Warcraft: The Beginning by Legendary Pictures is ever-so-slowly releasing across the world. It made it to our shores on the 30th of May, and has so far managed to inspire some of the most wildly polarizing reviews ever known. Even aggregate sites are all over the place right now. Some place it as a 2/10, some an 8, and it's hard to find any written review that isn't loaded with hyperbole either way. So let me give it a go.Read More
We’ve seen our fair share of ambitious Minecraft builds these past couple of years, but even so they never get any less impressive. From faithful recreations of Hyrule, an extravagant imagining of the USS Enterprise in block form, even entire cities built from the ground-up. But still, not a single one can come close to the ‘Crafting Azeroth’ project, an attempt to build a “full-scale reproduction” of World Of Warcraft’s Azeroth.
It promised to be one of the biggest videogame launches of all-time. 12 years in waiting, Blizzard’s Diablo III was already the biggest pre-seller ever and as highly anticipated as any game has been in recent gaming history. But it's launch will be one the team behind will not forget in a hurry - it was one instead deeply, drastically marred from the very second Blizzard turned the switch on its quite hellish creation. The perils of always-on DRM security and our route to a digital-only future are only now beginning to reveal their ugly faces.
Having to be one of the snuggest fits between license and game genre, an Elder Scrolls MMO has been heavily rumoured for years now. But with two of the most ambitious and gloriously epic role-playing games of this generation having satiated our appetite for the license somewhat in the time since, it’s all but been left by the wayside. Until now that is, as Bethesda has eeked out the first tantalising details of what promises to be the MMO to end all other.
In late 2010, Blizzard Entertainment recorded that it had over 12 million subscribers actively paying for fantasy MMO World of Warcraft. As of the end of September last year, the company reported its subscriber base had slumped to just over 10 million – though, we assure you, that is still a gargantuan number for online gaming.
The drop in players alerted the company that it would have to change tact going forward if it was to compete against free-to-play games of the same ilk; amending its seemingly age-old payment model to free-to-play (at least until level 20 in-game), while performance upgrades and expansions keep the game feeling fresh for existing players. The latter has resulted in Blizzard upgrading the game’s server hardware in order to improve the “gameplay experience” across the board, leaving the company’s much-cherished, ever-dependable older servers out in the cold. Or so you would have thought…