Posts Tagged ‘parabellum’

Parabellum closed beta now open for registration

Monday, May 4th, 2009

You might remember back in September we talked about Acony’s upcoming free-to-play first person shooter, Parabellum.  Powered by the Unreal Engine 3, this highly anticipated title stole the hearts and minds of gamers at the Austin Game Developers Convention.

parabellum_betaAccording to the official description from Acony, Parabellum will be a hybrid of the best elements of a First Person Shooter and a Massive Multiplayer Online game.  Parabellum will also introduce the first interactive non-linear multiplayer campaigns in addition to an advanced character and weapon development system.

Set in the future, 2018 to be exact, players take part in privatized global military force actions (not unlike what’s been unfolding on Fox’s 24 this season), where ex-soldiers, mercenaries, and adventurers can make untold fortunes.  Players will choose an alliance, either the CTN; those committed to keeping anarchy at bay, or the Syndicate, rebels hell bent on destruction and chaos.  Overseeing, or perhaps rather encouraging both organizations, the C.I.N. provides contracts to both groups depending on the pending job.  An interesting feature of Parabellum will include consequence decisions, meaning that outcomes from one mission will affect the outcome and procedure from the next mission.  Players will not fight level after level of unrelated content, but rather fight their way through entire cities.  Given the nature of the game and these missions, players are free to choose their own routes through these cities, as well as construct routes that will lead the opposing force into traps.

Taking cues from the MMO world, Parabellum characters gain experience and evolve throughout the experience.  As more and more missions are complete, player’s characters will unlock new weapons, weapon mods and attachments, body armor, accessories and appearance.  Acony is touting over 10,000 different possible combinations, a feat yet unheard of in any MMO-FPS.

Distributed in the US by K2, a quick reminder of some additional game customizations:

  • Player uploaded battle music
  • Turning off in game advertising
  • Clan logos
  • And a whole lot more ‘undisclosed’ content

On a final note, while Parabellum will be free to play, there’s a host of available items made possible via microtransactions.  However, the good folks at Acony take what they’re building here very seriously, and realize that pwnage should not depend on the size of a player’s wallet.  That’s why they’ve specifically designed the game to measure victory based on skill and wit.  None of the weapons or equipment in the game require players to pay for with real money.

So get the gettin’s while the gettins hot.  Acony is now accepting applications for their closed beta at http://parabellum.xg1.net/.  Note: you will have to create an account before applying for the beta.  Fair’s fair.

 

Parabellum steals the show at AGDC

Tuesday, September 23rd, 2008

Powered by the Unreal Engine 3, with all the associated lighting, physics, and animation, Parabellum stole the hearts and minds of hardcore and new gamers alike at this years Austin Game Developers Convention.

The free-to-play, micro transaction based Parabellum features two distinct game play modes: a team deathmatch, and non-linear campaigns.  Based on fast gameplay, one non-linear campaign pits a player (and four other counter-terrorist teammates) against the clock with just 10 minutes to locate and disarm a nuclear weapon in NYC.  Of course it’s not a simple walk in (central) park, as a number of battle tactics will need to be implored along the way.  If this sounds a bit like Counter-Strike, you’re spot on, as it’s intended to be.

Developed by Acony and distributed in the US by K2, Parabellum sets out to keep the campaigns short and the action long.  Each campaign gameplay should last between 10 and 40 minutes, with the map list varying depending on which campaign you’ve chosen to tackle.  These short play format campaigns were the Acony goal since the inception of Parabellum.  Keep the rounds short to keep players interested and engaged all the while providing a congruent and cohesive experience.  Combine that with no up front fees, minimal system requirements; a mere 2GHz P4 and 512 RAM, and a whole lotta customization and Acony is poised to have a sure fire winner on it’s hands.

Speaking of in game customization, Acony doesn’t stop short with a few tweaks here and there.  Even at it’s pre-launch phase players can customize their Parabellum experience with:

  • Player uploaded battle music (I highly recommend Wagner’s Flight of the Valkyries)
  • Turning off in game advertising
  • Clan logos
  • Two hundred available character costume customizations with many more planned for post launch.  Players will be able to customize individual pieces of their character, weapon, and equipment, thereby making it easier to identify friends and foes in a hectic battlefield.
  • And a whole lot more ‘undisclosed’ content

Not to leave bragging rights out in the cold, Parabellum also features a full-fledged Web Portal where players can check stats including headshots and kill counts, accuracy, who took the most damage, and more.

Acony is quick to point out that any microtransactions features are designed to provide a customization to the game, and NOT provide an unfair balance to players with large gWallets.  Weapons mods such as scopes and silencers will not be available via microtransactions, but must be earned via experience and level.

Acony’s Founder, Frank Trigub sees Parabellum to be a mix of the pace of Counter-Strike, the social and customizations of an MMO, and a business model that fuels continued development and collaboration with the playing community.  Trigub nails the microtransacion business model on the head when he speaks of a game with no financial barrier to entry, the road to profit lies in listening to exactly what your customers want, and turning these changes on a dime.  Acony has made its commitment to Parabellum very real with a scheduled 5-year development plan.  This certainly indicates that Parabellum is no flash in the pan, here today, gone tomorrow title.

For quite a long while, we’ve heard the, “Free-to-play’s just don’t match the quality that you find in a subscription game” argument.  With Acony’s Parabellum and EA’s Battlefield Heroes, perhaps these intriguing free-to-play shooters are the new wave of the genre, finally putting this age-old conception to rest?

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