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Monday 30 April 2012

SimCity dev: “We built this from the ground up to be a multiplayer game”

SimCity thumbnail
“We built this from the ground up to be a multiplayer game” says Jason Haber, producer on SimCity. He’s been talking to us about the latest game in Maxis’ series of city builders.

SimCity will require an internet connection each time you boot it up via Origin but, according to Jason, the restriction isn’t about DRM. Not even a little bit.

In fact, Tom asked whether the online-only restriction was an anti-piracy measure last week. “That’s not why we put it in,” said the producer. “It was really a developer decision. It was a design decision to do that from the ground up.” 

He’s referring to SimCity’s online component where each city is part of a wider region. Individual cities can help or hinder their neighbours’ development. Even when playing alone, you’ll get the option to control a landmass of metropolises.

“Cities don’t exist in bubbles in the real world. The choices that one city make affect other cities. The choices that other cities make influence your city,” continued Jason.
It’s a shift in priorities for the series; previous Sim City games have been mostly solo experiences. Tom asked why multiplayer is such a big deal this time around.

“It lets you play in a lot of different ways. You could bootstrap a city. If you’ve started new but have a bunch of people who have been playing it for a while, you could come in, share resources, and get started really quickly. It also allows you to specialise your city down a certain path. So if I wanted to become a casino city and wanted to focus on making it really fun, I could leave some of the specifics to other cities.”
Fans of renewable energy won’t be disappointed either. “I could set a challenge to myself: I want to power the whole region. All windmills,” says Jason. “You could have a city that’s powered by all windmills and play the game like that.”

A windmill-focussed city does sound cool. No doubt about that. But does it counter the need for an internet connection each time you load it up?

Sunday 29 April 2012

Crysis 3 preview

Crysis 3 5
Last night in San Francisco, EA showed me five minutes of live gameplay of Crysis 3. The level they arrowed, nanopunched, and cloaked their way through takes place about a third of the way through the game, in an area formerly known as Chinatown in New York City—you can see footage from the demo I saw in today’s Crysis 3 trailer. From that brief demo, here’s nine notes and impressions I made.

You’re Prophet. Yes, the Prophet that killed himself. Crytek, of course, didn’t make clear how Prophet survived his very real suicide in Crysis 2 (“Nanosuit magic” is the likely medical explanation), but he’s the playable character. The mission we saw had Prophet en route to save Psycho (Crysis Warhead’s protagonist), who was being held underground, presumably by CELL.

It’s still set in NYC. The year: 2047, 20 years after the end of Crysis 2.

…but Crytek is using an absurd plot device in order to make new environments. IGN’s Mitch Dyer made this observation while we were talking after the demo last night. In order to remove the Ceph spores still circulating in New York’s air, CELL erected “nanodomes” in the city itself, sphered-off greenhouses that hyper-accelerate the plant growth within them. It’s a ridiculous premise, but Crytek says that these terraformed zones let them modularly make savannah, canyon, swamp, and other environments.
My still-unanswered point of skepticism: does "urban rainforest" simply mean "office buildings with moss on them?"

It’s unclear how sandboxy Crysis 3 will be. Crytek and EA’s big, read-off-a-teleprompter marketing line was “adaptive sandbox gameplay” last night, but the demo I saw didn’t showcase any true openess. Perhaps it wasn’t long enough to do so, but there’s no reason yet for me to believe that Crysis 3 will allow any of the wandering, boat-stealing, or getting lost that the original offered. Structurally, what I saw felt like Crysis 2—urban in its scale and structure.

Weapons are more over-the-top. This was a high point. Your compound, auto-loading superbow can equip shock (stun) or explosive warheads. One long-range bow kill used a behind-the-arrow camera. At the very least, Crysis 3 will be a game with a gun that shoots 500 rounds a second (the “Typhoon”). A Heavy Mortar tore up a Ceph Devastator with plasma grenades and plasma missiles, splashing neon blue all up the street. Prophet can use Ceph weaponry (“It’s a little like District 9,” Crytek said), but a disadvantage to the alien arms will be that fresh ammo for them can’t be picked up. Once they’re drained of ammunition, you throw them away.
Remember these pink squids? Expect to be fighting plenty more of them. (This is a Crysis 2 screenshot.)

You’ll fight many of the same Ceph. The 5-minute demo I saw mostly featured familiar enemies: Ceph Devastators, a Ceph Pinger, a dropship, and plenty of Ceph Grunts. And though they were too busy being killed by the aforementioned aliens to fight back, Crytek indicated that CELL soldiers would be another enemy.

…but some new ones. I saw the Ceph Scorcher, a slithering, metallic creature with a flat, fin-shaped head that could pop up on four legs (it’s the first quadrepedal creature in the CryEngine) to spit lines of fire, and Seekers—hovering, unarmed probes (roughly the size of a Manhack) that scan with a searchlight and deactivate your cloak if they spot you.

You can hack stuff. Hacking is the only new Nanosuit ability that’s been revealed. From what was demonstrated, it’s a one-button mechanic for making enemy devices fight for you. From the second floor of a faceless office building, Prophet moused over a tall turret and activated a hack. A progress bar filled. The turret opened fire on nearby Ceph, and Prophet sprinted along toward his objective.
The familiar Scarab assault rifle made an appearance in last night's demo.

DX11 at launch. Crytek Senior Creative Director Rasmus Højengaard confirmed to me that DX11 will be in at launch. He was less concrete about what graphics options Crysis 3 will make available. (At launch, Crysis 2 offered four measly settings to adjust at launch: resolution, v-sync, HUD bobbing, and one of three pre-defined quality settings).

Saturday 28 April 2012

Call of Duty: Modern Warfare 3 multiplayer free trial starts tomorrow

Call of Duty Modern Warfare 3 Multiplayer
Call of Duty: Modern Warfare 3 multiplayer will be free from tomorrow through to Monday on Steam. You can pre-load the files now to ensure maximum man shooting time when the trial goes live at 10am Pacific Time (6pm in the UK). Follow the link in the Steam announcement post to grab the files.

I’ve been indulging a quiet Modern Warfare 3 habit recently. The immediacy of the multiplayer and the well paced unlock system make it a good game to dip into for a few quick rounds every now and then and the speed with which the game can fill a server and get everyone fighting is still impressive. It’s a fast fix. Like a Big Mac. If you’re in the mood for something more filling, there’s always Battlefield 3, which is more like tapas, delivering varied doses of specialised satisfaction that combine to form one delicious war-meal. Yum. Now I need to leave before this analogy implodes and kills us all.

Friday 27 April 2012

Are Pixar making Grim Fandango and Psychonauts movies? No.

Grim Fandango Pixar
Yesterday, Pixar announced a batch of new movies at CinemaCon 2012, including one based around the Dia de los Muertos – the Mexican day of the dead festivities that also inspired Grim Fandango. At the same event, John Lasseter gave a release date to a previously announced project currently called The Untitled Pixar Movie that Takes You Inside the Mind – June 19, 2015. Twitter is now afluster with pre-emptive reports that these are Grim Fandango and Psychonauts movies, but sadly the facts don’t match up.

John Lasseter discussed the mind movie on the Charlie show Rose last December, and said it “takes place inside of a girl’s mind, and it is about her emotions as characters.” Being set inside a single mind doesn’t have much to do with the concept of Psychonauts, the point of which is to jump in and out of different people’s psyches.

They’ve siad less about the day of the dead movie, but I’m afraid what they have said will interrupt any presumptive fandango: AceShowBiz report “Pixar confirmed that it will be an original story and not be based on any previous source material”. 

It would have been a hell of a thing to see. The good news is, it probably will be anyway.

Thursday 26 April 2012

Crysis 3 interview

crysis 3 interview 2
After our live demo of Crysis 3, I had a tight 10 minutes to interview Crytek’s Senior Creative Director. Here’s what I asked.

PC gamers fell in love with Crysis as a sandbox game. And I think what we’re skeptical about with Crysis 3 is, “What’s structurally different in terms of the level design?” Not thematically, not aesthetically different, but what’s structurally different in Crysis 3 compared to Crysis 2? Is the “urban rainforest” simply buildings wrapped in ivy?

Rasmus Højengaard: No. So… I mean, from a level design point of view, the environment we created is completely different from actually both previous installments of the game. It resonates… I love the games, it resonates New York from Crysis 2 and it resonates the Ling Shan Islands in Crysis one. But it takes that to a completely new level by having this rainforest thing being built by the city, rather than just having rainforest planted on top of the city or in the streets or whatever way you would do it if you did that kind of overgrown city setting.

What that does is, it gives us this great palette of gameplay variants through these seven different rainforest concepts that we have, ranging from an open, broader, much more of a sandbox like you saw in Crysis 2, but also having more condensed, more claustrophobic, maybe, settings, more linear sections with whatever strengths that brings with it. And then we utilize whatever things work best for whatever thing we want to convey, experience we want to convey in the game. You’ll see broader gameplay than in Crysis 2, but you’ll also see more of the vertical, narrow stuff that Crysis 2 had. Because each approach has merit, and right now we just have a bigger dynamic range than we had in each of the previous games individually, if that makes sense.

And also, the fact that we have this nanodome, having grown this rainforest, we can push what is realistic within a rainforest, because it’s an artificially grown environment. We can also completely change the rules for what is valid or not valid within an urban setting. So it’s an ability for us to add a kind of… I won’t call it fantasy, but pushing perceptions of reality through sci-fi in a way that we couldn’t do with the previous games.

It gives you a plot device for doing what you want to do.

RH: Yeah. It’s a great catalyst for amazing visuals and environments to play in.

Does Prophet’s bow transform into a crossbow?

RH: It’s a compound bow. The variety lies in the types of…shall we call them warheads, that you can put on the arrows. I guess in theory we could say that you could, if you wanted to, play the whole game through with all kinds of different strategies only using that weapon. Obviously there’s going to be some people who think that’s awesome and there’s going to be some people who are like, that’s boring, I want to play all the weapons. But it’s a very diverse weapon. From a style point of view, we just thought it was so almost arrogant to have the most advanced piece of technology, you, using the simplest, most basic old-school type of weapon, the bow. And then at the same time creating the most advanced type of bow we could come up with, so you still kind of fit, while at the same time having a stark contrast between what you would maybe expect Prophet and the Nanosuit soldier to use.

This is left-field observation, but it’s an interesting symbolism there with the bow being a native American weapon, and you’re sort of a native American yourself, being attacked by aliens…

RH: [laughs] Yeah, you could draw that parallel if you want to.
Rasmus Højengaard is Senior Creative Director at Crytek.

Are there any new Nanosuit powers other than hacking?

RH: That’s the only one we’ve introduced now. But the hacking one is a really interesting one, you saw a very small snippet of it, it’s going to scale through the whole game. The interesting part, just as the ability to shoot Ceph weapons, is that it ties in with the fiction and what you can do as Prophet and your whole journey of self-realization. So we don’t want to add arbitrary stuff. We want to add depth to features rather than a lot of different things that don’t have any depth.

PR representative: We’ve probably got time for one more.

Okay. I’ve been recording for six-and-a-half minutes, are you sure?

PR representative: Oh, go ahead.

Crysis 2 launched with four graphics settings. You could change resolution, you could toggle on Vsync, there was HUD bobbing, and you could change the quality settings. Are you going to launch Crysis 3 with four graphics settings?

RH: We obviously learned a lot from that, which is why we added a lot of stuff with the DX11 pack for Crysis 2. So obviously that’s kind of like… You can see that as a starting point. But that being said, all this stuff hasn’t been locked down. It’s one of these things you do very late in the production, you decide which buttons you want to expose to people.

The thing with PC gamers, though, is that they will always find a way if they’re really interested, right? Whether they have to go in and do it directly in the config files, or through a UI, it almost makes no difference. Even if you expose everything in the UI, they’ll still go into the config files and see if there’s a couple of prototype test render features that haven’t been activated yet. But I mean, obviously, if we have the adjustability it makes sense to put it into the frontend so you can adjust it directly. But I can’t say exactly what we’re going to do. We don’t know yet.

Will you do a DX11, or HD texture pack for Crysis 3, as you did post-release for Crysis 2?
RH: Maybe? We probably want to go for making it just native to DirectX 11 as it launches. With whatever that entails. Obviously our reference, starting point, is wherever the CryEngine 3 was when we released the DX11 patch, and then we’re building from there. We’re working on some pretty badass render stuff now. How much of it and to what extent it will be in the game is going to be hard to say at this point, because a lot of it is very work-in-progress. But even if just half of it makes it, it’s going to add a lot of stuff, even on top of the DX11 patch for Crysis 2.

Understood. So, game endings have been a topic of conversation lately. And one of the things I was actually a little dissatisfied with in Crysis 2, that I felt might’ve been antithetical to the spirit of the game—it ended with a quick-time event. I’m wondering if you regret that at all, and if Crysis 3 will have quick-time events.

RH: Um… Those kinds of particulars… It’s still too early to say. We obviously want to push the sense of empowerment, that you do things. In order to capture casual gamers, you need to really figure out where you layer in the complexity and where you choose to just let people kind of go… “I’ve done this, now I can lean back and see the whole thing unravel in front of my eyes.” We learned a lot of stuff from Crysis 1, and we learned a lot of stuff from Crysis 2.

We want to do everything we can to make sure that we leverage the strengths of having the player control everything and do the actual stuff themselves, and also leverage the fact that sometimes it’s nice to just be able to actually see what’s going on, because you don’t have to sit and concentrate on doing five skill-based things at the same time as watching two buildings collapse. Because you’ll either screw up the skills or you won’t really get the full visual, overwhelming, epic experience.

It’s such a bipolar experience, to have done a game only for PC in Crysis 1, and then suddenly having to go multiplatform. Either of those were extreme in their own way, and now we’ve done both, and now we want to cover all the bases and use all the strengths of that, and then, out of all of that, taking location and gameplay and the whole thing to a completely new level. That’s a very convoluted way to answer that question…

So do you think quick-time events—

PR representative: —We gotta cut it.

Okay, okay. Alright.

Wednesday 25 April 2012

Introduce enough people to Tribes: Ascend and awesome things will happen

Tribes Ascend friend invite
Many years ago I earned a Zhevra mount for recommending a friend to WoW. I liked the idea of a stripey horse-shaped transportation device. Sadly, my Zhevra has never been ridden or redeemed because I quit WoW soon after.

Despite that sad story, I still like refer-a-friend perks. And, by the looks of it, so do Hi-Rez. In a move that bears more in common with Kickstarter incentives than previous schemes, players could feasibly get the chance to name weapons and even co-create maps if they convince enough people to register and play. It sounds like Hi-Rez are laying down a challenge. A challenge for the internet.


Players will need to reach level 6 in order to qualify, but that’s not really a chore – as Evan mentions in his review, the game is a “brilliant resurrection of a classic” that’ll run on a modest rig.

Refer 100 people and you get a premium pack, worth $50. Refer 500 and you’ll get your name pasted all over over Hi-Rez’ social media networks.

Things get really interesting at 1000 recommendations. Hit that figure and a weapon gets named after your character, giving massive potential for hi-jinx.

The internet need to unite and make this happen. At 10,000 people, someone gets to visit Hi-Rez, co-develop a map, and reveal their creation in a video. It could be magnificent.

Someone reading has the means to make this happen right? In the grand scheme of things this is a relatively simple task. INTERNET UNITE!

Tuesday 24 April 2012

Starbreeze working on free to play game called Cold Mercury

Syndicate - unkind to robots
The Syndicate reboot was a quite a step down for Starbreeze after their work on the Chronicles of Riddick games. After Syndicate shipped, 25 jobs were cut, and the company’s future started to look a little shaky. GI.biz have news that they’re planning to bounce back with a free to play game called Cold Mercury.
Starbreeze CEO, Mikael Nermark, insisted that “Starbreeze will not leave the AAA segment.” They’re also looking to make a game in collaboration with Swedish film director Josef Fares called P13. There are no solid details about either title yet, but if they’re not shooters I’ll eat this fork that someone mysteriously left on my desk this morning. The Chronicles games were good, it’d be nice to see a return to form for Starbreeze.

Monday 23 April 2012

Grand Theft Auto V and Max Payne 3 to support multiplayer “crews”

Grand Theft Auto 5
“Crews” are online teams that can be formed through Max Payne 3′s multiplayer mode. Joining a crew will let you keep track of your clan’s stats through the Rockstar social club and start feuds with other crews. Hunting down members of crews you’re feuding with will give you extra in-game XP and start vendettas that will stretch beyond Max Payne 3′s multiplayer mode. Expect to be taking revenge in Grand Theft Auto 5 multiplayer as well.

“If you spot two or more members of a crew you’re feuding with on the opposite team, any kills you get against them will count to the overall feud so rivalries will spring up automatically” says a post on theRockstar blog. These rivalries will trigger additional objectives within a multiplayer skirmish, offering an XP bonus the first crew to reach ten kills. “The grudge will come to the forefront of the game.”
“We’ll track who you’re feuding with, how long you’ve been feuding, and who’s winning. You’ll get extra XP for taking down members of crews you’re feuding with, so you’ll be able to remember those grudges for future matches. Again, we want to create more drama out of the interactions that go down in typical multiplayer matches.”
Max Payne 3 is the first Payne to have multiplayer, and the GTA series has never been known for its competitive modes, but if Mass Effect multiplayer can work, there’s no reason why Rockstar can’t make something decent out of Max Payne’s jumpy shootouts. This also suggests they’ll be putting more into developing GTA 5′s multiplayer component. “Multiplayer is an ever-more important part of all our games moving forward,” they say.
“By creating crews through Social Club the crews that you create in Max Payne 3 will be ready and available for you to play in Grand Theft Auto V from day one,” Rockstar add. “It’s all part of our larger approach to make multiplayer deeper and richer than what’s currently available.”
Max Payne 3 is out on May 29 in the US and June 1 in Europe. Would you like to see GTA getting more developed multiplayer?

Sunday 22 April 2012

Prey 2 feared cancelled

Prey 2 - all the muzzle flash
It looks as though Human Head’s futuristic, parkour powered space bounty hunter game, Prey 2, may be in trouble. NeoGaf spotted a report on PSFocus suggesting that Prey 2 has been canned by Bethesda.
This arrives in the wake of a Prey 2 GDC talk that was pulled just before the event. Eurogamer note atweet from Human Head programmer Brian Karis which said that “Zenimax forced us to pull all Prey2 related talks from GDC.”

Bethesda haven’t confirmed or denied the suggestion that Prey 2 has been cancelled, offering only a “no comment” to Game Informer, which doesn’t bode well. Publishers tend to be quite quick to insist that their games still exist. It’d be a shame if Prey 2 was dead. It had basically nothing to do with the original, but the open world cyberpunk crime-fighting premise sounded promising.

Saturday 21 April 2012

Minecraft makes $80 million in 15 months

PC Gamer UK Minecraft server
The Financial Times report that Minecraft creators, Mojang, have filed their finances in Sweden, declaring $80 million in revenue. With interest, taxation and depreciation deducted, that’s $13.5 million on profit in the 15 months since players were able to buy the first alpha build of Minecraft back in October 2010. Justimagine the number of Choc Ices you could buy with that.
Unsurprisingly, Minecraft’s creator, Notch, is the main shareholder of the company. The FT say that his $3.7 million dividend has been shared with the rest of Mojang. Minecraft is the only game they’ve released so far, though they’re publishing Cobalt, and are currently working on their fantasy card trading game, Scrolls. Notch has also started work on something new, an open world space trading game inspired by Elite and Firefly. We’ll have to wait and see if Mojang can strike gold twice, but adding FIREFLY to ELITE in my brain is setting off some pretty good mental fireworks.

Friday 20 April 2012

Help Hubble, win an iPad

space
It’s not a PC game as such, but it does involve your PC and there’s an element of competition, here’s something to occupy a few hours of free time between now and the end of May. Take those sharp powers of observation and image analysis you’ve honed through play and put them to some sort of productive use.
Join the hunt for Hubble’s Hidden Treasures. You can help to find new galactic objects, make some of those of colourful ‘artists impressions’ pictures of nebula that grace box art and maybe win an iPad too. Not bad for what is, to all intents and appearances, a browser based game. It’ll help kill time until the next Mass Effect 3 DLC comes out.

The problem facing NASA and ESA, who jointly run the Hubble program, is that the telescope has taken literally millions of shots over 22 years in orbit. As a result, only a relative handful have actually been scrutinised by scientists. A couple of years ago, Hubble teamed up with the crowdsourced extra-terrestrial identification project Galaxy Zoo to put some of the unseen pictures up in front of human eyes. The problem that remains that not all of the radiowave snapshots have been processed into visual images.
With its latest initiative, the organisation is encouraging hobbiest astronomers to access its raw data and use professional tools to process it into useful pictures. It’s upping the incentive to do so by offering an iPad to the person who finds and creates the most illuminating image.
There’s two competitions running concurrently. The more straightforward one is for those with more limited astronomical knowledge and photo editing powers. All you have to do is enter the Hubble Legacy Archive, find a dataset and use a simple online picture editor to turn it into a ‘photograph’ like the ones you see on the cover of science books about space. Post the result to Hubble’s Flickr group, and you can win an iPod Touch.
The second competition is a bit more challenging, and involves downloading the same data as a FITS file and then using a photo editing package like PhotoShop or Gimp to turn it into one of those cover shots. The best will be shown off on spacetelescope.org, and the very best will win an iPad.
Neither option is quite as newbie friendly as Galaxy Zoo though, and if you’re fresh to astronomy there’s a chance you’ll probably fail at the point where the system requires you to know what object it is you’re looking for before you look for it – although fond memories of Elite might help here. Give it a go – if nothing else, it’s still a small insight into the more mundane parts of the lives of rock star scientists Dr Brian Cox or Brian May.

Thursday 19 April 2012

Battlefield 3 PC patch will land tomorrow

Battlefield 3 thumb
tweet from DICE community manager Daniel Matros says that we’ll be getting the humongous Battlefield 3 patch tomorrow. “Coming in hot we will go into maintenance mode from 9-11:30 CET,” he says. The comprehensive update will affect almost every aspect of the game, from weapon balance to UI bits like the minimap, it’ll even add an improved command rose with extra contextual options to help players communicate more efficiently when driving vehicles.
The patch will also fix a ton of bugs, hopefully removing some of the niggling problems that we’ve been putting up with since Battlefield 3 was released back in October.

Matros says that there are “more details coming on the blog,” which will hopefully have news on whether the PC will get the unlock packs that were added to the PS3 edition yesterday. These shortcut packs can be bought to unlock guns and gadgets for each infantry class and vehicles, saving the large amounts of time it’d take to unlock them through Battlefield 3′s levelling system.
We learned recently that the massive patch could have been delivered in increments earlier on PC if it wasn’t for the lengthy certification process patches need to go through to get onto consoles. It’s been a bit of a wait, but it’s finally almost here. Given the number of tweaks, BF3 should feel quite different once it’s landed.

Wednesday 18 April 2012

SimCity will require an internet connection to play

SimCity
Speaking to Joystiq, SimCity Lead designer Stone Librande has revealed that the new SimCity will be an “internet-dependent experience.” You’ll need to stay connected to the net through Origin if you want to keep playing. He cited SimCity’s multiplayer features, like the global economy that will let players sell excess resources on a massive connected market, as the reason for the always-online requirement.
Though SimCity will maintain its connection through Origin, we won’t have to buy it through EA’s digital store. SimCity will be available to buy through other digital distributors, and at retail, but that’s small comfort for those with unreliable internet connections. As we’ve seen with Ubisoft, you can have the most stable connection in the world and still be at the whim to server switches and meltdowns at the developer/publisher end.

Tuesday 17 April 2012

Prime World’s heroes give new meaning to “red versus blue”

PW-thumb2
Prime World‘s warring factions are much like the symbol for yin and yang. Though they fight for different causes, they share quite a bit in common—especially when it comes to heroes. Not every hero is a unique snowflake like the Artiste or the Inventor; some have two distinct forms, with identical abilities but contrasting personalities and origins. Today, we’ll be taking a look at five heroes with two separate incarnations each: one for the steampunk, forward-thinking Imperium, and another on the side of the nature-loving, holistic Keepers. Woah—these colors are blowing my mind, man!
Unicorns, huh? NOT TODAY!

Mountain Man / Quarrier

Who’s got two giant fists and likes to smash people’s faces in with them? This guy. As a tank with some decent damage skills, it’s up to the Mountain Man to throw his weight around and put the hurt on anyone who’s picking on his more-fragile teammates. Even walking around can contribute—his Giant Stompslows enemies with each ground-quaking step, letting him get in close to nail a Shockwave that’ll spike enemies into the air from the feet up. If things are getting crazy, he can use his Landslide to stun and knock back nearby enemies, or use Stone Man like a turtle retracting into his shell, becoming invincible at the cost of not being able to move. Stone Man will also create Native Terrain around the Mountain Man’s location, which greatly buffs abilities for himself and other heroes.
This Archer is about to make the Quarrier hate his life.

Archer / Amazon

It’s official: every MOBA needs a high-dps lady-archer who’s accessible to newbies and deadly in the hands of a pro. The Archer’s first step towards battlefield domination starts with New Position, letting her dash quickly to the perfect vantage point in a fight. This is where she can rain down a Flurry of Blows, firing a volley of arrows that deal crippling magic and physical damage. And runners will have nowhere to hide: her ultimate Decisive Shot automatically targets whichever hero has the lowest health in a huge radius, then snipes them with a weakling-seeking arrow. Makes me think of the last pitiful kid running for his life in that snowball scene from Elf.
If the woman lighting these tigers on fire is half-fox, is that still animal cruelty?

Fire Fox / Flame Tail

Much to our dismay, this foxy caster is not sponsored by or affiliated with Mozilla. This caster can regen her health simply by casting spells, thanks to her Soul Harmony passive, while she deals bonus damage if she’s learned Playing with FireWind and Sparks is her go-to nuke spell, hurling an ember-filled gust at her target. You can slip out of trouble with the misdirection of Fox Trick, leaving a decoy in the fight while you sneak away unseen. Her magic damage DPS kit is rounded out by Flame-tailed, where she’ll launch fiery orbs into the air that burn off target’s heads like mortar shots.
You dirty rat. Master.

Pied Piper / Rat Master

Josh loves this rodent-herding weirdo, and I think I’m starting to understand why. Using his enchanted flute, the Pied Piper commands rats to do his bidding—which usually involves swarming the enemy’s vulnerable feet to a thousand small bites with Rat Eruption, or stealing Prime from other heroes with the conniving Rat Rogues, who’ll seek out enemies and make their pockets a bit lighter. He can also amass his minion forces with the Call of the Flute, which will hypnotize soldiers (and even heroes, however briefly) to be his unwilling servants. I guess MOBA heroes don’t listen to much music, because the Piper’s ultimate, Charming Melody, stuns everyone within earshot before automatically enslaving enemy soldiers.
Look! It's the Lightning Master and...some dude who hasn't been revealed yet.

Lightning Master / Storm Thrower

Hey look, it’s that hoverboard dude from Quake 3 Arena! Like any lightbringer worth his voltage, the Lightning Master can zap targets with a pulsating Lightning Bolt, or line up a multikill with the room-clearing powers of Chain Lightning. Enemies wearing non-conductive rubber? No problem—just hurl your skull-shattering Thunder Hammer at their heads, then laugh as they stand there, dazed or stunned. Opponents will think twice before pursuing the Lightning Master, thanks to Overload, which leaves an electrical trail behind him as he runs away. And Rage of the Skies takes a page from Zeus’ book, striking every enemy hero on the map with a bolt of body-charring electricity. That’ll teach ‘em to play out in the rain.
The “two heroes, same skill set” angle can be a bit confusing at first, but it’s awesome to see a different aesthetic on opposing heroes, even if they play exactly the same. Nival will be continuing to roll out new heroes on the Prime World website; check back here to see what we think of them.