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Aion 2 Is an MMO That Gives You Wings and the Cutest Pets You’ve Ever Seen | IGN Preview

My first MMO was Ultima Online, and despite the fact that my computer could barely run it, UO kicked off a long love affair with the genre that included time with games like EverQuest, Star Wars Galaxies, The Matrix Online, City of Heroes, FFXI and FFXIV, World of WarCraft, and a lot more. But I never really got into the Korean aspect of the scene, so when I got the chance to see Aion 2 at Summer Game Fest, I was both interested and knew I had some learning to do. My time with Aion 2 wasn’t hands-on, but I got to sit down with several members of the Aion 2 team – including Chief Business Officer Seung-Uk Baek, Director of Operations Daniel Lafuente, Executive Publishing Producer Merv Lee Kwai, Publishing Producer Scott Choi, and Senior Live Ops Producer Andrew Long. It’s rare for so many people from a studio to be present for a demo, but it helped me understand what Aion 2 was. By the time I walked out of that room, I came away with a much better appreciation for what it was and why you might want to check it out when it hits the West in September.

My demo started with a look at the character creator, which is… extensive, to say the least. You can make the most beautiful person you’ve ever seen or a weird little gremlin, and that’s rad. There’s a ton of hairstyles and faces and skin tones and eye and mouth shapes and sliders for absolutely everything. Back when my dad started playing MMOs for the first time, he’d get stuck on World of WarCraft’s character creator for hours. I had to kind of remind him there was a game that came with it. Now, that’s a solid character creator, but it wasn’t exactly dripping with options at the time (and in fact it’s still fairly limited). I think if I gave him Aion 2’s, his head would explode. The team emphasized that this level of detail was intentional so players could create whoever they wanted, and based on what I saw of the demo, they succeeded.

Once in the world, I got to see what Aion 2 has to offer. It’s an absolutely gorgeous video game, but the first place my eyes went was our demo character’s wings. See, your character is a Daeva who fights for one of two factions – the Elyos, guardians or light, or the Asmodians, who were forged in shadow. You don’t start off with your wings, the team told me; you have to earn them. But once you do, you can take flight any time, which looks both fast and incredible, so if you see something in Aion 2’s world, you can probably go there. But flying isn’t the only way to get around. There are also pets, which double as mounts. One of them was a really adorable cat. Pretty regular sized, at least as a pet. But if you wanna ride that thing around, it becomes this massive, adorable mount, and that seems to be standard for your mounts.

There are also pets, which double as mounts. One of them was a really adorable cat.

Part of that speaks to one of Aion 2’s core components: collecting stuff, whether it’s pets or wings or whatever else. And the team tells me there are lots of ways to do that. You might get gear by defeating certain bosses, completing quest chains, playing mini-games, or repeatedly killing a monster in the world and acquiring its data.

Upgrading your character works in a similar manner. Obviously, you have levels and experience and loot and a story to progress through and all that good stuff, but there’s also stuff in the world to find, too. While the team was showing me the demo, I noticed that there were feathers on the map and in the game world, and I asked about them. Turns out these are collectibles scattered throughout the world that power up your character’s ability to fly, and there are a lot of them to find. You could just spend a day chilling and tracking them down if you wanted to, and that rules. And since there are no loading screens in Aion 2, the world is your oyster.

But of course, that’s not all there is to do. You’ve also got instanced content called Nightmares against big bosses, and it’s there I got to see some of Aion 2’s combat. If you’ve only played the more popular MMOs, you’re probably used to slower combat from the genre. That is not how Aion 2 works. This is fast and flashy and responsive. The character used for our demo was incredibly juiced so we could get through the content more quickly, but I could see where the challenge would come from as they dodged attacks and worked through their skills.

I also got a glimpse of four-player party-based content, which looks similarly fast-paced, and the team told me that there’s also more challenging eight-player raids, though I didn’t get to see them. This stuff was less traditional “navigate a bunch of scenarios and regular enemies and then do some boss fights along the way” and more “here’s a cool fight against a boss, go nuts,” but it did look cool.

Finally, we also talked briefly about the world. There are plenty of large cities to vibe in (and they’re not instanced, so you’ll see plenty of other players). But what really interested me was Aion 2’s PvP, which I unfortunately didn’t get to see. It’s entirely opt-in, but there’s a lot of different varieties. There are 1v1, 4v4, and 8v8 modes, as well as realm vs. realm PvP that puts you against a large group of the enemy faction and tasks you with completing objectives. The real sicko stuff, from the sound of it, though, might be Rifts. Rifts open every three hours, and take you to the other faction’s map for some good old-fashioned brawling. Sounds pretty neat.

Aion 2 looks interesting, and there’s no question the team behind it is passionate. MMOs, ultimately, are about connecting with other people. The Aion 2 team told me that they hope to attract people new to the genre and provide a space where they could create memorable experiences. Oh, and the flying and combat don’t seem too shabby, either. That is, if you can pull yourself away from the character creator. Sorry, dad.

Will Borger is an IGN freelancer. You can find him on Bluesky @edgarallanbro.

Orbitals Is Like an Anime-Styled It Takes Two, and So Far We Love It | IGN Preview

I’ve loved anime since the Toonami and early Adult Swim days, so certain aesthetics will always elicit a melancholy nostalgia that reminds me of late nights and VCRs. This feeling overcame me when I played the ‘80s and ‘90s anime-inspired Orbitals for the first time, which perfectly emulated old animation styles reminiscent of Dragon Ball and Ranma ½. I may have been at a disadvantage, though, since I played the 15 minutes I had at Summer Game Fest in a nook set up to resemble a 90s kid’s bedroom, complete with bunk beds and beanbags (but missing the CRTV, thankfully.)

And while I’m a sucker for a good beanbag chair, I’m sure I would have had a blast with Orbitals even on a cold hard stool. Orbitals is two-player co-op mandatory, and I had the luck to play with independent journalist Shannon Liao. We chose our characters–best friends Maki or Omura–based on which side of the TV we sat on, truly the only civilized way to do it.

After watching a very well-animated, heartfelt intro cutscene that alluded to a genuinely interesting story, we were thrown right into the fray in split-screen co-op goodness to explore the ship in third-person view. The cel-shaded graphics looked great, not jarring at all even when compared to the retro-inspired animated cutscene I just watched. Anime generally runs at 24 frames per second, and according to Ivern Global, the character animations are set to 24 seconds as well, and with that in mind, Orbitals is capped to 30 FPS. This didn’t bother me at all, but I also admit I’m someone who probably won’t notice unless it affected my gameplay, and obviously, it didn’t. Instead, it simply evoked the visuals of classic animation, which I consider a good thing from an art-direction perspective.

We, two teenagers on a space station in…space, had jobs to do and preparations to make before flying off to investigate a supernatural cosmic storm threatening our home. Off to work! But not before petting the cat (I am so glad I could pet the cat.)

Our tasks were varied and unique, all of them, and to my surprise, we could choose our roles for each rather than being stuck with an assignment like in It Takes Two. For many tasks, we needed to utilize both the Scraphook (a grappling hook of sorts) and the Liquid Launcher (a giant water gun), and for some, we needed to play a minigame of sorts not involving either. They were all puzzles in one sense or another, and they were all fun.

Our tasks were varied and unique, all of them, and to my surprise, we could choose our roles for each rather than being stuck with an assignment like in It Takes Two.

My favorite, maybe because it was the most engaging twitch-skills-wise, was a mini-game where we both controlled a different color. We needed to enter a specific, color-coded sequence shown on screen, and by pressing a button, we’d activate our color. It sounds simple enough, but some icons would swap our colors or send the cursor back, requiring us to use quick thinking to not input the wrong thing. We ended up saying out loud when the changes occurred to process them in time to avoid a mistake.

We actually communicated quite a bit, especially when we didn’t quite understand what the goal or mechanism was. At times, one of us would have an epiphany and share it with the other, allowing us to overcome the challenge more easily.

Eventually, we made it to a spaceship to pilot, and, classically, one of us could choose to pilot while the other could choose the gunner’s chair. I mentioned it before, but the flexibility is refreshing after playing so many co-op games that force roles and gadgets on you based on the character you chose at the beginning.

The experience was fleeting and rushed since we were under such a strict time limit, and I wish I could have played more, because it really felt like the demo only scratched the very surface. I’ve seen other videos with sequences in a 2D perspective, for example, so I’m sure there are plenty more unique surprises in store for us.

Orbitals is developer Shapefarm’s first original IP game, with the goal of making a “retro anime experience for two,” as said by creative director Marcos Ramos, Orbitals’ pedigree is exceptionally promising. Jacob Lungden, Orbitals’ game director, worked as level designer and senior level designer on Hazelight’s A Way Out, It Takes Two, and Split Fiction–all well-liked two-player co-op games.

Orbitals’ animation is produced by Studio Massket, an animation studio straight out of Tokyo with credits on dozens of anime. Studio Massket most recently worked on the third season of anime To Your Eternity in collaboration with Drive; and in 2022, the Cyberpunk: Edgerunners ending theme music video (which is not the ending credits sequence, but instead a contained story. I highly recommend giving it a watch.)

From what I’ve played and what I know about the people behind it, I’m sold, and can’t wait to play Orbitals with my equally anime-loving partner when Orbitals is released exclusively on the Nintendo Switch 2 on September 3, 2026. Orbitals can be played in split-screen couch co-op, as I experienced, and also with Gameshare, so you’ll only need one copy of Orbitals to play online with a friend.

Criterion’s Future Is Battlefield, but Don’t Forget the Burnout Heritage Within Its Walls

“We’re not here to talk about the past”, says VP & GM of Battlefield Studios Europe Rebecka Coutaz, on the occasion of Criterion’s 30th anniversary. Behind her on the wall is the studio’s new logo, which reads "Criterion: a Battlefield Studio". The message is pretty clear, then.

For the past decade, the Guildford-based studio that made its name in the racing space has been a collaborative partner on EA’s Battlefield series, first lending its expertise to 2016’s Battlefield 1 and later to Battlefields 5, 2042, and 6. When I ask whether the Burnout and Need For Speed developer’s newly established scope might include projects other than Battlefield, Coutaz is clear: “we are solely focused on Battlefield.”

It seems an odd way to mark the occasion of the studio’s third decade of operation, especially considering the press were invited to celebrate. There are references to the studio’s history throughout the day – shots of cars zooming by in a sort of ‘greatest hits’ montage video which opens the day; a stop-off on the studio tour to race in a NFS arcade machine; passing mention of prior titles that made the studio’s name. But most of this anniversary event is spent highlighting the processes and ethos by which a fantastically talented group of audio, animation, and technical developers now collaborates on Battlefield 6.

EA may not be talking about the studio’s past on this milestone anniversary, but it’s a past worth remembering. Criterion Games’ history began in Guildford, England in January 1996 when it was formed by Alex Ward and Fiona Sperry as a subdivision of Criterion Software. Owned by parent company Canon, Criterion’s purpose wasn’t just to release games but to build the tools and technologies that let people make them. In 1993 it had released the earliest version of Renderware, a 3D API and graphics engine, and with the formation of this new games studio, the idea was to release software that showed what Renderware could do.

There’s a clear sense of that in Criterion’s earliest releases. 1996’s Scorched Planet, a Descent-like vehicular shooter taking place across impressive rolling landscapes, and 1997’s Speedboat Attack and Sub Culture, both aquatic vehicular titles, put the quality of their 3D visuals in the spotlight more than any other element. There was a zippiness and flow to them which felt groundbreaking and reminiscent of the buttery-smooth arcade machines of the time.

1998’s motorcycle racing release Redline Racer and 1999’s Trickstyle once again had the visuals and the sensation of speed to turn heads, if not the depth to coax critics away from the likes of WipEout or F-Zero X. What they did have, if you looked out for it, was a distinct sense of humour.

Redline Racer contained an easter egg bike called Sub Culture, referencing the studio’s previous game, and a rideable friendly dinosaur called Barnaby, among other leftfield modes of transportation. Trickstyle, meanwhile, had a ‘TRAVOLTA’ cheat code which unlocked special moves. Irreverent touches like these would become a hallmark of the studio.

Burnout used Renderware to make racing feel not just fast, but dangerous.

“ We are unashamedly British,” says senior producer Danny Isaac, who began with Criterion on 2019’s Need For Speed Heat and whose list of credits at EA runs back to 1994. “As a studio, we've got to have fun building it. We've got to have our own identity and I've always loved that British sense of humor, that dry humor that comes through in what we do. Even when we have tough days, people still keep their sense of humor as we go through it.”

While Criterion’s early output demonstrates a company finding its feet, the Renderware engine was fast becoming a vital piece of the wider games industry. Licensed over 200 times to titles developed beyond Criterion’s walls, it was used by a broad range of games from Rayman 2 to Dave Mirra Freestyle BMX. Rockstar would use it to build Grand Theft Auto 3 in 2001, Vice City in 2002 and San Andreas in 2004.

When EA acquired Criterion in 2004, there was even discussion as to whether FIFA should migrate to Renderware, Isaac tells me.

By the time of that acquisition, Criterion had firmly established itself as a major player in racing game development thanks to a trio of masterful, explosive, bodywork-shattering arcade racing titles: the Burnout games. Burnout used Renderware to make racing feel not just fast, but dangerous. Impactful. In its own way, subversive. Running contrary to Gran Turismo’s stately simulation and Need For Speed’s consequence-free point-to-points, Criterion’s 2001 release dared you to drive as close to oncoming vehicles and obstacles as possible in order to build up your boost meter.

It’s a concept that prevails today, in games from Forza Horizon 6 to Need For Speed Unbound, Criterion’s most recent (and likely final) racing release. It’s become such a fundamental part of the genre’s fabric that even explaining it feels a bit silly, like describing the way your controller’s trigger controls a car’s throttle.

Crashes in Burnout are spectacular. They wreck your unlicensed car in a hail of shattered glass and mangled bodywork, and then you’re sent back on your way with a figurative pat on the bottom to go and make more mischief.

Black took a similarly cinematic approach to the corridor gunfight as the studio had taken towards highways full of traffic.

Studio cofounder and game director Alex Ward said the 1976 French short film C'était un rendez-vous and 1998’s Ronin inspired Burnout’s unique personality. The 2.3 million players who bashed their way through it may or may not have noticed those references, but they certainly found the end product agreeable. Burnout changed Criterion. This was no longer a Renderware studio, but a genuine rival to Need For Speed’s place on the arcade racing throne.

In the midst of Criterion’s run of Burnout releases came 2006’s Black, a raucous FPS which endeavored to “do for shooters what Burnout did for racing games”, said Alex Ward at the time. It took a similarly cinematic approach to the corridor gunfight as the studio had taken towards highways full of traffic. Shattered glass and bullet casings spewing forth at all times, the screen shaking as if struggling to contain all the action. Great sound design.

Black and Burnout embody the principles that Courtaz sees as fundamental to the studio’s identity in 2026. “ The intensity, the cinematic view, the instant reward moment that our players love on Battlefield, those are really the strengths of Criterion… and it goes all the way back to Black.

“Yes, it used to be cars and less guns. But it's the overall player experience that we are sharing with the same intensity.”

It’s true that a throughline is evident from those PS2 releases to present, in the sound design, the heightened, John Woo movie gameplay sequencing and technical proficiency required to make such a lot of elements sing in harmony. Whether “intensity” is a sufficiently sharply drawn identity in modern triple-A development, particularly of a studio with this much racing heritage, is a different matter.

What came next for the Guildford studio, as the Burnout franchise rolled on, was the arrival of Need For Speed at its doors. EA’s other racing series had been riding high for a decade, nailed on for a Christmas number one chart position like a reality competition winner’s debut single. But after so many annual releases, the blueprint was starting to look worn out by 2010.

Criterion took a scalpel to the series and trimmed away the parts that no longer served it. The straight-to-DVD undercover cop dramas, endearing though they were, were out. In their place was a bare minimum of narrative setup which shifted the focus entirely back on the racing.

Criterion deployed what it had learned over the last decade and used it to rework the battle between racers and the police, something that had been a mainstay in NFS for years but hadn’t always been lavished with much mechanical depth. 2010’s Hot Pursuit was a marked improvement in that regard which married adrenaline-pumping, high-speed chases with genuinely tactical vehicular combat. Its EMPs, jammers and spike strips gave you much more to think about than the best line through the next corner.

The momentum kept rolling with 2012’s Need For Speed: Most Wanted, dragging the franchise away from the live action plotlines, underfloor neons and crunk soundtracks that were beginning to age like raw milk and into more streamlined, playful, mechanically rich territory.

From 2013, Criterion’s projects became more collaborative. Its next NFS releases were joint efforts with Ghost Games, and by 2016 it was racking up ‘additional work’ credits on the Star Wars Battlefront and Battlefield franchises.

That winding path leads, via two more wonderful NFS releases in 2019 and 2022, to Criterion’s current role as – read along with the logo – a Battlefield studio.

It takes a lot of people to make games with the depth and scale of Battlefield. Increasingly, over the last two decades, that’s meant multiple studios working on projects together. And in the adapt-or-die market conditions of the post-lockdown games industry, Criterion has proven itself extremely accomplished at collaboration as well as bombastic racing games.

“ The creative vision is really the heart,” Coutaz tells me. “It has to be very clear to the teams, no matter if they are based in LA, Montreal, Manchester, Guildford, what kind of game we're making.” In her role as vice president and general manager of Battlefield Studios Europe, Coutaz is “ a governor of the identity of each studio.

“ Each studio will make their best job, and they will thrive when I can allow them to apply their identity to the part of the game that they are working on.”

Ping off a headshot in Battlefield 6 or fire an artillery round into soft earth and you can see - and hear - how good Criterion’s developers are at sound design today, as they always were. Squint hard enough and you can see how Battlefield 6’s explosions and falling rumble trace back to Black’s Matrix-like gunfights and Burnout’s glorious collisions.

The question is the extent to which the studio is free to decide where to deploy its unique expertise, identity, humour, and legacy and whether its defined identity as part of Battlefield Studios truly utilises its heritage. Whether the individuals that make up Criterion, a studio with 30 years of racing game heritage, are happy to work on a sole shooter franchise for the foreseeable future.

That’s the part of the story that I couldn’t quite join up during Criterion’s birthday celebrations. Not how the studio came to become a key collaborator in Battlefield, but how that collaboration has apparently narrowed its scope so much that racing games aren’t considered part of Criterion’s prerogative.

Phil Iwaniuk is a veteran hardware smasher and game botherer who has written for the likes of PC Format, Official PlayStation Magazine, PCGamesN, The Guardian, Eurogamer, Rock, Paper, Shotgun, and IGN. He won an award once, but he doesn't like to go on about it.

'My Heart's With All of You' — John Romero Says id Software Has 'Done a Great Job' Moving the Studio's Legacy Forward and Hopes Someone Is Working to Preserve It All Amid Xbox Layoffs

John Romero has commented on the layoffs that have impacted Microsoft-owned id Software as part of sweeping cuts to the Xbox business.

Yesterday, Microsoft gaming boss Asha Sharma announced the most “significant” restructure in Xbox history, with 1,600 staff let go immediately, and another 1,600 staff to follow over the course of the current financial year. As part of the restructure, four studios are leaving Xbox to new management, and one is now in consultation over its future.

ZeniMax Media, which operates Bethesda, was hit hard by the layoffs. ZeniMax Online Studios has suffered significant cuts, forcing the remaining developers of The Elder Scrolls Online to rethink future content. And id Software is also heavily affected. The developer of Doom has lost 95 staff, according to former Bethesda Studios project lead Jeff Gardiner. Among them is principal character artist Denzil O’Neill, who worked on Doom The Dark Ages, Doom Eternal, and Doom over the course of 12 years at the studio. The Doom The Dark Ages expansion comes out this week.

Romero, co-founder of id Software and the designer of Doom, Wolfenstein 3D, and Quake, took to social media to offer affected staff his support, and to call on the studio’s recent legacy to be preserved.

“I’m so sorry for everyone at id Software affected by these layoffs,” Romero tweeted.

“I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history.

“The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.

“A note on digital preservation: id's history is critically important to the history of games. I’ve preserved id’s complete early history from our start at Softdisk through to August 6, 1996, including materials and assets that, as far as I know, id itself no longer has. I hope someone is doing the same for the company’s ongoing legacy (the work, code, assets, stories and the people behind them).

“I’m thinking of everyone at id today, and everyone else affected by yesterday’s layoffs. Romero Games was there a year ago. I know how devastating it is, and my heart's with all of you.”

That’s a reference to last year’s cancelation of Romero Games’ shooter after Microsoft reportedly pulled funding as part of layoffs in July 2025. (This was the round of layoffs that included the cancelation of Rare’s Everwild and The Initiative’s Perfect Dark reboot.) Romero Games did not close, and the Romeros assured fans they were "evaluating opportunities" from publishers that had been in touch since the funding issues were announced, but very little was known about the game other than it was a first-person shooter.

Meanwhile, the future of id Software remains unclear. MachineGames has survived the cull, with a new Wolfenstein game pretty much an open secret at this point. Could what remains of id Software be put to work supporting its development, or perhaps helping another studio make a new Fallout game?

Sharma has made it clear that Xbox wants to double down on its biggest franchises. Bethesda boss Jill Braff has told staff much the same. Without naming games, Braff said “to best position Bethesda for future growth, we are shifting from a planning model primarily centered on what's next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole.”

“From there, we’ll align the right talent, technology, and resources across the organization to deliver on those priorities,” Braff added. Bloomberg reporter Jason Schreier has said that Bethesda will continue to work on Wolfenstein, Doom, and Quake alongside The Elder Scrolls and Fallout.

Photo by Borja B. Hojas/Getty Images for SDCCMalaga.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Staff at Fallout: New Vegas Developer Obsidian Reportedly Left Unsure How 'Huge List of Projects' Can Continue After Xbox Layoffs Hit Hard

Staff at Obsidian Entertainment are reportedly concerned about the studio’s future projects after it was hit hard by Microsoft’s Xbox layoffs.

Yesterday, Microsoft gaming boss Asha Sharma announced the most “significant” restructure in Xbox history, with 1,600 staff let go immediately, and another 1,600 staff to follow over the course of the current financial year. As part of the restructure, four studios are leaving Xbox to new management, and one is now in consultation over its future.

According to Kotaku, around 60-70 people were cut from Obsidian, which is the first-person role-playing game specialist behind Avowed, The Outer Worlds, Grounded, Pentiment, and, most famously, Fallout: New Vegas. Some of the staff who are leaving were Obsidian veterans.

Kotaku quotes one person who said they were unsure how Obsidian’s “huge list of projects” could continue following the cuts to the business. Obsidian has yet to announce a new game following the commercial failure of both Avowed and The Outer Worlds 2, but it is continuing to work on early access game Grounded 2 and The Outer Worlds 2 DLC.

Could Obsidian be put to work on a brand new Fallout or The Elder Scrolls game, or support the development of new games made primarily elsewhere? Sharma has made it clear that Xbox wants to double down on its biggest franchises. Bethesda boss Jill Braff has told staff much the same.

Without naming games, Braff said “to best position Bethesda for future growth, we are shifting from a planning model primarily centered on what's next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole.”

“From there, we’ll align the right talent, technology, and resources across the organization to deliver on those priorities,” Braff added. Could Obsidian be roped in to help out?

Could Microsoft give Obsidian the order to make Fallout: New Vegas 2? "I know everyone on the internet, on every game we ever announce, will constantly reference back to, 'When's the next New Vegas?'" Obsidian's VP of operations Marcus Morgan said last year, referencing the studio's beloved Fallout game that's served as the inspiration for the hit Amazon TV series' second season setting.

There are also question marks over the mystery project Tim Cain, one of the creators of the original Fallout video game, rejoined Obsidian to work on in December 2025. Sharma has indicated that "none of our first party publicly announced games or projects are being cancelled as part of these reductions." Cain's project remains unannounced.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Primary Portal Games

World of Warcraft

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

 

EVE

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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