Seeking to take the best elements from two genres, CrimeCraft combines the persistent world, social nature, and loot from MMORPGs and combines it with the intense action of a shooter. We met with Vogster's Mike Donatelli and Matt McErney recently for a little hands on time with the game, and learned how Vogster's Ukraine-based powerhouse of a studio,and focus on player feedback to drive future development make CrimeCraft almost a crime not to read up on.

“We’re not a traditional MMO,” Senior Designer Mike Donatelli explained. “I play every night. We get a lot of level 1 MMO guys screaming bloody murder because they don’t understand what we’re trying to do. Don’t get me wrong, there’s story. There’s a bank, an auctionhouse, crafting, instances, so we have some of the trappings of an MMO. But we have just a few narrative, solo missions and PvE instances designed to set a context for the world... a ship with a boss that spawns and you can grind and get good loot off of, for example, but we’re not a PvE game.”

Plus, we'll get a hint or two on the game's pricing model, what's in store for future phases of beta, and Vogster's post-release plans in this in-depth CrimeCraft preview.


To read the latest guides, news, and features you can visit our CrimeCraft Game Page.

Last Updated: Mar 29, 2016

About The Author

Jeff
Jeff's interest in online games stretches back to organizing neighborhood Unreal tournaments as a teenager, but when a college roommate introduced him to EverQuest, an interest became an obsession. Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game since.

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