Chinese Video/Computer Games

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‘Tanks/Thanks’ Pun: Obsidian’s F2P Armored Warfare

By Alice O'Connor on September 3rd, 2014 at 5:00 pm.Tweet this

Zap pow

From their beginnings as a rag-tag band of plucky youngsters forming after the closure of Black Isle Studios, Obsidian Entertainment have made RPGs. Alpha Protocol, Fallout: New Vegas, Knights of the Old Republic II, Pillars of Eternity… it’s sort of their thing. They do still like a good explosion, though. We didn’t post about the announcement of Armored Warfare in March (a few days before I joined RPS). I imagine the Hivemind looking at its inbox in disbelief, glancing at the bottle of moonshine in its tendrils, back at the e-mail, the bottle, to the e-mail, the bottle, then finally declaring “No more for me!” and tossing the bottle over its many shoulders.

But Obsidian are making a free-to-play multiplayer tank game. For proof, see this first gameplay vid.


The pre-alpha footage shows a PvE co-op mission (it has PvP too) with four players completing objectives and smashing AI vehicles. Armored Warfare’s set in modern times so its tanks are newer than those in, say, World of Tanks. They’ve got fancy gadgets like smoke grenades, active protection systems, and guided missiles too.

Obsidian are keeping shtum about Armored Warfare’s release date, but plan to launch closed beta testing somewhere from January to March next year. Signups are on the website.

This is a capture of a livestream so you’ll want to skip to the one-minute mark to jump some guff, but then you’ll see project director Rich Taylor explain what tanks are (some kind of big car) and what they do (shoot other big cars). The game itself shows up at 3:50 then rolls on for 19 minutes.

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As a big Obsidian fan i'm looking forward to this, i know there are lots of people on the forum who are big fans of World of Tanks, is it any good, i played it a while ago, like a couple years ago but didn't get much past the first tier of tanks, since they're very international including Asian armour i'm just wondering if someone who's a fan of Russian/Asian tanks should invest their time into it.
 

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World Of Warships Hands-On: Overcoming Skepticism

By Graham Smith on September 9th, 2014 at 7:00 pm.Tweet this



World of Tanks makes sense. It’s Counter-Strike with moveable turrets; angry houses hiding behind placid houses, streets like corridors, cannons like machineguns, machineguns also like machineguns.

World of Warplanes makes sense, sort of, on paper. Planes. They’re like tanks but they fly. Except there’s no cover in the sky, and enemies could be in front, behind, beside or above you. So you sort of just wheel around in circles forever and it’s alright.

World of Warships? That doesn’t make sense at all. How the hell would you make a multiplayer game out of something like that?




That’s what Wargaming have been asking themselves since World of Warships was announced, prematurely, back in 2011. It’s what they’ve been asking themselves since the closed alpha launched back in 2013. Evidently it’s what they’re still asking themselves now, as the build I played at Gamescom this year had changed significantly since E3 just two months prior.

All this skepticism expressed, there’s hints of answers in what I played.

The first issue of making a multiplayer game from warships is that warships are huge, slow to turn, and even slower to stop. Wargaming have got around this somewhat by simply making the ships far nippier than they would be in reality. Using WASD, you can stop faster than inertia would technically allow, turn in surprisingly tight circles around your targets and quickly accelerate from a standing start. The goal, I’m told, is to encourage players to slow down of their own accord by making reckless maneuvers a sure-fire way to get yourself shot and sunk. That sounds good to me, in theory.



The second way the game might run aground is that the ocean, like the sky, doesn’t naturally lend itself to the systems of cover, sightlines and chokepoints that normally make competitive multiplayer interesting. For the demo I saw, Wargaming sidestepped the issue almost entirely, as right now they’re focusing on PvE. In the encounter I played, a wave of ships spawned on the horizon near a coastline, and I and some other players fended them off. Then another wave spawned further out to sea, giving shape and momentum and a changing frontline to what, in competitive multiplayer, might have felt shapeless and confusing.

There are at least systems in place that might offer a similar structure to competitive multiplayer. For example, fog of war plays a role, and if you spot a ship then everyone on your team can now see that ship. That forces the need for scouting, and perhaps helps shape battles in lieu of massive sea-crates to duck down behind.



The third problem facing World of Warships – the biggest, which I have saved for last – is that these vast sea-faring titans can’t be easily abstracted into a single point of control like planes or tanks can. Tanks are operated by a crew, sure, but as a player it makes some sense that you’d be both driving and shooting. You can do both with the camera fixed in a single position.

That’s obviously not the case when your vehicle is an armored platform a hundred meters long, with half a dozen turrets along its surface. Yet weirdly, this is the part of my playtime that most impressed me.



Your warship is controlled via a camera hovering above your ship, which can be zoomed and slid around various points-of-interest with small flicks of your mouse. I thought this would be cumbersome but in practice it feels elegant to move between different cannon types, aim down their sights and volley cannonfire towards your floating enemies, then flick your mouse to move back, or zoom out, or to press a button to have the camera track your artillery off towards its target.

I had some fun sinking some boats, but there still remains more that’s unseen and unknown about the game. During my session, there was mention of aircraft carriers which would completely change the nature of the game, turning it into an RTS for whoever was ordering about planes. There’s obvious opportunities for teamwork here, as those planes could be used to scout the watery battlefield, spotting enemy ships for your slower destroyers. Without seeing any of that in action, or playing for longer, I’ve no idea if any of that will feel worthwhile.



All that’s left then is what we can assume. My session with the game started with a quick tour of the garage from which you choose your ship, and the UI looks just like that for World of Warplanes and World of Tanks. Wargaming aren’t yet ready to talk about payment models, but I’d bet all the angry floating houses in my fleet that it’ll be extremely similar to those other games. They’re promising dozens of vessels from America and Japan at release – they’re aiming for a beta by the end of the year – with other nations to be added later. Each of the carriers, destroyers, cruisers and so on will also have skill trees to follow, abilities to upgrade and loadouts to customise. Given the similarity in structure, it seems inevitable that you’ll be doing all of the above either through devoted playtime or through microtransactions.

How do you make a multiplayer game out of warships? Wargaming are halfway towards an answer.

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AssassinsMace

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I bought the PC version today and I have to wait five hours just for Steam to download the final portion? Yeah I'm still on basic DSL speed but 5 hours? Do they really need to hold back like 4 GBs of data to prevent pirating? I just hope it's a good as the hype.
 
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ABC78

Junior Member
Finally some games with Chinese WWII units even if only as mods and not purposely made games. Now I definitely have to get these when I get my new laptop.

COMPANY OF HEROES - The second Sino-Japanese war is a part of WWII, but for quite a long time, the most fierce Asian battlefield was forgotten……

Because of the war and widespread disease and famine, China suffered 35 million casualties, 20 million of which died. The war in East Front lasted for 4 years, in Europe 6 years, in China, 8 years since Marco Polo Bridge Incident and the war fully broke out in Mid-1937, but in fact, Chinese never gave up resistance for 14 years, after Mukden Incident in 1931……

We cherishes the memory of the martyrs, and we will never forget the foreign friends who helped us to win the liberation, no matter they're American, Russian, or German……

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[video=youtube;RLKp2XNYcLM]https://www.youtube.com/watch?v=RLKp2XNYcLM[/video]

MEN OF WAR - Fictional events and battles that take place during the second Sino-Japanese war from both Chinese and Japanese perspectives, uses assets from the 8th Route Army Mod.

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[video=youtube;PKbxDiWnkEM]https://www.youtube.com/watch?v=PKbxDiWnkEM[/video]
 
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MwRYum

Major
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I bought the PC version today and I have to wait five hours just for Steam to download the final portion? Yeah I'm still on basic DSL speed but 5 hours? Do they really need to hold back like 4 GBs of data to prevent pirating? I just hope it's a good as the hype.

Well Steam isn't known to have fast download speed anyway.
 

AssassinsMace

Lieutenant General
I'm playing Advanced Warfare right now. Not finished yet, I just hope it's longer like the WWII ones. There's a part where there's a battle across the Golden Gate Bridge and they did a very good job with that. It actually felt like I was driving across the bridge. They had the landmarks pretty correct. I just hope I get use one of the power armors.


Okay I just finished it. That was short but fun. Better than the last one.
 
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Bernard

Junior Member
Has anyone played Lord Of the Rings -"Shadows of Mordor" yet? I only have a 360 so release of the game is a later than Xbox1 games.
 
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