Gods & Heroes: Rome Rising

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  • OMGZ PvP is teh ROXXOR!

    d00d ur a n00b cuz....*cough* I mean Player vs Player combat, while marginal in comparison to Player vs Environment, is still a critical aspect of any MMO. What does Gods and Heroes have in store for us and what would we like to see? RadarX takes a look at this game mechanic and uses as little 1337 speak as possible.

    I’m not going to apologize for the title because you and I both know there are people that say it. It’s not everyone, and I’m not stereotyping, but if you look around enough you’ll find them. Player vs Player (PvP) is a unique, aggressive, competitive, and dramatic form of playstyle that pits you against other humans who want nothing more than to “pwn” you. Filled with many griefers, gankers, cheaters, and people trying to compensate for shortcomings, it also is home to some of the most skilled players an MMO will ever see.

    Get clicking to read more.

    Fri, Dec 15, 2006
  • Updated World Guide

    Ten Ton Hammer has your guide to the world of Gods and Heroes! Three new areas have been added so learn more about the world of Gods and Heroes by taking a look.

    "Located far to the north of Rome and dominate by mountainous terrain, Cisalpine Gaul is covered in alpine forests, dotted with lakes and hot springs, and divided down the middle by a wide and raging river."

    Don't miss out! Get clicking to keep reading.

    Thu, Dec 14, 2006
  • Gods and Heroes Interview with Stieg Hedlund, Design Director

    GamersInfo has posted this interview with Stieg Hedlund. Keep reading to find out what they were able to learn...

    Gamersinfo.net: The game has been described as more “mythological” than “fantasy”. Can you elaborate on that, and how do you plan on making that distinction clear to gamers?

    Stieg Hedlund: Certainly, the fantasy settings borrow considerably from mythology, but what we’ve created is a world that distinctly embodies the Roman mythos as well as their history. Of course we've made some changes for the sake of entertainment, such as the marrying of myth and history and a few anachronisms, but at the same time we’ve done a tremendous amount of research and remain quite faithful to our source material.

    Get clicking to read the rest of this answer and more!

    Features, Interviews
    Wed, Dec 13, 2006
  • The Phoenix

    By far one of the coolest mythological beasts of all time, the Phoenix has the potential to be one of the big bads in Gods and Heroes. Kiara takes a look at this amazing creature and where the myth comes from.

    One of the most well known mythological creatures isn't a god. Or even a character from a story like Odysseus or Achilles. It isn't even Medusa or the Pegasus. It's the Phoenix. Everyone has heard of or seen a representation of this mythical bird.

    Get clicking toread more.

    Wed, Dec 13, 2006
  • Gods and Heroes World Guide

    The world of Gods and Heroes is shaping up to have some amazing looking areas, and Ten Ton Hammer has your guide. Keep checking back for updated area information as it becomes available!

    Tue, Dec 12, 2006
  • It's Beginning to Look a lot like Christmas

    As the holiday season approaches, it's a time for family, friends, goodwill...and extra plat ads? Kiara takes a look at the holidays for gamers and shares her thoughts on what Christmas means to them.

    It's that time of year. The weather gets colder. The air is cool and crisp. Peace and goodwill towards man fills every heart.

    Until you walk into a store. Christmas is a retailer's fondest dream. Commercialism and materialism run rampant. Ads screaming at consumers to hurry and finish their shopping can be found everywhere. Fist fights and near homocidal encounters happen over sale racks.

    Get clicking to read more.

    Mon, Dec 11, 2006
  • Ain't No Mountain High Enough

    Gods and Heroes is definitely one of the more anticipated MMO's currently in developmenent right now. How is it shaping up, and will we be excited when it arrives? Kiara takes a look at this Roman themed game and drools over Russell Crowe in Gladiator.

    What is Gods and Heroes about? Where is it set? What's its genre? Is it fun? Will it hold my interest? Why do I want to play this game?

    These are all questions people will ask themselves when they see Gods and Heroes on the shelf at launch. The answers to those questions will be vital to whether or not that box stays on the shelf or goes home in a little plastic bag. So let's answer a couple of those questions. The really important ones that are make or break.

    Don't miss a thing. Get clicking to read more!

    Fri, Dec 08, 2006
  • New Gods & Heroes Exclusive Screens

    Our latest exclusive batch of spiffy screencaps from Perpetual Studios is a nice panorama of exotic Mediterranean landscapes, a look at the en masse combat that should become a trademark of Gods & Heroes, and a glimpse at how spell visuals are shaping up. Take a look!

    Fri, Dec 08, 2006
  • Medusa

    Medusa is one of the all time classic villians in mythology. While her claymation avatar will always have a special place in my heart, Kiara takes a look at Medusa and gives some insight into the history of this amazing creature.

    So. We've all seen Clash of the Titans. You know the part where he's in the temple and he's got the shield so he can see the monster coming at him and not turn to stone. The monster comes into view and it's this nightmare looking chick with a snakey body from the waist down and snakes in her hair and all ... ya know... snakey.

    More is just a click away.

    Thu, Dec 07, 2006
  • Over and Under

    Instances and large overland zones are par for the course in any MMO these days. What will Gods and Heroes do differently if anything? RadarX takes a look at what the trend is, and does some guessing about the future.

    Anyone who has played an MMO for more than a few minutes probably understands the concept of zones. The earliest usage of the “zone” term came from EverQuest 1(yes I know UO had them to) and spawned other terms like “zone line,” “zone wall,” and “zoning.” A zone was a way to manage content reasonably and allow new areas to be added with ease. As time progressed, the idea of zones began to annoy people. Depending on your connection it slowed travel considerably; it made areas feel like they had choke points, and it broke immersion. Enter the instance.

    Keep reading to learn more.

    Thu, Dec 07, 2006
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