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Exclusive interview with Zakk Littwin about APB Reloaded

Today we present this exclusive interview with Zak Littwin, the designer of APB Reloaded, about their free to play third person shooter MMORPG,APB Reloaded.

Thanks for giving us the opportunity to interview you about APB Reloaded.

First of all, could you introduce yourself to our readers?

My name is Zak Littwin, and I am the designer on APB Reloaded

How would you describe APB Reloaded to someone who has not heard about it before?
Simply, APB Reloaded is a third-person shooter MMO that is a digital  version of cops and robbers. The game itself is an open-world  environment based in the fictional city of San Paro that has been  overrun by a massive, organized crime wave comprised of several crime  syndicates vying for control of the city. Overwhelmed and out-gunned,  the San Paro's government has instituted a radical policy that allows  for private business and civilians to serve the city in a form of  legalized vigilantism. This is the world that the player enters after  choosing a side, either as a Criminal or a peace-keeping Enforcer.

Everyone knows the sad story of the original APB game, but why did you choose to take a chance and invest in this game?
As a member of the original APB team for several years, I have a lot of  history with the title.  When GamersFirst came to pick it up, I  naturally jumped at the chance to be involved again.  APB as a project  has a massive amount of potential and while it never had the chance to  be fully realized before it shut down, I definitely feel that we can  mold it into something very special.

For how long has APB been in development to become APB Reloaded?
We've  been reworking and updating the game since we got through the  acquisition back in November, so at this point we're running up on the  six-month mark.

Why did you call APB Reloaded, keeping the original APB name?
At its core, the vision of the original game remains intact.  Though  we're making a lot of changes and additions to fix what we feel were  issues with the original product, the premise and feel of the game is  still the same.  Also, while APB got a lot of publicity and it makes  sense to keep that name recognition rather than starting from scratch.
Gamers  that found the concept interesting but did not purchase it can now  experience the title for free, and invest into it as they see value.
It  also highlights to players that previously purchased the game but  stopped playing for whatever reason that we're back and also conveys  that we know there were issues and are committed to fixing them.
Lastly,  the original APB audience remains very loyal to the game, as our  message forums show us every day. It again makes no sense to alienate  these fans that helped make the property so attractive to us in the  first place.

Let's talk about changes. What are the main differences between APB and APB Reloaded?

One of the major changes we've made is to try and move away from the  linear progression that was seen in the previous iteration.  Rather than  progress and get better stats all around, you instead unlock  modifications to your character, weapons and vehicles that give you  different abilities or stat tradeoffs.  Weapons are dealt with in  similar ways, with the rifle new players now start with being a  well-rounded weapon that can compete with any of the ones unlocked  later.  This creates an ad-hoc class system where a team will want to  kit out individual members of the team with varied modifications in  order to be most effective.  New players entering the game are  effectively jacks-of-all-trades as far as stats and skills are  concerned, so can still compete on equal footing.
Talking  about weapons, we've also made a lot of changes to make the weapons  feel more visceral.  The recoil system added previously in one of the  last patches to APB has been tweaked, and the weapons have been made a  bit more powerful so players aren't bullet sponges.  This has been a  fairly controversial change with our veteran player-base, though is  certainly helping with making the weapons feel powerful and engaging.   We're working with the community both in-game and through the forums to  get a good balance between a high-lethality damage model and still  giving players enough time to react to incoming fire.
Other  major changes include implementation of an intelligent spawning system,  adjusting vehicles to be more unique and fun to drive and changing the  progression system to allow players to unlock new modifications and  weapons by using certain items.

Give us a sneak peek on the new vehicles system, vehicles and driving.

The very first thing we did was throw away the old starting vehicle.   As well as looking like a painters van, it also handled horribly. So rather than using the 'wooden sword' approach, we replaced the vehicle  with a cool two-door coupe that's very quick, maneuverable, and almost  impossible to knock over.  The results is a very easy to learn vehicle  that provides a good starting experience and is great for weaving  through traffic.  On the other hand, it's not particularly fast or  sturdy, so if you want to go down those routes, you will need other  vehicles.
The  other vehicles have been made more diverse, so handle more like they  look.  The Vegas G20, our classic muscle car, is a beast off the line  but once it's going it tends to keep going in that direction.  Likewise  our low-rider, the Dolton Fresno, is now very heavy (being made entirely  from steel) and has really bouncy suspension, but isn't going anywhere  in a hurry.  This gives each vehicle its own situational usefulness, and  gives players a reason to utilize the whole range of vehicles.
Overall  the vehicles tend to be more unique in handling than before, and more  competitive. You shouldn't find yourself in a situation where a vehicle  you jump into is useless, though you may feel it's not to your tastes.   We've increased the rate at which most of the vehicles turn also, so  the latency issue people saw in the handling at launch is much reduced.

What's the current status of the Beta? Is there a date for the Open Beta or the final release?
We're  looking at moving into Open Beta in the next few weeks.  We don't have a  specific date yet for final release, though it'll likely be some time  in Q3.

What  can you say about the payment model, premium upgrades and the free to  play limitations? What are the differences between a free to play player  and a premium player?
Well, as you know, GamersFirst has been doing the Free2Play model for  quite some time, and we have what works and what doesn't down very well. We're going to have two different pay options for APB Reloaded players;  the micro-transaction and premium accounts.
Micro-transactions  are open to both free and Premium players and are for specialized  services or in-game items. These will run the gambit from vanity  clothing and cool vehicles to additional character slots. I would like  to stress that the weaponry will not be overpowered or game-changing,  but change the owners play style. Take the sniper rifle as a theoretical  example. The weapon achieved in-game does 95% damage with one hit, but  you cannot sprint while it's equipped or hang out of a vehicle's window  with it. The pay model is a similarly looking rifle; however now you can  sprint with it, but it will only do 50% damage.  Still a 2 hit kill,  but it changes use of the weapon significantly. Likewise a lot of the  additional weapons we are adding are visually a lot more striking than  the normal counterparts.  While the most audacious weapon we're selling  is a gold plated magnum with scope and extended barrel, the community  favorite at the moment appears to be the CSG-20 Shotgun, which while  fairly plain, is an elegant design that the beta players are really  appreciating.
Premium  players will have the same experience as free players, with a few  advantages. They will gain experience and in-game cash faster, and have  unfettered access to the customization studios.  While free players can  play around with the customization studios to their hearts content, they  can only save and wear items that have a limited number of symbols on  them.  Premium players have a much larger limit.  There will also be  some premium-exclusive content in the future, but we're not ready to  reveal that just yet.

What kind measures have you set to avoid hacking?

Punkbuster is going to be back in a big way for APB Reloaded, along  with a few other countermeasures that complement it well. We plan on  being very aggressive on policing hacking and cheating within APB  Reloaded. This power will be delegated all the way down to our full  complement of GM's who will be on 24/7 looking for abusers.

Talking about future, what are you planning beyond release?
There's a lot we're working on at the moment.  We're continuing to work  on a Turf Wars ruleset, where Criminals and Enforcers will fight to  control individual blocks of the city, vying for total supremacy.  Along  with this, we are also working on a new action district called The Asylum, an abandoned insane asylum used by the Criminals for Underground Raves.
We're  also looking to implement a racing mechanic, elective PvP mechanics  (the ability to challenge an enemy team), and a DJ battle mode for our  music studio.  We plan to be supporting this product for a number of  years to come, and with a game that has so many different aspects, the  list of what we want to add just keeps on growing.

Would you like to add something?
Only that we're really excited about getting APB Reloaded out to  gamers. We're looking at beginning open beta testing in the next few  weeks, so be sure to check in at our Facebook page or Twitter feed to  see when you and your readers can jump in and experience it for  yourselves.

Thanks you so much. It's always a pleasure.

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By: MMOGInfo.Com Publish date: 19/04/2011

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