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Grab your bat-phone, bat-wallet, and jump in your Batmobile on Wednesday, July 23rd, since DC Entertainment has declared the day to be Batman Day! The event in in celebration of the 75th Anniversary of Batman’s first appearance in Detective Comics #23. To celebrate, participating comic book retailers will provide a free, special edition re-print of that book. DC is also providing other collectibles, such as book marks, capes, and four Batman masks.


If you can’t make it your local comic book store, Detective Comics #23 will be available for free download on www.readdcentertainment.com, comiXology, and all other digital platforms.

The post DC Comics Announces Batman Day on 7/23 appeared first on JunkiesNation.

SDCC is infamous. It has the biggest TV shows, movies, and comic publishers. But it’s not just where all the stars go–it’s where all the toy companies will be, too. Collectibles are a big part of being a nerd, whether you’re talking about $10 action figures or $1000 replicas. Rarity is what makes a collectible really valuable, and everyone wants to get their hands on exclusives from the biggest convention in the country.

So here’s our list of the top five exclusives you need to get your hands on at SDCC! Some of these are bigger catches than others, and some will definitely be more elusive (or more expensive). Still, they’re all worth a look! We’ve kept to one exclusive per booth and one exclusive per title, so be sure to check out the exclusives list on the SDCC website, as well as other social media platforms.



1. Entertainment Earth’s Game of Thrones Dragon Eggs replica

This set of dragon eggs has been shrunk down quite a bit, but it’s still a gorgeous piece. It also has a limited run of 500, which means you need to get there early if you want any hope of getting your hands on potential baby dragons.


2. Funko’s Slimed Venkman and Metallic Slimer

Funko’s immortalized (well, plasticized) one of the biggest moments in one of the biggest movies ever. This is a special 30th anniversary set and, with the love that Ghostbusters always receives, may be difficult to get.


3. Symbiote Studios Excalibur Warframe

I’m going to go ahead and admit my bias here–I love Warframe. I also think that the statue looks completely gorgeous and good quality. There may not be a huge demand for this (yet–Warframe is still in beta), but it’s definitely a great piece for any fan of PC gaming.


4. Capcom’s Mega Man Helmet Replica

It’s shiny. It lights up. It’s also a great prize for fans of classic games. However, it may be just as hard to get as the dragon eggs–if not even harder. Capcom didn’t announce how many pieces they have, but their 25th Anniversary Mega Man statue disappeared really quickly last year.


5. Diamond Select’s Battle-Damaged USS Excelsior Ship

“Battle-damaged” items are a big thing for exclusives, since it’s fairly easy to create at a low cost–but this is pretty sweet. It lights up, and it has dialogue from George Takei/Captain Sulu! This may not go fast, but it’s definitely worth adding to your collection.


Did we miss your favorite exclusive? What are you going to be in line–or scouring eBay–to get? Let us know in the comments!

The post Top Five Exclusives to Grab at SDCC appeared first on JunkiesNation.

Despite still being in its first year of launch, Elder Scrolls Online has already seen its share of rough times. How large that share actually is will depend on who you ask, of course. According to recent information from Superdata, ESO has over 770,000 subscribers as of June which is a fairly impressive number given some of the comments seen in MMORPG communities about the game’s comparative success, but there’s also the fact that console/PC gamers– and not just MMO fans– love Elder Scrolls.

The rough times in question primarily have to do with ESO‘s endgame content. Veteran content as it’s called is currently wrapped in veteran ranks that are obtained by either grinding out content that was unexplored by leveling your particular faction to level 50 or by tagging alongside a few friends in Craglorn.

The main issues with veteran content have to do with both the content’s “grind” factor as well as the major lack of character progression obtained while gaining veteran points/ranks. The ranks don’t offer much in the way of rewards. The original leveling experience from 1-50 offers a whole lot more comparatively which leaves a large chunk of endgame ESO players feeling as though veteran content is a way of artificially extending the life of the game and little more.

Luckily, Bethesda seems to have taken notice of those feelings. During this year’s Quakecon which was held late last week, ESO‘s development team spent a great deal of time touching on various updates and plans in the works for the future of Elder Scrolls Online– including their plans for nuking veteran points and giving players more in the way of actual veteran progression and rewards.

Here’s what we’ll see as far as endgame content adjustments:

  • Veteran points will be disappearing. Instead we’ll see regular EXP again which will reward veteran ranks.
  • This means we’ll get rested EXP in veteran content.
  • As we gain EXP past level 50 this will unlock a new passive skill system called a Champion system. This is account-wide much in the vein of Star Wars: The Old Republic‘s Legacy system or RIFT‘s Planar Attunement system.
  • Champion skills will all be passive and allow players to gain additional base damage from weapons, extra Stamina regeneration, elemental resist/bonus damage, and other similar bonuses. There will be various “paths” based on each of the constellations (The Tower, The Mage, etc.).
  • At certain numbers of points placed into a given path/constellation, we’ll gain additional passive/active unlocks. Examples: Extra gold from chests, extra chance of success when unlocking chests, damage reflect when blocking, and an on-use damage reflect upon blocking.
  • Each character on an account will be able to place their Champion points independently.
  • Endgame gear will no longer be restricted by veteran ranks. New gear will be added in “seasons”. Similar to tier systems, players will be able to obtain a current season’s gear fairly rarely while older seasons of gear will be easier to obtain.

eso imperial city

There was also a whole bunch of other cool reveals during Quakecon. Here’s a quick recap of what’s being added:

  • New Imperial City PvP zone that’s unlocked by Cyrodil ownership. Combines daily quests, PvE mini-bosses, and player killing. Areas can be competed for.
  • Grouping improvements including phasing improvements, quest objective sharing, group leader sync, and group quest tracking.
  • New veteran dungeon coming in Update 5: City of Ash.
  • Dungeons will scale to group leader (including when you enter solo). This includes enemies, EXP, items, and gold.
  • New daily dungeon quests and rewards surrounding the Undaunted. Rewards including new passives and new armor sets.
  • New Craglorn content including improved itemziation, new crafting trait, and new 12-man trial focusing on the Serpent.
  • New Dragonstar Arena (located in Craglorn – video below) that includes 4-player trials that are progressively more difficult and timed. These have two modes (normal and veteran), leaderboards, and resurrection restrictions.

  • Improved facial animations on character models.
  • New justice system that will let you steal items from crates, etc. (instead of just taking them like you currently do). In order to steal, you must be hidden. If caught by a guard you can pay a bounty or run which causes guards to chase you. NPC guards can be killed.
  • This system also allows players to act as guards and actively hunt down players with bounties. Yes, this a world PvP type of system that seems extremely optional.
  • New Spellcrafting system that might be part of the Mages Guild. Will allow players to combine spell effects to create new spell effects. Uses a lockpicking-like system involving stone tablets of varying qualities and charcoal. Will involve exploring and discovering magical doorways.
  • Improved combat responsiveness.
  • New weapon and armor models.
  • New swampland adventure zone called Murkmire which is similar to Craglorn. Argonian-focused. Has more 12-man trials.
  • New solo PvE zone called Wrothgar.

There was also a brief Q&A session. Here are some highlights:

  • Werewolves will be rebalanced.
  • A babershop-type system is being added at some point, but the team is trying to figure out how to add it so it best fits for RP purposes.
  • We might see a dueling feature when the justice system is added. This one’s complicated to add.
  • We may eventually see more mini-games like horse racing, a better fishing system, etc.
  • They’re looking to improve Stamina builds by boosting weapon damage and adjusting spell/weapon crit.
  • We’ll likely see guild traders and other RP additions in the future.
  • Respec costs we be reduced at the start of a new update by a large amount (for a week) as well as reduced overall. Morph respec costs will also be reduced across the board.

Overall, these updates and reveals seem pretty impressive.
Special thanks to Dulfy.

The post The Road Ahead for Elder Scrolls Online appeared first on JunkiesNation.

It’s a funny feeling when you think you’ve “beaten” an MMO. I mean, technically, an MMO doesn’t end until it’s canceled, and you don’t get any special end credits or cut scenes for it. “Beating” an MMO, for me means I accomplished a goal that I feel has to be done, and nothing after that will be nearly as fun or fulfilling as that experience. World firsts on difficult content? That’s a start. Beating the best alliance on a PvP server? That’s pretty good. Jump starting the weakest faction and helping them become the dominant force in a theme-park MMO where “PvP is dead” and “No one cares about PvP”? Yeah, that’s pretty good. As you can see, I’m more PvP oriented, which is why I’ve been experimenting more with survival MMOs and games.

Before jumping into blank">Beasts of Prey, Rust was my drug of choice, and truthfully, I wasn’t fully satisfied with it. I haven’t touched a lot of the games in the genre because they’re all saying they’re in alpha, but asking for my money. I don’t like that. See, to me, once you let people buy into your game and take their money, they become a customer, not a tester. I don’t pay money to sample potentially defective cars or chocolates, so why should I pay for a defective game? If you’re selling the game, that’s your launch, like so many free to play games. Yes, you can make changes later, but that’s an update. Unless something other than money allowed me to try the game, the exchange of currency makes the creator responsible for their game and my opinion of it. While it may change, I’ll simply judge the game like I would any MMO: by what I’m experiencing. This is why a certain Z-survivor game won’t be mentioned much; I’ve heard what the game has to offer now, about a year since it allowed people to buy it, and it seems underwhelming for the price. Rust was the one game that had the most features active that I felt were interesting and worth my limited time and money.

So, what do I expect from the genre? Something akin to The Walking Dead. The world’s gone to hell, I can’t trust anyone, but I won’t make it alone. There are other enemies that make life hell, but my fellow player can make it much worse, and I have to become friend or foe with them. There’s little room for neutral ground unless it’s a brief passing. However, from what I experienced in Rust, the genre currently is more about FPS friends coming together and splattering other people until a bigger group of (e-)friends stomps them and burns their home to the ground.

Oh, yeah, that’s the other thing I expect: world building! I expect to kill or be killed by other players over control and ownership of supplies and or territory. I need both, and I need a reason to not just kill in this world, but to want to live. I can kill people in World of Warcraft all day long if I want, but there’s no fun in that for me. I want to build a community, go to war, make enemies friends and take part in daring escapes. For me, the problem with Rust was that the killing part was done well enough, but not the living. No one I talked to wanted to, you know, be human. It was almost always kill or be killed. The very few friendly people I met did their good deed for the day and left. The not so friendly? Just murderers. I’ve played hardcore PvP games before and could turn the angriest 13 year old into an ally, but even with voice chat, it feels like people view their neighbors almost like nightmare-mode mobs just there to be killed or screw you at the wrong moment if left alive.

So, how did Beasts of Prey do? My first moments in game felt very Rust like. I hit rocks and trees to get materials, but on the unmodded server, it felt faster. While lumber and ore fell to the ground and was at the mercy of the physics engine, I moved from shack to home ownership in barely any time. Part of this may have been because, well, I didn’t drop anything on death. The game disabled this. The game also lacked a hunger meter, rest meter, solo mobs (more on that later), and durability. Death felt less punishing than what I’d expect from WoW. That sounds pretty bad, and it is, except for a few things. For one, going from “hitting people with a rock” to “I’ve got a pistol!” felt faster than Rust without being too easy. You’ll need either your own base or access to one, and this is where BoP mixes things up: coordinates. Yeah, making maps and measuring distances and locations according to rock formations and landmarks sounds cool, but without a map or in-game time to orient you, meeting up with friends (or the rare friendly stranger) becomes an epic quest of it’s own, and if either of you die, that quest becomes even harder. I applaud the people who play together and found each other in these harsh worlds, but here’s the thing: once you build a base and start being a jerk, we’ll know where live.

That sounds small and vaguely like a threat, and but let me tease something out of that. In Rust, when the new kids chased me and the neighbors out of the neighborhood, there wasn’t a good way to organize ourselves. Though strangers, like in my first MMOs, I know we can work together to take people out. However, if we can’t even meet up, it’s not going to happen, and it never did. You need to be able to communicate exactly where to go and how to prepare for things. While the game’s chat deletes text and doesn’t let you scroll up, at the very least, coordinates give you a way to meet up and start to fix that issue. Being able to meet and to know where an enemy is is just what you need to start a good gangwar with your fellow soloers. If the game had allowed for items to drop on death, I’d certainly have had a lot more fun getting revenge on the two guys that didn’t even want to respond to my “hellos” or talk about the game. Without it, the game felt like a theme-park MMO, and there was a raid boss I had to kill: a T-Rex.

While I was exploring the game, I naturally was searching for dinosaurs, especially for a solo player to kill. I honestly didn’t think I’d be able to kill the tyrant lizard lords on my own with a gun without explosives or some big perch and glitching. I’d run into one, tried to stab and, it was swiftly killed. The same happened with the other giant dinos I was able to find. I say “able to find” because, honestly, they were rare. I’d go 15 or 20 minutes without finding one, sometimes longer. Yes, there’s only one official server (which I was playing on), but playing late at night on a weeknight meant I had very little competition. I explored ruined bases, broke into others, and used supplies that weren’t exactly mine to build a gun and some ammo to take something out. I checked online to make sure it could be done, and read it would only take a single clip of ammo to kill the hardest dinos. With gun in hand, I found some cool things with the physics, like rocks breaking apart for easier mining. Dead bodies moved, logs rolled down hill, dinos were (mostly) solid objects, and an old mountain climbing bug from the old MMO days was present in the game.

I found out that the game had tides that actually changed the water level. Sound was important because that’s how I’d track where people or dinos were. Building was swift, and I could make cool things like oil rigs, towers with lights, and I’d heard that you could find plans for cars off dinos. It was just hard to find the dinosaurs.

Now, I think my Rex kill played out in a way that shouldn’t happen once the game is complete. I was terrible. I was scared. I wasn’t well hidden, nor near my home. The T-Rex I killed was brightly colored; as if being as big as a tower wasn’t bad enough, the color even in the dark should have attracted murders to me from miles around. The gun I used was super loud, and the single clip of ammo I used wasn’t enough to kill it, so I was running around with this roaring beast trying to eat me did not exactly scream “stealthy actions.” If this were Rust and just a bear, someone would have found and killed me. If anyone saw me during that fight, they probably thought I was going to die, and since I wouldn’t leave anything behind, just moved along. I prevailed though, barely alive and far from home. Again, if death mattered, someone could have come up and killed me and taken my hard earned loot for their own. Since it didn’t, I was free to play with the body and see how it interacted with the terrain (it slipped down the hill a bit when I whacked it with an axe!).  And then… boredom. I looked through my crafting options, thought about killing some more dinos, some different dinos, but the idea of wandering around and killing more of the hardest mobs in the game for no reason (since the game is frequently wiped) didn’t appeal to me at all. This was it, and it felt like the end of my time in the game. If not for this article, I would have just told people not to buy the game and move along because, as I mentioned, I only normally look at games for what they currently offer, not what they might one day add in.

However, I did decide to try the game once again after a few days of “beating it.” There had to be more, buy maybe I had to try a non-official server. The problem was that many of these servers just seemed like more of the same, and didn’t seem nearly as populated as the official one. I did find one with more dinos, including “solo” ones, but they were often bugging in the water. If I waited for these solo mobs to come out, they’d run back in when on low health. Keep in mind that the dinosaurs don’t drown but you do. It’s quite frustrating.


The other issue is that… well, they’re not official. The server I played on had very few rocks to hit, so building was supremely difficult, even when no one was on. I searched high and low for supplies and even waited an in-game day. The land was dry. Thinking it was done this way to encourage PvP, I tried to break down someone’s door but after about ten minutes of whacking away at it, I assumed they had made the doors unbreakable. This all was confusing since after several hours, I barely had the resources for three walls, where as on the official servers, I was swimming in stone. This particular server, while not very populated, also had a lot of objects that used a lot of stone, all in areas where I hadn’t seen stone spawning. Just to check I hopped back on the official server. Yup, stone was easy to find, I could chop down doors in under ten minutes, and no, dinosaurs weren’t common. Someone messed with the controls and most likely had fixed the server so it would mainly be someplace their friends could log in, be powerful, and stomp on strangers. Thanks but no thanks.

While I still feel the game’s building options and PvE are better than Rust, the game just isn’t a survival game yet in my opinion. Without meaningful PvP or even the need to eat, it’s more like an FPS sandbox with dinosaurs. That isn’t necessarily a bad thing, but it wasn’t what I thought I was purchasing. Anyone who wants to try a survival game that’s multiplayer without meaningful PvP could really enjoy BoP. I know the game is in  “alpha,” but when you sell a product and don’t have criteria on who can and can’t test your product (because if it’s alpha or beta, we should be testing), you’ve pretty much made a de facto launch. If a person’s willing to put up with promises of “soon,” that’s fine, but developers can’t dismiss the fact that they can actually generate anti-hype by releasing products that just don’t inspire. I’m not totally writing the game off, but as I said, my experience with the game would have ended much faster if reviewing this game hadn’t been my job. Anyone else that isn’t looking for some side work may wish to avoid this title until it’s in a better state (like “official” release).

The post I Killed a T-Rex: Review of “Beasts of Prey” appeared first on JunkiesNation.

The road leading up to Series 8 of the BBC’s Doctor Who has been a little rocky. First, some raw footage was leaked by a U.S. office. Then five scripts from the new season also made their way online.

Despite this, none of the excitement was tempered when the BBC aired the official Series 8 trailer this past Monday. It provides fans with their first real glimpse at the new Doctor, played by Peter Capaldi. It’s a great teaser for the season that lies ahead–and announces August 23rd air date.

The post BBC Releases Doctor Who Series 8 Trailer appeared first on JunkiesNation.

Like many WoW players, I have my own list of favorite quests: the ones I loved doing, and look forward to doing again on alts. I wondered, though, if my list matched anyone else’s. I decided to research the topic by scouring forums and pestering friends, and I discovered that certain quests got mentioned repeatedly.

While these stand-out quests vary by zone, level, and faction, I did notice some commonalities. All of them involve some element that isn’t present in any other quest, and they’re fun rather than difficult. So, what are some of the quests that have us clamoring for more?

Probably my personal favorite, and the quest I’ve heard mentioned more than any other. A machine in Uldum asks you to kill 1000 crazed gnomes by rolling over them with a giant flaming ball of death. Obviously, just a regular giant ball of death isn’t enough – gnomes can be quite resilient – no, it has to be on fire!

wow standout quests ghost machine

Welcome to the Machine
This Horde-only quest has you stepping into the shoes of a quest-giver. High Executor Darthalia in Hillsbrad asks you to sit on her skeletal horse and hand out quests to “lowly scrubs.” What follows is a satirical look at player stereotypes – the noobish Dumass, the aggressively arrogant Kingslayer Orkus, and the snobbish Johnny Awesome.

The Day Deathwing Came
Technically a small chain of quests, each one is worthy of this list. Trekking through the Badlands, you find a gnome, a dwarf, and an orc standing around a campfire. Each one offers to tell you the story about what happened the day that Deathwing came. Rather than just listening, you are brought along to experience the hilarious tales.

wow standout quests BEAR

The Bears Up There
Keeper Taldros in Mount Hyjal tasks you with the job of climbing up trees to rescue bear cubs. How do you save them? By hurling them down onto a trampoline, of course, which does lead one to wonder about the air-speed velocity of an unladen bear cub.

Maximillian of Northshire
Maximillian offers a small chain of quests in Un’Goro Crater. This delusional knight-errant will lead you on missions to rescue damsels in questionable levels of distress, seek blessings from spirits who are busy pummeling you, and slay ferocious dinosaurs…  I mean, dragons! FOR DOLORIA!

wow standout quests necklace

Journey to Undercity
Another Horde-only quest, High Executor Mavren in the Ghostlands sends you to the Undercity to return a necklace to Lady Sylvanas. When you do, she sings the hauntingly beautiful Lament of the Highborne, garnering the attention of every NPC in the room. While not exactly a “fun” quest, it was a pleasant surprise the first time I encountered it. 

Note: you do need to have your music turned on to hear her sing.  You can also hear the song without doing the quest by using this command in the game: /script PlaySoundFile(“Sound\\Music\\GlueScreenMusic\\BCCredits_Lament_of_the_Highborne.mp3″)

I have been known to bemoan the fact that there aren’t more quests like these, or that they haven’t been made into daily or repeatable quests. Upon further reflection, however, I’m glad that they are few in number. Part of what makes them stand out is their rarity. If there were oodles of these quests, or if we could do them all the time, they wouldn’t seem so special.

While I will probably continue to wish for more, I will be slightly mollified by the fact that Blizzard is doing this for my own good.

The post World of Warcraft: Stand-Out Quests appeared first on JunkiesNation.

Review: The Strain
Jul 18, 2014

First a book, then a graphic novel, Guillermo del Toro’s The Strain has made its way on to cable TV. And it was delightful–if, to you, “delightful” means parasitic worms, disease outbreaks, and things that go bump in the night.

The suspense starts right away–an airline stewardess is called to the back of the plane by her panicked colleague. She makes her way to the back, taking time to introduce some characters that will be important later on, and then all hell breaks loose. Still, the plane lands–in total silence.

This is the mystery that drives the first episode–though, at the end, it’s definitely beginning to make its way into the paranormal suspense genre. This shift is largely due to a lot of exposition in the first episode. From the minute that Dr. Ephraim Goodweather, our protragonist, enters the scene, every other exchange is almost too close to awkward exposition. He even has to–not casually–mention that he and his CDC co-worker had an affair. Really? Did we need to know that right now (the answer is no. We don’t. Let it come up naturally, Eph.)

The saving grace of the show is the action. The characters seem like they’ll be entertaining, with some stand-outs (David Bradley as Holocaust survivor Abraham Setrakian is phenomenal) and some duds (Ephraim’s ex-wife and child just seem like wet blankets and plot contrivances). By balancing the exposition and the characters with action (and a little bit of carnage), del Toro and FX present a show that’s just a great ride.

Sunday’s premiere has brought us (seemingly) right to the precipice of everything going very, very wrong. We have two types of walking dead–one classy, one brutal. There’s also the very gross worms that got everyone aflutter about The Strain’s promotional material. We also can’t forget the CGI monster with anger issues.  At the end of the episode, each of these is standing as a threat toward New York and–presumably–the rest of the world. Now, we get to sit here and watch it all go down.

Oh, and I’ll never think of “Sweet Caroline” in the same way, again.

The Strain airs on FX Sundays at 10/9c.

thestrain movie

The post Review: The Strain appeared first on JunkiesNation.

Big news hit The Avengers this week–the superhero group, not the movie–as Marvel announced big changing coming to two of the team’s founding members. It was announced on The View that the…name…of Thor will be passed yet-unknown female character, as our traditional hero has (once again) become unworthy. On The Cobert Report, we learned that Sam Wilson (Falcon) will take up the name Captain America, after Steve Rogers loses his powers.

While a lot of outlets are making a big deal about these changes, it’s not likely that they will last long. Both Thor and Steve Rogers have passed on their helms before (literally and figuratively). Thor had been a space horse alien–as many outlets have been excited to point out–and Bucky Barnes has previously succeeded Rogers as Captain America.

Still, these story lines are bound to be interesting–and to be heavily covered in the media.


The post Marvel Shakes Up The Avengers appeared first on JunkiesNation.

Hey, folks! We’re back!

You might remember us. We’re Draegon, Teljair, and Laura/Serrain. We’re the administrative team behind Rift Junkies, FORCE Junkies, and the myriad of other fansites that have popped up over the past few years with the Junkies banner proudly displayed. Last year we decided to start an ambitious project– a multi-dimensional geeky/gamer-focused site that not only covered the latest and greatest MMORPGs, but also other MMORPGs we all loved.

And the MOBAs we loved. And our favorite console and PC games. And our favorite geeky TV shows, movies, comics, and cosplay masterpieces. We’re gaming junkies, sure, but there’s so much more to love in this wide, weird, wild world. Junkies Nation became a place for everyone to embrace their inner gamer and geek and just celebrate whatever it is they happened to be passionate about.

We had a few stumbles in this endeavor last year, unfortunately, but we’re back bigger– and better– than ever. Our team consists of a familiar group of faces as well as a few new, awesome writers who are here to share what they’re passionate about and maybe teach a fan a thing or two about their latest cosplay adventure, MMORPG project, or MOBA strat.

Our aim is to not be a mere news site, but a place where honest opinions, solid strategies, and passionate reviews and previews are the core of what we cover. We won’t rehash stuff. We won’t hound you for clicks. We’re simply here to share what we love and hope folks are interested enough to stick around to see what we have to ramble about.

If you’ve been a part of our awesome Rift Junkies community for a while now, you may have noticed that Rift Junkies now redirects to Junkies Nation. This move was made not to bid farewell to RIFT and our past coverage of the game, but as a way to build a bridge between our fansite community and the broader gaming/geek-centric community that may still love RIFT, but also loves other things and other games.

Make no mistake– we’ll still be covering RIFT. All of our Rift Junkies content (as well as everything from our other Junkies fansites) is now on Junkies Nation. Older content can be found searching under the specific game categories. We’ll also be covering a lot more than RIFT. Remember what we said about a wide, weird, wild world? Yeah. Life’s too short to not embrace all of its geeky bits.

To the Rift Junkies community– thank you for being there for us over the years.

We’re in for a wild ride. We hope you’ll join us.

Laura “Serrain” Hardgrave
Jason “Draegon” Dodge
Ryan “Teljair” Raplee

The post Welcome to the Relaunch of Junkies Nation appeared first on JunkiesNation.