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‘Massive Multiplayer (MMO)’ Category Articles

'Empire Online' - Popular Asian iPhone MMORPG Hits the US

Tuesday, January 18th, 2011

A few days ago, developer Lakoo released a new iOS MMORPG into the App Store called Empire Online [Free]. Empire Online claims to be the biggest iPhone MMORPG with over 5 million users across Asia and Australia, and it is now available to US players. It's free to download and play, with an IAP currency system. There are four races and five classes to create your character from, with a deep skill system to learn as well as thousands of different items and equipment to collect. What is cool about the equipment in Empire Online is that it affects the look of your avatar, giving you a staggering amount of personalization to set yourself apart from the rest of the players online.

Visually, Empire Online employs an overhead perspective and pixel art style reminiscent of some classic 16-bit RPGs. Combat is turn-based and can have up to 20 combatants in a single battle. You can battle in real-time against other players in single PvP matches or team battles with up to 5 players on each team. Another interesting aspect is creating your own Empire where you can recruit members and battle to take control of territories and build your own cities as you expand your Empire's reach.

What I really like about Empire Online is the touch-friendly interface and ability to customize how you want to play. There are a number of different chat systems in the game that allow you to type out messages to all players, only those in your Empire, private one-on-one chats, and more. These text messages appear at the top portion of the screen, and all other online players' avatars are shown roaming around whatever world you happen to be in. These two elements can add a lot of clutter and confusion to the action on screen, especially when you're first starting out.

Luckily you are able to filter out which types of text messages appear, or turn them off altogether, and you can turn off the other player avatars as well. Shutting both of these off allowed me to focus on the early missions in the game without any distractions, and let me get a handle on how the game played. In this way, you can basically just play Empire Online as a solo game, leveling up your character and completing missions on your own. Likely there will be certain missions that require you to have a helping hand, but for the most part there seems to be a lot of gameplay available for those who aren't keen on interacting with the outside world.

I've enjoyed my fair share of RPGs over the years, but I've never gotten into the whole MMO thing. Partly because I've seen how they can overtake my friends' lives, but also partly because they can be intimidating to a newbie. Empire Online is the first one I've tried that I actually felt I could get the hang of, and I've been having a lot of fun with it so far. While I can't really speak to whether it will be satisfying to hardcore MMO players or not, it's definitely friendly to first-time players or those who are constantly on the go. Player discussion in our forums has been positive towards the gameplay itself, but critical towards the implementation of the IAP. At any rate, it's free to download and try out, so there's no reason not to check out Empire Online if you're in the market for a new MMORPG.

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'Yslandia' Hits the US App Store - Not Your Typical Mobile MMORPG

Friday, October 1st, 2010

BulkyPix's MMORPG Yslandia [$4.99] recently hit the App Store after a considerable beta testing period in Canada. Earlier this month we posted an extensive hands-on preview of the game, and found quite a bit to get excited about:

In so far as the gameplay is concerned, MMOs traditionally have been about lengthy solo leveling experiences (read: grinding) with a smattering of teamwork needed in certain encounters. Yslandia on the other hand is more focused all around Player vs Player combat and social interactions (but with its own share of grinding). The three islands that make up the initial release of Yslandia are comprised of respective starting islands for the Simeh'a Alliance and the Zaa'me Coalition (essentially, Light vs Dark), and a neutral territory called Gilda where all the PvP combat goes on. And it's on this latter island that most of your time in Yslandia will be spent.


On Gilda, teams have to work together to capture Totems on the battlefield, thereby claiming territories for their Faction. The game itself encourages this teamwork– particularly teamwork through guild participation– by way of its skill system. Departing from any existing skill-building concepts, characters in Yslandia learn additional skills by "training" with other guild members. Every 10 levels, you accumulate training points in addition to your standard skill points, which can then be invested in other guild members, bestowing upon them a skill you currently have learned. Aside from skills learned in this fashion, characters start with 4 skills, 2 of which are usually passive.

'Usually' in this context is used quite loosely, as Yslandia boasts a massive lineup of 18 different classes to choose from divided amongst 6 very different races (some of which have no passive skills). The developers have also gone beyond the usual warrior/ranger/mage archetypes to offer interesting classes such as the Necrophage, the Lycan Bloodhound or the mana-sucking Nocturn Deceiver.

A thread on our forums is serving as a bit of a staging point with people trading tips and likely banding together as more people pick up the game. Similar to nearly every MMO launch since the beginning of recorded human history, Yslandia has a few bugs and some areas that feel rough around the edges. Thankfully, tthe developers are actively posting in the previously mentioned thread and mentioned that an update to address these problems and implement Game Center support is in the works.

App Store Link: Yslandia MMORPG, Free

'Godville' A Month Later - Still The Best Game I Don't Play

Tuesday, August 31st, 2010

A little over a month ago I first posted my review of Godville [Free] and was entirely amused by the concept behind the game. In essence, Godville is barely a game at all, as your interaction with the world is limited to either encouraging or punishing your hero who otherwise just goes about his business. You play as your hero's god, and the "game" basically consists of you reading the events that transpire in your hero's life. Depending on how you treat your hero either through punishment or encouragement, your hero will either be a cold hearted bastard killing everything in its path or a happy go lucky lover of all things living... Or something in between.

Godville is a community driven game, and once your hero reaches level 10 you're able to participate in the idea box. You can submit ideas for items, equipment, quests, enemies, combat actions, and tons of other things. Users then vote on these entries, which are eventually implemented in the game. Initially, the adventures of your hero in Godville when the game first launched were fairly repetitive, but after a month of idea box submissions from users, the game has only grown more amazing.

Not only is Godville getting better from user submissions, but the developers have been hard at work releasing updates both to the Godville client itself, and the web-based backend that powers the whole game. Special artifacts are one of my new favorite inclusions. These are new items that your character will loot from monsters or win from duels that have special abilities. Of course your hero is entirely too stupid to operate said artifacts themselves, but you can spend your god power (otherwise used for punishing and encouraging) to have them operate the item. These items can teleport them back to town, put a gold brick in their inventory, strike a death from their records, and many other things.

The amusing part of all this is that if you don't catch that your hero has one of these special artifacts in their inventory, chances are they'll just give it away, sell it, or otherwise get swindled out of it before you even have a chance to use it. Even if you do use it and it has some marvelous effect, they'll usually just hawk it for beer money anyway. How little control you have over your hero is part of what makes Godville so much fun for me, as my hero almost never does what I want him to do, but seemingly has developed his own (fairly stupid but evil) personality of his own.

Previous to the recent update, your character would randomly find themselves in duels with the heroes of other players. Now, every few hours, you can send your hero off to an arena to immediately participate in these duels. Aside from potentially humiliating another god with defeat, winning a duel also awards you all the coins that the opponent is holding along with some other swag... This is often lost anyway as your hero's ego grows and he bites off more than he can chew in combat, then endlessly begs you to be resurrected.

I decided to post about this game again not only because it has had significant updates since our initial review, but also because I'm downright amazed that a game that isn't really even technically a game has held my attention for so long. Checking up on what my Godville dude is doing has somehow managed to slip in between checking my email and checking my Twitter feed on my phone. Admittedly, when I first tried the game I thought Godville had sky-high novelty value, but I didn't see it lasting for me as most novelty-heavy games are only amusing until said novelty runs out.

The buckets of creativity being dumped in to Godville seems to always make loading up the game amusing. Initially I only saw Godville as a clever jab at the grind of RPG's as instead of you spending your time grinding, your hero does it for you. After spending an immense amount of time with the game over the last month, Godville seems to be the most captivating virtual per experience I've had so far on the iPhone. If you haven't yet, you really need to give this game a try to see if it grows on you just as much as it has grown on me.

App Store Link: Godville, Free (Universal)

'Pocket Legends' 1.2 Adds PvP and Other Fun Features

Friday, May 28th, 2010

The amount of post-launch support Spacetime Studios has given their free MMO [Free: iPhone Universal / iPad Only] got even more impressive lately with the release of Pocket Legends 1.2 which adds three main features to the game:

PvP - In team deathmatch arenas vaguely similar to World of Warcraft's arena system, players choose sides and battle the other team. The various arenas have different sizes, player limits, and even power-ups. Points are awarded for killing other players, and when the score limit is reached a scoreboard displays showing the match standing.

Secure Trade - Inspecting other players now give you a new option to securely trade items, gold, and potions. Just like any MMO, a trade window will appear for both players to confirm the trade before the transaction is complete.

Elixirs - Using gold or platinum players can purchase a number of different elixirs which do things like increase movement, experience gain, damage, and even armor. Elixirs last for five minutes and don't stack on top of each other. Also, they can only be used in the story mode so players don't have to worry about buying elixirs to be competitive in PvP.

Spacetime Studios released a new trailer that shows the new PvP arenas:

If you haven't tried Pocket Legends yet, there's really no reason to keep resisting at this point. The game is free to try, and is one of the more impressive realtime multiplayer experiences available on the App Store.

App Store Links:
    Pocket Legends, Free (Universal)
    Pocket Legends, Free (Universal)

European 'Might & Magic Heroes Kingdoms' iPad Client Lauches

Friday, May 28th, 2010

In the wake of the free to play movement on the App Store, Ubisoft has recently released an iPad client for their free browser game, Might & Magic Heroes Kingdoms. Currently only available in France, Germany, and the United Kingdom, Might & Magic Heroes Kingdoms puts players to the task of managing their kingdom, bossing around their heroes, and do the typical MMO-style resource gathering and management by capturing mines.

After your kingdom is booming, you'll be able to wage battles which Ubisoft is describing as "epic" with other players by creating or joining alliances to conquer new territory in attempt to control the entire in-game world of Ashan.

If you're an iPad owner in Germany, France, or the UK, give the free iPad client a spin and see what you think. Since it is free to download, if you're outside of those three countries and you really want to get a jump on the game before it hits the US App Store, it shouldn't be too hard to create an international account to snag the game.

United Kingdom App Store Link: Might & Magic Heroes Kingdoms, Free

Blizzard Updates 'Mobile Armory' to Include Beta Test of 'World of Warcraft' Remote Auction House

Wednesday, May 19th, 2010

We first heard of Blizzard's plans to improve the functionality of the Mobile Armory [Free] app to include access to the auction house back in February. MMO Champion has all the details today on the recently released Remote Auction House functionality of the existing Mobile Armory app which currently only works for a small number of World of Warcraft servers as part of a beta test of the service.

To use the Mobile Armory you will need a World of Warcraft or Battle.net account, with most of the features requiring an active World of Warcraft subscription. If you're lucky enough to play on the hand full of servers currently supported, using the existing Mobile Armory app you will not only be able to buy items on the in-game auction house, but also sell any item from your character's bags, bank, or mailbox as well as manage all the gold generated from said auctions.

Currently, this functionality is free but limited to 25 total transactions a day, a number which will be increased at launch, according to Blizzard. At the conclusion of the beta test, the auction house features of the Mobile Armory will split in to free and paid functions. Without paying for anything, you will be able to browse and view the auction house along with getting real-time notifications when your auctions sell, expire, or you are outbid or win an auction. For $2.99 on top of your existing WoW subscription you'll be able to do all the buying and selling mentioned previously.

Towards the bottom of the new Remote Auction House site is a chart that details the feature differences of the two subscription tiers.

'Pocket Legends' Review -- Proving that Big Things DO Come in Pocket-sizes.

Friday, April 16th, 2010

When Spacetime Studios first revealed their newest game earlier in the month I thought it was as ambitious a project as had been attempted on the platform. Not happy with putting out just any old Massively Multiplayer Online RPG, Spacetime Studios assumed the challenge of delivering it in 3D. And it is fortunate they did, as Pocket Legends [iPhone] and [iPad] has been a huge hit since its release a couple of weeks back.

Pocket Legends puts you in direct control of one of three classes; the warrior bear, the archer hawk or the elven enchantress/mage/healer. Diehard purists will maintain that Pocket Legends isn't technically an MMORPG, on account of its use of instances to tell the story instead of a massive, open world. In fact, there isn't much here that could be called a story either, merely a yarn spun to connect the action and game worlds together.

That may seem a criticism, but to its credit Pocket Legends does not take itself very seriously, telling its tale in a few short lines each chapter and darting comfortably between zombies, moronic knights, bling and beer. The models and animations are brought fluidly to life in 3D with a range of attack animation effects and clever emotes to boot. In fact, an array of great looking weapon and equipment models, from a spiked club to a claymore, often belies the fact that you are playing a handheld MMO.

The game's camera can be zoomed and rotated by on-screen swipes and gestures, and the characters are controlled via a virtual analogue stick. Enemies are targeted by either pressing the Attack button to target the nearest or physically tapping them on-screen. This system does take some getting used to, but it ultimately offers the best of both worlds and allowing easy target switching. Naturally, Pocket Legends features a complete loot and inventory system as well as a number of excellently thought out skills that are progressively unlocked. Curiously, the only area where the interface is lacking is active trading between players, a feature scheduled to arrive 'soon'.

Pocket Legends is free to download, but the game plays like a Lite with in-app purchase level packs. The free portion allows you to reach level 13 for free but then you need to buy additional level packs to continue earning experience points. The included Forest Haven Campaign is one of four currently available (with another on its way soon), and the only one able to be played freely. Each pack has a different objective, with the other 3 packs costing $1.99 each and offering a variety of increasingly challenging enemies to excel your character to the current maximum level of 25.

Other in-app items available for purchase through iTunes include:

  • An extra character slot beyond the default 2, available for $0.99;
  • A skill and attribute re-roll for $1.99;
  • 2 emote books, each with 4 whacky emotes with special effects for $0.99 each;
  • Gold Purchases in bundles of 500, 2500 and 5000, ranging from $0.99 to $4.99; and
  • An assortment of class-specific items and item packs, the first pack which has been released for the archer for $1.99, and a solitary bow costing $0.99.
  • A minor criticism I had of the purchasable campaigns at release is that they seemed to largely recycle the textures in the first campaign. Fortunately, future level packs seem more varied, with snow and swamp themed add-ons nearing completion.

    With regard to Pocket Legends' gameplay, it is wondrous that the iPhone can produce a comparable level of character progression and skill usage that traditionally only a PC game could evoke. From personal experience as a lowly Archer with only an auto-attack, I found myself only several hours later blasting at multiple targets with new friends, frantically stringing together sequences of buffs and debuffs in large-scaled boss-like encounters. In this respect, Pocket Legends is the type of game that can be rather monotonously if soloing, but as soon as other players are added, becomes a challenging, exciting, team-oriented affair that requires you to really look out for each other.

    The instanced gameplay actually assists this whole process, as players are constantly joining your games almost as soon as they are created. This is thanks to the easy-to-identify game list that is presented to players as soon as they enter the game (though I did have slight difficulty getting people to join a DLC game). Furthermore, a detailed friends list keeps track of those players you have befriended in the past and informs you when they are online, allowing you to rejoin them if room permits.

    For some, however, the demand of paid level packs every 5-10 levels may simply be too much. But for those willing, Pocket Legends is an extremely rewarding experience that has easily provided me with some of the best online gameplay on the iPhone to date. There are innumerable hours to pour into this game, with the current level cap of 25 requiring whole days of gameplay to reach. What's more, Spacetime Studios have already releasing two updates since launch which have added to both the existing free and paid content in the form of additional levels and items.

    Reader impressions that have collected in our forums over the past few weeks have been largely positive. Pocket Legends plays on 2nd generation devices and up, and has a separate, High Definition iPad version available.

    App Store Link: Pocket Legends (3D MMO), Pocket Legends for iPad (3D MMO), Free (With In-App Purchases).

    TouchArcade Rating:

'IMO: The World of Magic' -- A Review and In-Depth Look at In-App Purchases

Thursday, April 15th, 2010

The last few months have seen an explosion of online games hitting the iPhone. Developers are waking to the fact that in today's WiFi world and speedier mobile internet, online content delivery for the iPhone has finally entered the mainstream. Com2Us have tapped into the mother load of online genres, the behemoth (to pronounce) Massively Multiplayer Online RPG, through its release of IMO: The World of Magic [AppStore].

IMO adopts the controversial 'freemium' model, where games are released free to the public, but charge an in-app fee for premium services and items. Instead of just recommending you an app that you can try for yourself, this review should assist to shed light on what is actually available to premium users, and what free users may be missing out on.

Many would be surprised to learn that IMO is in fact a port of a 2006 release on older mobile devices in Korea. The in-game artwork is a give-away in this respect, not being as high-resolution as you would expect from a native iPhone app, but still sporting the vibrant colors and cute characters that the Korean game market is known for. Another apparent symptom of the port to iPhone is an ever-present stutter as the game world scrolls around the character, a factor that detracts from the fluidity of the game and lends it a sometimes lag-like quality.

This shouldn't detract people from enjoying The World of Magic though, as it also happens to be a surprisingly comprehensive MMO that is a heap of fun to play with friends. There are three unique characters to play; a warrior, mage and archer, each of which has a well-developed skill tree up to level 50. These characters can have their appearances customized to a small degree at creation, but to a much greater scale through the many different armor and weapon sets expected of an MMO. IMO also features a full-scale guild and party system, as well as PvP battlegrounds, challenging dungeons and an expansive, open world.

What is more astonishing is that all of the above is available completely gratis. Where your wallets do come into play though is through the auction system. In the middle of town are two traders, both of whom are inaccessible to 'free' players. On purchase of a 'Starter's Pack' for $2.99, the player is bestowed with a Premium Member Ticket. This ticket enables players to access the auction house system, as well as removing in-game AdMob ads that pop up on occasion and cause minor irritation. Prospective traders may also choose to dig further into the purchasable items, as they can have their trading slots expanded to 10 and then to 15 for $0.99 each.

To entice players to pay, the 'Starter's Pack' opts for the carrot rather than the stick. Together with the Premium Ticket, you are given a 7 slot bag (an otherwise expensive in-game item), a random Costume Hat (I got kitty ears!), and a slew of consumable items that cannot be purchased through the in-game currency (and cannot be found either, from what I can tell). Each of these consumables have special effects such as resurrecting on the spot, summoning friends, insuring against item breakage or -- strangely -- permitting you to shout to all regions. If you had to buy them on their own, they cost between $0.99 and $2.99 for between 3 and 10 items, making the Starter's Pack a bargain.

It really seems as though the Starter's Pack is enough for most to get by with, but in any case IMO is not as restrictive as other 'freemium' games. In fact, it has no inherent requirement to purchase anything at all-- so long as you are happy with the ads and aren't using the auction system. The consumable purchases are of questionable use, particularly as they are offered in rather paltry bundles. Whether they become more useful in the latter game is yet to be seen though, as IMO also features a steep levelling curve that appears to require a substantial amount of grinding for both gold and experience.

If you can get past the MMO grind-- a fact made easier by the regular PvP battlegrounds that are a real spectacle-- IMO has alot going for it in both its social features and its huge game world. It may prove inaccessible to those not willing to ask questions though, as the game documentation is currently a little sparse. Having said that, this is an enjoyable, practically-free title that is capable of consuming countless hours and have you still clamouring for more. Our readers are certainly responding well to IMO, with hundreds of impressions already streaming in to our forums. IMO: The World of Magic can be played over both WiFi and 3G internet.

App Store Link: IMO: The World of Magic, Free (With In-App DLC).

TouchArcade Rating:

'Pocket Legends' Free 3D MMO iPhone Client Released

Thursday, April 8th, 2010

Spacetime Studios' Pocket Legends [iPhone, Free / iPad, Free] has been the talk of the town since the iPad client was first released along side the iPad last Saturday. We've already posted about the game between its announcement and a comparison between both the iPhone and iPad clients. Also, we have threads in our forums for both the iPad and iPhone versions of the game if you're looking for someone to play with.

So there you have it, both clients are now available, and completely free. People in our forums are loving the game, and while I haven't been able to invest too much time in to it yet, you've got nothing to lose by giving it a spin.

App Store Links:

'Pocket Legends' iPhone and iPad Client Comparison

Wednesday, April 7th, 2010

Spacetime Studios' MMO Pocket Legends was released in the same massive batch of iPad games available at launch, and so far, people seem to really be enjoying it. We already posted about the iPad version and managed to dig up some details on the iPhone client, which they expect to be approved and appear on the App Store very soon now.

Somewhat unsurprisingly, considering the game was originally developed with the iPhone in mind, the differences between both clients are fairly minor. For instance, you have a larger chat window on the iPad, and can see the full spell and emote icon banks on screen at once. On the iPhone, you're limited to a a reduced range of camera motion that stops you from zooming in or out as far as the iPad is capable of.

Aside from that, everything else is nearly identical and the developers have assured me that players will have a great gameplay experience regardless of which device they're playing on. Here are some comparison shots to see the difference between the two clients. The iPad is on the left, iPhone is on the right.


Camera all the way out on both devices


Camera all the way in on both devices.

Emotes and skills able to be displayed on the iPad, while only one can be displayed at a time on the iPhone.

We're excited to see Pocket Legends make its way to the iPhone and iPod touch, and if the excitement in the thread for the iPad game is any indication, Pocket Legends is going to see an explosion of players from TouchArcade as soon as the second game client hits the App Store.

App Store Link: Pocket Legends for iPads, Free (iPhone client coming very soon.)

GDC 2010: 'TibiaME' MMO Coming to the iPhone

Wednesday, March 10th, 2010

Here at GDC 2010 we had the chance to meet with Benjamin Zuckerer of CipSoft and have a look at the upcoming iPhone version of their popular TibiaME mobile MMO.

TibiaME is an exclusively mobile, top-down 2D MMO that made its debut on Nokia platform devices six years ago and has been growing its community ever since. At present there are approximately 50,000 active players in the game world, which consists of 67 islands, with 16 levels each. The islands exhibit a variety of different terrain types, such as forest, dungeons, ice, and "undead."

TibiaME places the player in the game world as either a warrior or a wizard. The islands of the world are peopled by other online players and a host of enemy characters that range from squirrels to demons -- 56 types in all. There are magic-using boss monsters to contend with, as well. During the demonstration we were given of the pre-release iPhone client, there was no lack of activity in the world, as can be seen in our demo video.

While the iPhone version of the game client ties into the same game world that has been running these six years, it is a complete, ground-up rewrite that has been under development for a year and a half. The 20x20-pixel character graphics of previous versions of the game have been redrawn at a rather more detailed 50x50 pixels for the iPhone version, a new user interface has been implemented, and fight sequence animations have been added to the mix, as well.

The iPhone release will make its debut mid-year and follow the "freemium" price model. The base release can be downloaded free of charge and offers two (of the total 67) islands to explore. Characters playing in this mode are limited to a maximum of level 20 experience. Those wanting to experience the full game world can buy play time in blocks of one (5 euros) or 4 months (12 euros). Any character that has been built up in the pay model will retain all stats in the event an unrenewed block of time, but will be unable to level higher without the purchase of additional play time. The developer estimates that the base, free play experience delivers about one month of engaging play for the typical user.

To keep the game fresh, the developer has been in the practice of releasing a series of updates over the course of a year: 12 small that alter various game details, and 2 large, bringing new features and notable enhancements.

The only stand-out negative we saw about the title is its complete lack of any in-game music or sound effects. The iPhone version will allow the user to play tracks from their iTunes song library, however. And, of course, the main stand-out positive is the six years the game has been live and the sizable community that has grown within it, a most iPhone MMO's can't point to.

See our gameplay video for a look at the action in the pre-release client.

TibiaME for the iPhone is expected to debut mid-2010. Additional screenshots of the game can be seen at CipSoft's TibiaME Facebook page.

'World of Warcraft' Auction House iPhone App in the Works

Friday, February 5th, 2010

Blizzard forum poster Bornakk recently mentioned as a part of their efforts to increase the functionality of the World of Warcraft Armory that players will soon be able to access in-game auction houses through the web site itself, as well as an app that's in the works to manage your auctions on your iPhone.

Features and functionality of the app are still in the process of being worked out, and Blizzard admits that since this is a fairly complex addition to the integration seen with both the armory and the iPhone so because of this they don't have any kind of release estimate yet. Also mentioned is that parts of this service will be "premium-based", and more details on what exactly that means will be revealed at a later date.

Blizzard isn't exactly shy about charging players for in-game services between character server changes and sex changes, so it's anyone's guess as to where the "premium" will come in to play with this new app. Previously released Blizzard iPhone apps, World of Warcraft Mobile Armory [App Store] and Battle.net Mobile Authenticator [App Store] have been popular amongst our community, so we will be keeping a close eye on the development of the auction house app.

Thanks to everyone I used to play World of Warcraft with relentlessly IM'ing me about this today.

'Anrufen Online' - Cross-Platform MMO Released for iPhone

Tuesday, January 26th, 2010

Screen shot 2010-01-25 at 10.57.30 PMWiSTONE's Symbian MMORPG has finally made it to the iPhone, Anrufen Online [App Store] is a free to try online game with two different classes, and realtime combat that pits players against monsters and even other players. The isometric viewpoint and graphical style reminds me a lot of Ultima Online, and reading WiSTONE's web site for Anrufen reveals a shocking level of depth that doesn't immediately seem apparent when aimlessly wandering around the game world on a free account inside of the few maps you're restricted to.

If you decide to subscribe, Anrufen Online will run you $12.99, paid quarterly. This gameplay video provided by the developers shows what you're capable of both while fighting monsters and other players as you progress in the game:

Reactions on our forums seem mixed so far, but in my time with the game there seems to be a lot of potential here if you can overcome the cumbersome menu systems which seem to be directly ported from the Symbian version of the game combined with an overly cluttered interface. Still, if you're looking to get your MMORPG fix on the go, Anrufen Online seems to be one of the more complete offerings available on the platform.

App Store Link: Anrufen Online, Free (Subscription: $12.99 quarterly.)

Cross-Platform MMO 'Outer Empires' iPhone Client Released

Tuesday, November 10th, 2009

Screen5Towards the end of July this year we previewed a massive multiplayer online game set in space called Outer Empires [App Store] by Ironwill Studios. Aside from its new iPhone client, Outer Empires also works by pointing any modern browser to the game's web site at outer-empires.com.

The game is quite similar to a 2D version of EVE Online, and the game concept has remained the same since our preview:

Outer Empires takes place in a persistent galaxy where players can choose from a variety of different activities as you play in the intergalactic sandbox. There are tons of quests (or "Missions" as they're called in game) to complete that range from simple transport jobs to exploring and bounty hunting. Once you establish yourself in the world, you can set up colonies as well as run or join a guild (or "Factions" in Outer Empires).

There's a whole array of upgrades, ships, and other things to buy as you rank up in game. While the iPhone client costs $1.99, you can play the web version for free and neither version of the game has mandatory subscriptions. If you do choose to subscribe, you will get double the experience and space bucks of free users for completing the same missions. Subscription prices range from $3.99 a month with options for 3, 6, or 12 month discounts along with a $99.99 lifetime subscription.

Outer Empires is a cool concept, but like any online game how much fun you have with it will likely depend on the community inside of the game. I'd definitely at least give the free browser version of the game a try if the idea of a mobile space MMO interests you, and if you find yourself captivated by the Outer Empires universe, pick up the iPhone client.

App Store Link: Outer Empires, $1.99

TouchArcade Rating:

'Outer Empires' - An Upcoming iPhone Space MMO

Saturday, July 18th, 2009

screenshot_spaceTo followers of our forums, no three letters send a sharper chill up your spine than "MMO". Usually paired with the suffix "RPG", MMO's thus far on the iPhone have largely been fairly bland and focus more on friend code trading, point buying, and recruiting other players instead of actual content. Thankfully, Ironwill Studios is about to change all of that with their soon to be released space MMO Outer Empires.

Outer Empires takes place in a persistent galaxy where players can choose from a variety of different activities as you play in the intergalactic sandbox. There are tons of quests (or "Missions" as they're called in game) to complete that range from simple transport jobs to exploring and bounty hunting. Once you establish yourself in the world, you can set up colonies as well as run or join a guild (or "Factions" in Outer Empires).

Of course you have access to a wide variety of ships and upgrades to those ships which can all be purchased from player-created manufacturing plants. Having only clocked a few hours in to the beta so far, I'm reluctant to compare it to EVE Online, but there's not much else to compare it to.

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The cool part about Outer Empires is that the game runs both in a browser on your computer, as well as in the app on your iPhone. Accounts are shared between both versions of the game, and you can literally log out in your browser, log in with your iPhone, and be exactly where you left off with all the same functionality of the desktop client on the go.

Ironwill Studios has an ambitious update cycle planned to patch in additional ships, player races, and other content supported by monthly subscriptions. Talking to Producer and Development Lead Paul Hutson via Skype we were told the monthly subscription fee would be "Around £2.50" which at current exchange rates is in the neighborhood of $4.00 per month. Initially subscriptions will be managed via PayPal, but Hutson has hopes to implement 3.0 in-game purchases for subscriptions soon.

screenshot_space_with_stationOverall the concept of Outer Empires is really neat, and I've enjoyed playing both the browser and iPhone versions of the game, although once you get used to playing in the browser the iPhone client seems cramped in comparison. It remains to be seen how the community will react to a monthly subscription based game, but don't worry, you can try it for free without any time limits.

Free players can only reach a maximum level of 10, which will allow you to get a good feel for the game to decide if you want to bite on a paid membership or not. If you decide not to, you can still log in, chat, and do anything you want including completing all the missions for players level 10 and under.

If you decide to take the plunge on a subscription, all the experience you gained from doing extra missions after you hit the level 10 cap is applied. This is a unique approach on MMO trials, as they're usually based on a firm time limits before forcing you to pay up. If you play at a leisurely pace, it could take you quite a while to reach level 10 and if you just prefer the social aspect of chatting in Outer Empires you may never have to pay at all.

Outer Empires is currently under development, and according to my chat with Paul Hutson, they hope to submit the game to Apple later this month. If you want to know more, check out the Outer Empires web site which is absolutely packed with all kinds of information.


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