use of feeds.

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          BioWare delays Shadow Realms' alpha
          Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 2:00 pm

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          Shadow Realms
          The planned closed alpha test for Shadow Realms, the not-so-massive BioWare OARPG announced back in August, is being delayed, says a new producer letter on the official site. Senior Producer Dallas Dickinson says the devs just "need a bit more time" to gather and process player feedback:
          One of the most important things to us on Shadow Realms is listening to - and making changes based on - that player feedback. Having fans play the game at Gamescom and PAX Prime gave us incredible insight. [...] The thing is, feedback was so good it made us want to do more, to get a bit further down the road, before opening Shadow Realms up again. We got so many excellent questions about what the game will be, beyond just the multiplayer piece that we've revealed, and we'd like to be able to show you some answers rather than just telling you what the answers will one day be. But we need a bit more time. We've taken a deep look at the state of the game - what it is now, what we intend it to be, and most importantly what it could be - and realized this is an opportunity to take a great game and make it even better before bringing it back for more feedback from you.
          Dickinson promises regular producer letters in the coming months. Interested gamers can still sign up for alpha on the official site.

          MassivelyBioWare delays Shadow Realms' alpha originally appeared on Massively on Fri, 31 Oct 2014 13:00:00 EST. Please see our terms for use of feeds.

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          October in Review
          Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 31 October 2014, 2:00 pm
          The Site Not much to complain about this month.  I changed the site theme a few times one weekend, but still cannot find one that is better than the current theme on all fronts. I converted a couple of much-used tags into categories on the blog, so if you want to pull up, as an […]


          Low Elo Podcast EP. 127 - Halloweenieganza
          Posted by Low Elo: The League of Legends Podcast for the Players - Low Elo [HTML][XML][PERM][FULL] on 31 October 2014, 11:44 am
          Welcome to the first ever Low Elo Halloweenieganza! Not spooky enough for you? Let Dave, Erik and Stretch regale you with their fondest Halloween memories from on and off the Rift. Put flashlights to your chins and prepare yourselves for a spooky good time. This week the game asks which League of Legends champion you would take to Trick or Treat and why? Send answers and other email to team@lowelo.com! This week's soundtrack is Boring Halloween by t3h rave.


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          Will I roll a new Beorning for LOTRO?
          Posted by Bio Break [HTML][XML][PERM][FULL] on 31 October 2014, 12:00 pm
          Lord of the Rings Online’s Update 15 is scheduled for next Wednesday, and while it’ll have plenty of stuff for my Captain to do at the level cap, there’s also the siren’s song of the first new class for the … Continue reading


          The Mog Log Extra: Hands-on with Final Fantasy XIV's new Ninja
          Posted by Massively [HTML][XML][PERM][FULL] on 31 October 2014, 12:00 pm

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          Don't be a ninny!
          This week's patch 2.4 for Final Fantasy XIV added in a new class and job: the Rogue and Ninja. It's the first addition to the game since 2.0's Arcanist, Summoner, and Scholar, and as was true with those classes those, this week you could not take two steps outside of Limsa Lominsa without seeing a flurry of Rogues everywhere, thus rather obviating the "stealthy" part of the whole stealthy assassin gimmick they have going.

          Of course, only a few Rogues reach maturity from their Limsan spawning grounds.

          But maybe you're in it for the long haul. You want this to be your new main, you want to understand how to play this class in the endgame, and you want to be one of the best darn dagger-wielding maniacs the game has ever seen. I cannot tell you how to be one of the best, but I can at least give you the benefits of my insights from having relentlessly pushed at the class and learned what makes it tick.

          Continue reading The Mog Log Extra: Hands-on with Final Fantasy XIV's new Ninja

          MassivelyThe Mog Log Extra: Hands-on with Final Fantasy XIV's new Ninja originally appeared on Massively on Fri, 31 Oct 2014 11:00:00 EST. Please see our terms for use of feeds.

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            A Promising Light for GamerGate
            Posted by Zen Of Design [HTML][XML][PERM][FULL] on 31 October 2014, 11:39 am
            When #GamerGate kicked in, I strongly advocated for the people who actually cared about ethics in games journalism to use the energy to create a consumer organization (Initial proposal here,


            Happy Halloween!
            Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 31 October 2014, 9:48 am
            In time for Halloween, The Evil Within’s lead concept artist, Ikumi Nakamura, provided this amazing (and timely) variation of The Keeper. From everyone at Bethesda, we wish you a happy and safe Halloween weekend. While you’re haunting about, feel free to share your best Halloween creations and costumes using the hashtag #BethesdART or emailing us […]


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