TERA Launches with New Trailer

It’s launch day for En Masse’s TERA and with it comes a new trailer showing off some of the games BAMs, cinematics and of course action combat.

For those players who pre-purchased the game, En Masse’s is giving out even more gifts today, in the form of cosmetic weapon skins for every class. Simply log into your account and go to the Item Claim page to claim your free skins.  These are account bound and cannot be sold or trade, they can’t even be placed in bank storage.

Anyway, check out the TERA launch trailer below.


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Otherland – Game future in jeopardy ?

[Game website] I am sure a group of you readers have read about Otherland, an upcoming MMORPG based on Tad Williams’ Otherland novels. While the publisher has been confirmed to be Gamigo, the development studio Real-U (link) is actually located in Singapore and it is a subsidiary of German console game publisher dtp entertainment. I know, it sounds a little bit confusing, but here comes the bad news.



According to IGN (link), dtp entertainment has just filed for insolvency just a few hours ago. While the future of Otherland is not mentioned, it seems funding will be limited as insolvency means dtp entertainment is currently unable to repay business debts. Will Gamigo fund the project instead? For me, Otherland is looking really cool, and it will be a total waste if it is canned.


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TERA Live Today! LoreHound Has You Covered.

Party vs Gula - BAM

We Lore Hounds have been following TERA closely. It’s not a pet project or personal interest, it’s the community and a handful of writers that have been following the conversion of the hardcore action-oriented MMORPG from its Korean launch to the western audience.

For years, we have been sniffing out various tidbits of information, challenging producers, digesting marketing fluff and pooping the details out to you. Yeap, TERA has gone through our entire digestive tract. And it’s come out exactly as you’d expect; a shiny nugget for gamers to play with.

There’s a chance that metaphor ran its course a few thoughts ago. Moving on.

Like Mike, I’m incredibly excited for TERA, but for a different reason. It’s main draw for me has been it action-oriented PvE, which reminds me of the hardcore vanilla WoW days; my fondest MMOG memories.

Below you’ll find a summary of TERA information to review as your download and install commences. Here’s to hoping for flawless server performance, limited bottlenecking and seamless installs.

  • Mike explains why his weekend was dedicated to TERA.
  • Stefan Ramirez talks to LoreHound about the title’s use of the holy trinity, targeting and, of course, big-ass monster encounters.
  • Developer Bluehole Studios calls NCSoft a “corporate bully” during the Lineage 3 information leak litigation.
  • LoreHound dives into the Velika Invasion during a Closed Beta test. These “Rift-like invasion events” were announced a few weeks prior.
  • En Masse Entertainment announces that Battlegrounds have been delayed, but the Political system will make launch.
  • First impressions from LoreHound of PvP and the general game.
  • TERA is marked as a game to keep a close eye on for 2012.
  • LoreHound enters the offices of En Masse Entertainment to discuss the Argons, the title’s main antagonist group.
  • A first impression from a pre-closed beta dungeon run, including a Big Ass Monster encounter.
  • The Introducing TERA series covers the title’s uniqueraces, blood and guts, titans and lore and spells and honor.
  • Rift and TERA are, in fact, different games!
  • Lead Writer David Noonan discussed TERA’s lore during PAX Prime 2010.
  • Lead Producer Brian Knox is requested to introduce LoreHound to TERA for our first interview.

Bonus. Here’s my first character, which I modeled after one of my male ferrets.

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Review: Reavers of Harkenwold

Reavers of Harkenwold is a 4th edition Dungeons & Dragons adventure in two parts which comes with the Dungeon Master’s Kit. Basically it *is* the Dungeon Master’s Kit, if you already have a Dungeon Master’s Guide and don’t need the streamlined paperback version of it. In spite of that paperback you might not need, the Kit is still good value, because it comes not only with the adventure in two booklets and three double-sided maps, but also with all the tokens you would need to run the game, player characters as well as all monsters. This product very much appears to be designed to be played “right out of the box”. The catch is that it isn’t quite that easy to do that.

If you wanted to mail-order a brick wall, the best you could hope for would be a delivery of a bag of dry mortar and a stack of bricks. You’d still need to add your own ingredients (water), and have some knowledge and skill in mixing the water with the mortar, bricklaying, and the proper proportion of mortar to bricks. Reavers of Harkenwold is pretty much the same thing. It has about 20 pages of adventure outline, places of interest, and NPCs (the mortar), and about 40 pages of combat encounters (the bricks). You still need to add your own ingredients (the roleplaying), and have some knowledge and skill to put it all together into a sturdy whole. Run by an experienced DM, Reavers of Harkenwold can be an excellent adventure. But I’m not sure it is the easiest adventure to run for a new DM who only got the D&D Essentials red box and tries to run this as his second adventure ever.

Reavers of Harkenwold is designed to take a group of players (preferably 5 or even 6 of them) from level 2 to level 4 in about 20 combat encounters interspersed with some roleplaying. How long that will take will depend on how much roleplaying the DM and the players like, but if you count about 2 combats per session you’d end up with about 10 sessions, which is a lot of adventure. The combat encounters start out easy, but then get harder, even taking into account that the players will gain a level in the middle. Careful! The adventure does not tell you how to scale the encounters down in difficulty, or in fact that they are designed for 5 players. If you try them with just 3 players, or even 4 very new players, you might end up with a total party kill (TPK).

The combat encounters are mostly quite well done. They use a good mix of opponents, sometimes putting enemies the group fought before together with new ones, which is a good design. It mixes the surprise of monsters with new abilities with the recognition of old foes. Some of the maps are also re-used several times, with one generic farm map serving to represent 4 different locations, which is maybe overdone. If you have other maps available, you can probably switch that one out in a battle or two.

The biggest flaw of the Reavers of Harkenwold adventure on the map side is that there are no maps at all for the last 4 battles, the grand finale, which plays in the right half of a keep. Even weirder, there is a rather excellent map of the left half of that keep, which is only used for one battle. You will have to get the missing map as jpegs somewhere online (for example here), or if you are subscribed to D&D Insider from the official site. Or create them yourself with some map-drawing software like Campaign Cartographer / Dungeon Designer. Or you use some dry erase map or dungeon tiles. In any case you’ll end up with a style break when moving from one half of the castle to the other. Unless of course you have far too much time on your hand and decide to build the whole castle in 3D.

The biggest selling point of the Reavers of Harkenwold is it’s open structure. There is some flexibility: Some encounters can be skipped, or played in a different order. Skipping or failing too many encounters will make the end of the adventure harder, if not impossible. That isn’t a bad thing if played right, as it teaches the players that their actions have consequences and they can’t just rush through and be confident to still be rewarded. As I said before, with some good DMing, Reavers of Harkenwold could be one of the best adventures for 4th edition. But it does require some preparation, an added dose of roleplaying, and creating of the missing maps. If run as a linear series of combat encounters with little or nothing in between, the quality goes way down, but would in most cases still somehow work. Just be aware that with lower number of players or the players rushing directly to the end there is a good chance to wipe the party.

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Kritika (KR) – Closed Beta 1 announced

Revealed back in 2011 (link), there hasn’t been news about Kritika, developed by Lunia Online’s creator, Korean studio All-M. But earlier today, it was announced that Kritika will be entering its very first Korean Closed Beta for a short period, from 24th to 27th May.



Kritika will be a MMO very focused on fast, stylish combo combat, which seems to be a trend of the newer games coming out from Korea currently. Not a bad thing I must say, since most gamers now are really attracted to online games sort of similar to console hits such as Devil May Cry, which is one of the most used examples during interviews.



The China server was announced at the end of last year as well, with Tencent Games publishing the title in the world’s largest nation (link). The current marketing campaign there is how Kritika will be a “playable comic”. Not a bad pitch, seeing how they intend to start a comic series based on the game.


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