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Sunday - June 19, 2016
Saturday - June 18, 2016
Friday - June 17, 2016
Thursday - June 16, 2016
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Picture Watch

Consortium
Box Art

Poll Watch

How well funded do you prefer your games to be?
Mega Bucks AAA+
14.75%

Noticeably well funded
31.15%

Fairly well funded
47.54%

Limited
3.28%

Struggling
1.64%

Cheap and cheerful
1.64%

Vote

Expected Releases

Jul: Enderal
Jul: Necropolis
Jul: I Am Setsuna
Jul: We Happy Few
Aug: Deus Ex: MD

Sunday - June 19, 2016

Mount & Blade II - Interview @ TechRaptor

by Hiddenx, 23:38

TechRaptor has interviewed Frank Elliott and Steve Negus about Mount & Blade II: Bannerlord:

I attended a presentation with Taleworlds Entertainment all about siege in Mount & Blade II: Bannerlord. Later I returned and Taleworlds graciously agreed to an interview, so I spoke with Frank Elliott and Steve Negus about more siege details, factions, relationships between lords, and more.

We first talked about much of what you can see in this video here, which is much of what I saw in the presentation I attended. There was discussion of what players new to the series should be excited to see, as well as the general philosophy behind Bannerlord. Basically, Taleworlds knows they have a good set of systems and mechanics in place, now they are just working to improve them. Siege is just one of the areas we can see that general improvement. The interview discusses siege a little, AI improvements, and more.

[...]

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Mount & Blade II

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Stranger of Sword City - Twitter Q&A

by Aubrielle, 14:50

Experience, the developer behind Stranger of Sword City, is holding a Twitter Q&A in English on June 20 and 27.

Experience, developer of dungeon RPGs like Stranger of Sword City, Ray Gigant, and Demon Gaze, will hold an English question and answer session with its president, Hajime Chikami, and director, Motoya Ataka, via Twitter on both June 20 and June 27, the company announced.

Here are the times:

Fans will be able to ask questions through Twitter @PR_Experience, which Experience will answer in real time. Due to the amount of questions the company expects to receive, which questions it answers will be chosen at random.

Stranger of Sword City

SP/MP: Single-player
Setting: Fantasy
Genre: Dungeon Crawler
Platform: PC
Release: Released

Details

Deus Ex: MD - Breach Mode & NeoTokyo Composer

by Silver, 11:04

@RockpaperShotgun explains what Breach Mode is in Deus Ex: Mankind Divided and announces who is composing the tunes for said mode which is none other than the NeoTokyo Composer.

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Deus Ex: Mankind Divided – Breach is an innovative game mode, included for free with Deus Ex: Mankind Divided. This new take on the game offers, for the very first time, an arcade approach on the gameplay of Deus Ex: Mankind Divided, providing players with a connected puzzle shooter experience. As a Ripper, a hacker in the year 2029, your objective is to obtain and sell highly classified corporate data by infiltrating some of the world’s most secure servers, using the funds you acquire to upgrade both your skills and arsenal.

[...]

That's what Harrison is musicmaking for. Which I'm jolly excited about, as his work on NeoTokyo is some of my favourite cyberpunky music.

Look, you have to understand: I'm not usually someone who listens to soundtracks outside their home games. The angriest I've been in recent years was when I discovered "GIVE CHIPTUNES A CHANCE" scrawled on a bar toilet mirror during GDC.

...

The NeoTokyo soundtrack is on Soundcloud, Bandcamp, and Spotify. Deus Ex: Mankind Divided is due out on August 23rd. There's still plenty of time to get Billy Idol involved, Eidos Montreal. Tomorrow People for the end credits, I'm telling you.

Deus Ex: MD

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: In development

Details

Vampyr - Gameplay @IGN Live

by Silver, 09:43

Courtesy of IGN Live Vampyr gameplay in action. IGN interview the developers while the game is demoed.

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The team behind Vampyr talk to us about the game.

Vampyr

SP/MP: Single-player
Setting: Historical
Genre: Action-RPG
Platform: PC
Release: In development

Details

I Am Setsuna - Hands-On @ PSU

by Hiddenx, 08:12

PSU checked out the JRPG I am Setsuna and they are impressed:

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I Am Setsuna wowed both Will and Kyle, and they're here to tell you why you should be excited. The first title from new studio Tokyo RPG Factory, I Am Setsuna is a refreshing new take on the classic JRPGs of old.

The game will be released for the PC on July 19.

I Am Setsuna

SP/MP: Single-player
Setting: Fantasy
Genre: J-RPG
Platform: PC
Release: In development

Details

Stygian - Kickstarter Update

by Hiddenx, 07:56

Take a closer look at the gifts of madness:

A Closer Look at Our Gifts of Madness

Greetings fellow Arkham residents!

In this update we'd like to give you additional details about some of our gifts and their connection to the game's lore.

Merry Folk from the Stars

Written by the mysterious Edmund Whateley and published by the equally enigmatic publishing house Cultic Press, "Merry Folk from the Stars" caused a wave of hysteria among children across the country. Some see the unholy success that came by the publication of this cursed book as the final nail in the coffin of our society.

Parents all over the country reported hallucinations, aggressive behavior, catatonic trances and even worse symptoms displayed by their children who read the book. Further complicating this dismal situation, Merry Folk could only be the beginning of what is yet to come...

[...]

Merry Folk Figurines

[...]

Special Edition Game Tome

[...]

Cultist Robe

Stygian

SP/MP: Single-player
Setting: Technofantasy
Genre: RPG
Platform: PC
Release: In development

Details

We Happy Few - Release Date: July 26

by Hiddenx, 07:43

BreatheCast reports that the 1960 alternate world survival game We Happy Few will be out in July:

'We Happy Few' Release Date: Compulsion Games’ Title Going To Hit Stores In July

New details on the release date of Compulsion Games' "We Happy Few" have surfaced. According to reports, the forthcoming game title is set to be released next month.

"We Happy Few" is set to hit gaming shelves on July 26, The Verge has learned. As per the publication, the game title is set to be available for Xbox One's Game Preview and Microsoft Window's version of Steam's Early Access.

According to the publication, the title is set in a 1960s iteration of "Fallout's" vaults, which features masked denizens who take a number of thought-changing substances to get rid of the reality. Compulsion Games released a trailer, showing a character opting to stop taking the pills, begins to see the actual world, and becomes a "Downer," a person who does not take the pill.

[...]

E3 Trailer:

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We Happy Few

SP/MP: Single-player
Setting: Modern
Genre: Roguelike
Platform: PC
Release: In development

Details

Saturday - June 18, 2016

The Great Whale Road - June Update

by Hiddenx, 20:18

The Early Access version of the Great Whale Road will be released in July:

Development Update - June

Hello Everyone!

I am starting with the important stuff - we have decided to move the Early Access date to the end of July. A game in this phase of development can do with every hour of work it can get, and rushing things in the face of E3 and the upcoming Steam summer sale didn't seem reasonable.

On the way I also did a bit of rescoping to give myself more writing time, as I am not Stephen King and other studio stuff will always encroach on my schedule. After six months I was finally smart enough to realise that and to plan accordingly.

The adventure will start with 'Episode 1' of the Danes, while we will continue to add features and content. We'll unavoidably run into August, when most of our team will take some well deserved time off. Therefore the second part of the Danish story will follow at the end of the summer - as long as the end of September still counts as summer. We would also like to have the first part of our Northumbrian story ready by then, but I am not swearing an Óðinn oath on that just yet.

If you are in Barcelona at the end of June you can meet us at Gamelab, which is still the place to chat about indie games in Spain (or so I have been told by the cool kids). In August we will be at Gamescom in Köln, but due to affordability you will require access to the business area if you want to stare at our tiny stand in awe. We simply couldn't afford a place in the public entertainment area. Even so the costs have swallowed a major chunk of our marketing budget. But if you don't have a press pass or similar and are in Köln at the time give us a shout. We will be happy to organise a show & tell Bratwurst eating contest! Because there is always time for Bratwurst.

Development and art have done great work while I have stumbled through the storyline and refined the style of events. The objective is to make all the writing in the game immersive and fitting the historical game world, even if this sometimes means that events have to be thrown away and rewritten.

Our next mini-milestones are the setup of the Steam store page and the production of our gameplay trailer - both due in the first week of July. And as tradition demands, I am asking you to follow us on Twitter and Facebook: @WhaleRoadGame and The Great Whale Road. If you are really keen you can try to find us on Tumblr and Instagram as well.

Every time you decide to share one of our Facebook posts or retweet one of our tweets you expose The Great Whale Road to a wider audience, including your nan and that bloke you are pretty certain you have never met before. Everyone matters and your grandmother might enjoy an historical story-driven tactical RPG.

Thanks for reading this to the very end! +5 Renown

Best.

Joachim @ Sunburned Games

The Great Whale Road

SP/MP: Single-player
Setting: Historical
Genre: RPG
Platform: PC
Release: In development

Details

Bethesda Softworks - Nexus prevents Mod Theft

by Hiddenx, 20:06

PCGamesN reports that the owner of the largest mod site for Skyrim and Fallout mods Nexus tries to prevent mod stealing:

After more than a month of inaction on Bethesda's part, the owner of the largest site for Skyrim and Fallout mods has taken matters into their own hands to prevent people stealing user creations.

[...]

"There is no reason consoles should not be allowed to have mods, provided the PC modding community is appropriately protected and not dumbed down or negatively affected in any way," Scott wrote in a 5,100-word epic. "However, in order for the mods to be available on consoles, PC mod authors would need to upload their mods, as a separate entry, to Bethesda.net’s system."

This lead, unsurprisingly, to people taking the best mods from Nexus and ripping them wholesale onto Bethesda's system with no attribution, often taunting the original creator in the description.

This is soul crushing for mod authors. To see their hard work being taken, without their permission, often times by people actually openly goading, trolling and mocking the mod authors about the theft and that nothing was being done about it," Scott says. "It became clear, early on, that Bethesda had not planned for the eventuality of mods being stolen. They had no clear moderation system in place. No way of quickly dealing with the issue or indeed any sort of decent reporting system so that users could report stolen mods in detail to the (seemingly non-existent) moderation team."

[...]

Rather than wait for Bethesda to improve their response times to reporting mods stolen or implement an effective moderation strategy, Scott has decided to add an extra permissions system to his own site so stolen mods are easier to see.

"We already have an extensive permissions system for mods, but today we’ve released an addition to that system for console modding," he says. "You can now choose from a set of options in our Fallout 4 section to express your wishes. These are:

  • I have uploaded my mods to Bethesda.net and they are available for console users.
  • I have not uploaded my mods to Bethesda.net for console users yet, but I will at some point.
  • My mods will not be available on Bethesda.net for console users.
  • My mods won’t work on consoles or would not be acceptable on Bethesda.net according to their rules.
  • I give my permission for someone else to port my mods to console and for it to be uploaded to Bethesda.net by someone else. Please credit me, however."

[...]

Thanks Farflame!

Bethesda Softworks

Details

Phoenix Point - Julian Gollop Interview

by Hiddenx, 19:54

Gamewatcher has interviewed Julian Gollop about Phoenix Point:

We chat with XCOM designer Julian Gollop about his new spiritual successor Phoenix Point

[...]

All we’ve seen of Phoenix Point so far has been a screenshot and a few bits of concept art, but the mere concept of an XCOM successor from the man who designed the original has us very excited. We got the chance to sit down with Julian just before E3 to discuss his upcoming title.

[...]

GameWatcher: XCOM has certainly been your best-known game, and a very well-loved game. Why is it now, some two decades later, that you’ve decided to come back to that concept?

Julian Gollop: Because everybody keeps asking me about it. [laughs] Even while working on Chaos Reborn, which is basically a reboot of a more obscure game that I did back in 1985, which is not really known outside of the United Kingdom. I think everybody was interested still in the original X-COM, and obviously since the Firaxis reboot of XCOM they were interested in my thoughts on that. XCOM is still a thing, basically. I think, in a way, it has become its own unique little subgenre of game, which various small indie studios have tried to get involved with. For example, Xenonauts, by Goldhawk Interactive, is one example. Not the only example. And because Firaxis’ XCOM was so successful, it will no doubt spawn some other games in that genre.

So I feel fairly confident that I can create my own game in this genre which I sort of helped create, really. Because I think there’s obviously a lot of players who are really interested in this style of game. Including me.

[...]

Phoenix Point

SP/MP: Single-player
Setting: Unknown
Genre: Tactical RPG
Platform: PC
Release: In development

Details

ELEX - More Screenshots @WoE

by Hiddenx, 19:48

Farflame spotted some ELEX-screenshots at WoE:

Remember how Gothic 1 and Gothic 2 had that certain something, which the fans called "The Gothic Feeling"? It is no secret that the Piranhas have struggled to find that special atmosphere until now, but finally, with Elex, they seem to have managed it.

From the latest screenshots, it seems that Elex might be one of the most atmospheric RPGs ever made. But don't take our words for granted, head after the break and see for yourself!

ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

Skullstone - Dungeon Crawler in Development

by Silver, 12:16

@RetroRemakes Skullstone, a Legend of Grimrock like game in development at the moment has made some progress with more to come soon.

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Longer gameplay - no cuts!
This is a VERY early version so there is a lot of things that need to be done. Mobs are unbalanced - it means that they may be too weak or their skills aren't strong enough. Some icons are just a placeholders.

[...]

Now we are working on second style for dungeons, which would be different than Grimrock. Soon we will show it.

The game is written in Java, we use JMonkeyEngine. For textures - I don't know exactly, GIMP and Substance Painter for sure, maybe something else. Models are made in Blender.

Indie RPGs

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Steam Games - Microsoft will use Steam

by Hiddenx, 11:50

ArsTechnica reports that Microsoft will use Steam to sell their Windows-games:

Microsoft will use Steam to sell Windows games, not just its own store

While some of Microsoft's older game titles, such as Age of Empires II HD (a 2013 update of a 1999 game) are found on Valve's Steam platform, its latest high-profile titles, such as Forza 6 Apex and Quantum Break, are exclusive to the Windows Store. But this is going to change, with Microsoft planning to release more titles on the popular store.

Phil Spencer, head of the Xbox team at Microsoft, was talking on Giant Bomb's E3 stream, via GameSpot. When it comes to PC gaming, the Windows Store is very much an also-ran, with Steam the dominant force. As Spencer noted, "I don't think Valve's hurt by not having [Microsoft's] first-party games in their store right now. They're doing incredibly well." Accordingly, Spencer said that Microsoft "will ship games on Steam again."

Meanwhile, Microsoft's own experience had been more inconsistent. While some games have done well in the Windows Store, with Spencer naming both Forza 6 Apex and Killer Instinct as successful titles, he said that "Quantum Break wasn't our best PC release" and that Gears of War Ultimate Edition was merely "OK."

[...]

Steam Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Dishonored 2 - Large Levels, Few Loads

by Aubrielle, 08:41

Harvey Smith took to Twitter to answer fan questions about Dishonored 2. There will be "large levels with few loads", says Smith, who wanted to get the closest he could to an open-world style layout (though the game will not be open-world).

Co-Creative Director Harvey Smith was kind enough to reveal several gameplay details to fans who asked questions via Twitter. Firstly, he stated that Dishonored 2 will have large levels with only a few loads between them; while the game is not an open world, they want to make the world as seamless as possible.

@TheLukedog they're large, and we try to avoid loads, but yes they are – we are not open world

— Harvey Smith (@Harvey1966) June 16, 2016

@TheLukedog we prefer it for this game to open world; but we like it better with fewer loads

— Harvey Smith (@Harvey1966) June 16, 2016

Earlier, Smith had disclosed the estimated length for the campaign mode of Dishonored 2. According to him, the game will be considerably longer than the previous installment; depending on the side content, it could take from 12 up 20 hours.

@FieryPhoenix7 If Dis1 was 8-12 hours for most people, Dis2 is probably 12-20.

— Harvey Smith (@Harvey1966) June 13, 2016

By collecting coins, players will be able to purchase various upgrades and ammo via a “network of black markets”.

@DeadFairy the new game has a network of black markets – ammo, upgrades, etc

— Harvey Smith (@Harvey1966) June 16, 2016

More details.

Dishonored 2

SP/MP: Single-player
Setting: Steampunk
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

CD Projekt RED - Evolution of Gwent

by Aubrielle, 08:32

CD Projekt RED has opened up about Gwent's evolution into something more like an adventure, with at least ten hours of campaign playtime.

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Gwent wasn’t even part of the plan. Originally created by a pair of designers at CD Projekt Red in their spare time, Gwent eventually found its way into The Witcher 3 and became a small phenomenon: the mini-game that was so good, it just had to find life beyond The Witcher 3. A few months after The Witcher 3 was released, CD Projekt was still being flooded with emails about the card game. Lead designer Damien Monnier, one of Gwent’s co-creators, took those emails to the leadership. They asked if it was possible to make a standalone game. A multiplayer game. Of course he said yes.

...

“There’s set choices and consequences, cards that you can receive from them, and that's the whole point,” Monnier said. “You start with a base deck and as you progress through the campaign, it gets bigger and bigger.

“I mean there’s loads of stuff that’s happening. You have these cool comic-like panels that appear where you [make a choice], as you choose you get to see a preview of what could happen....It’s just a little thing, but [our focus on quality] reflects in these little things when someone says, ‘wouldn't it be cool if?’ And we say, ‘well actually yeah, you’re right, it would be. How long would it take to do it?’ There’s a lot of people working extra time because they want to. We work super hard. I’ve been making games for over a decade now, and I’ve never been surrounded by such hard-working, crazy people.”

CD Projekt isn’t talking about how many of those campaigns it will make for Gwent or how much they’ll cost, but they’re the part I’m truly excited about. 10 hours gives a campaign enough meat to offer a sense of progression—starting with weaker cards, collecting heroes and rares along the way to bolster your deck—that I found addicting in The Witcher 3. And I expect battles against the AI to benefit from the complete rework Gwent has seen to be a viable multiplayer game, which is free to play in the vein of Hearthstone.

Source: PC Gamer

CD Projekt RED

Details

Gabe Newell - VR Exclusives Bad For Everyone

by Aubrielle, 08:26

We've all thought about it with some dread: the idea of VR-exclusive games.  This could impact RPGs in the next few years.  Gabe Newell has chimed in on the question.

Now Valve frontman Gabe Newell has weighed in on the matter through an email posted to the the Vive subreddit, in which he was asked whether Valve ever considered doing the same thing for its Vive headset. (Newell confirmed with us that he did in fact send this email.)

“We don't think exclusives are a good idea for consumers or developers. There's a separate issue which is risk. On any given project, you need to think about how much risk to take on. There are a lot of different forms of risk—financial risk, design risk, schedule risk, organizational risk, IP risk, etc... A lot of the interesting VR work is being done by new developers. That is a triple-risk whammy—a new developer creating new game mechanics on a new platform. We're in a much better position to absorb financial risk than a new VR developer, so we are happy to offset that giving developers development funds (essentially pre-paid Steam revenue). However there are no strings attached to those funds—they can develop for the Rift or PlayStation VR or whatever the developer thinks are the right target VR systems. Our hope is that by providing that funding that developers will be less likely to take on deals that require them to be exclusive. 

Make sense?” 

Some of the commenters in the thread don't seem to think so; several responses express concern that developers will take Valve's money and then, as one put it, “just turn around and make a deal with Facebook anyway.” I'm more inclined to give Valve the benefit of the doubt, however. It has a pretty good track record of getting things right, for one thing, but more importantly, it brings the power of Steam to the table. How much money is it worth to keep your new game off of Steam, even temporarily? I have no idea how much cash is in a “shitton,” but it would have to be a pretty big pile to justify avoiding a distribution channel with that kind of reach.

Source: PC Gamer

Non-RPG General News

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

The Storm Guard - Preparing for Release

by Silver, 03:36

At the steam forums Bitmen Studios announced The Storm Guard has moved to beta status and is preparing the game for release once bugs are ironed out.

Update #12 now on Beta Branch
Update #12 brings a new playable hero, the dwarven slayer. He's got not energy but his skills cost a percentage of his current health. Furthermore, he gets stronger the less health he's got left. So, you will want to keep him low, but not too low.

We're already in June and I'm getting the game ready for public release. Therefore, the focus will now be on finding and ironing out any remaining bugs and getting everything ready. Any help with this will be greatly appreciated. If you enjoy the game, please also give it a thumbs up. Thanks.

Update #12
2016-06-15

Gameplay Changes

  • New playable hero: the dwarven slayer. He has no energy resource but his skills cost a percentage of his current health. The lower his health, the more damage he does. He is a crazy guy who forgoes armor for more damage.
  • New option to speed up attack animations by factor 5.
  • Archer animations generally sped up.
  • Refund 75% of the equipment cost for fallen team members (only if you win the battle).
  • Added voiceover introductions for new neutral creatures (humans, dwarves).
  • New Credits song: "The Fires of the Storm Guard".
  • Mobility potions grant immunity to knockdown.
  • Can now sell potions in town.
  • Can now rearrange characters on roster via drag & drop.


Balance Changes

  • Some AI skills that cause burning now have slightly lower duration.
  • Level boundaries for level 5+ lowered. Thus, characters level faster in the late game.
  • For normal games with missions costing stamina, tax income increased to 500 (up from 250). This should give players a wee-bit more gold to equip and train multiple heroes.
  • Burning now does damage equivalent to 20% of max hp (down from 25%). AoE burning was a bit too good.
  • Goblin Assassin's "Dagger Fury" does +20 damage (down from +25).
  • Statues provide better benefits.
  • Weapon penetrations scale with character levels. That way, penetration is not that bad early on but will get gradually better (as armor gets thicker).
  • Troll and Warchief's high end skills moved back one level. They were too good in the mid game.
  • Dodging no longer takes distance into account.
  • Lowered chance of Portal, Crypt or Camp missions to show up to 10% (down from 15%). Chance of Occupied Village and Invasion both reduced to 15 (down from 20).
  • Scrolls of XP now give 250XP (up from 100).
    ...

The Storm Guard

SP/MP: Single-player
Setting: Fantasy
Genre: Roguelike
Platform: PC
Release: In development

Details

Liege - Character and Animation Revamp

by Silver, 03:15

Liege had a kickstarter update recently and announced how they are redoing the characters and animations. This is a big update with a lot of details not present here.

Since we don't have a big team of artists and animators to churn out variations for all the playable characters, enemies, and NPCs we'll need, the plan was to create a handful of base meshes and simply re-texture them as needed.

This was limiting for a number of reasons:

  • Not enough variation overall
  • Limited control over individual character shapes and silhouettes
  • Lots of overhead for downstream work like animation
  • Character appearance can't change dynamically (i.e. equipment changes)
  • Characters look terrible up close!

After stumbling on some amazing new tools, I decided to redo our character creation process to address these issues. The new system allows us to create characters in a modular way that's more efficient and delivers better results.

Here's a quick video before I get into details:

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[...]

Wearable items

With the problem of creating different faces and body types solved, the next issue we need to tackle is wearable items. As mentioned above, previously we were simply re-texturing a handful of generic base meshes to "fake" the appearance of clothing and armor. The new system allows us to use swappable meshes instead, which takes some more work but gives much better results overall:
Wearable items

Liege

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Friday - June 17, 2016

Defenders of Naxia - Now on Kickstarter

by Silver, 08:44

Defenders of Naxia is an action rpg from Novel Geometry and features a instant hot-swap ability for your ranged and melee characters. There is already a pre-alpha demo for backers to try. The game is on kickstarter seeking $120,000 CAD with 27 days to go. Below is a gameplay video from Randomise User.

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Defenders of Naxia gameplay of action-RPG where you swap ranged & melee characters on the fly in this Defenders of Naxia pre-alpha demo. Subscribe for more gameplay videos: http://bit.ly/RandomiseUser

Now on Kickstarter! This let's play Defenders of Naxia gameplay video looks at the pre-alpha demo available from the Kickstarter campaign.

Defenders of Naxia gameplay is an action-RPG with roguelike/roguelite elements. You can swap characters with a keypress - in the demo this allows you to play either melee or ranged characters, plus you can cast spells and level up your skill tree.

In this let's play Defenders of Naxia gameplay video we play a few times, die a few times and tonk a thousand skeletons!

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Defender's Quest - Patch 2.01b released

by Hiddenx, 07:35

Patch 2.01b for the Tower defense/RPG hybrid Defender's Quest has been released:

Changelog

(Just pushed 2.0.1b live for Windows, I'm working on Mac/Linux builds as we speak, they'll go up tomorrow)

  • Russian/foreign-language characters in your user directory should no longer make the game explode
  • Fix null error when using "use cheapest technique" targeting error
  • Fix "scale must be >= 0" error
  • Fix fail penalty actually being a bonus
  • Removed F2 instavictory cheat key accidentally left in
  • Fix bug where characters not yet found in NG+ mode would prevent them from being usable in regular game once NG+ was started
  • Updated the credits with DX contributors (more to come)
  • File Dialogs should not crash anymore
  • The correct save path should be respected
  • Locale choice should be saved
  • Fullscreen options should work much better now
  • You can now pick any window size up to and including your fullscreen resolution (this means the biggest window might be slightly too big, but it seemed confusing to some people why they couldn't pick 1080p if they had a 1080p screen)
  • Fixed crash in party screen for users playing in ultra widescreen
  • Fixed lots of crash bugs

NOT yet fixed, but coming soon in patch #2, Version 2.0.2x:

  • Better 4K resolution support (the "transparent scrolls" bug)
  • Bugged / fake achievements
  • Slow End / Slow Start books causing monsters to be pushed off the map
  • Enemies "cheat" on bonus levels in original art mode + resolutions higher than 800x600
  • Performance issue for some users (most users say performance is good)
  • (And a few others)

The biggest bug we have yet to address is the fact that in higher resolutions the texture memory runs out and scroll menu backgrounds become transparent, making menu text hard to read. The current workaround is to play the game in a lower-resolution window until patch 2.0.2x is out.

Defender's Quest

SP/MP: Single-player
Setting: Fantasy
Genre: Tactical RPG
Platform: PC
Release: Released

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Colony Ship RPG - Dev Diary #6 - Factions

by Silver, 07:26

Vault Dweller outlines the factions for his Colony Ship RPG in the latest development diary. Head to the link to read about the other factions: The Church of the Elect, Men of the Covenant, ECLSS.

A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds "the end justifies the means" pressure. Let's take a look at the various factions and groups:

Protectors of the Mission

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

Sworn to regain control of the Ship, the Protectors will subjugate anyone who threatens the Mission. Over the last century they have managed to expand their enclave somewhat, but the Brotherhood is deeply entrenched. To overcome them with violence would result in a massive loss of life, an unfortunate consequence which itself would endanger the Mission.

The Protectors are governed by the Mission Control Council, which appoints the Mission Commander to implement their policies and decisions. Failure is regarded as a deviation from the Mission. As such, Commanders are twice as susceptible to death-by-misadventure as the average citizen.

The Brotherhood of Liberty

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. More importantly, their ideals of liberty and freedom are now discussed everywhere.

The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. If the Brotherhood had had access to the older histories they would have realized that democracies beget their own factions, factions which cannot be put down with violence for now they are within. The Executive Council was also forced to consider issues like the right to vote, and whether it should be granted freely to all, or earned through service to the state. The first generation earned their rights rebelling against the tyrants, whereas the youth of today have forgotten even the names of those heroes. Easily swayed by rhetoric and bribed with cheap comforts, these layabouts could hardly be less concerned with such abstractions as liberty and universal suffrage.

To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee. The unwillingness to back high ideals with bloodshed is, as far as the Council is concerned, the reason for the recent losses against the Protectors. Yet any attempt to limit majority rule must be interpreted as a retreat from the ideals upon which the Brotherhood's very identity is based.

If every decision, even those which mean death to some of the Brotherhood's own citizens, must first be approved by a majority, how is it possible even to start?

...

Colony Ship RPG

SP/MP: Unknown
Setting: Sci-Fi
Genre: RPG
Platform: PC
Release: In development

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System Shock - New Screenshots

by Silver, 07:08

Night Dive Studios have released some new screenshots for System Shock Remastered ahead of an AMA with Stephen Kick on Reddit Wed 22 June 9:00-12:00 in PDT.

wrecked podtunnelzombie attack

atmospheredead personnelGore

grey pipesexterior shot of stationexterior shot of station - no logo

System Shock

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: Released

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Deus Ex: MD - Gameplay @IGN Live

by Silver, 06:45

IGN interview some developers behind Deus Ex: Mankind Divided while they show us some gameplay.

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Deus Ex: MD

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: In development

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The Surge - Gameplay @IGN Live

by Silver, 06:16

IGN bring gameplay video for The Surge and interview the developers about it.

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The Surge

SP/MP: Single-player
Setting: Sci-Fi
Genre: Action-RPG
Platform: PC
Release: In development

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Steam - Summer Sale Next Week

by Aubrielle, 05:08

Hang on to your wallets. PayPal has confirmed that Steam's summer sale will begin next week.

Steam’s Summer Sale will begin next week, according to ... PayPal?

That’s right, last month a Reddit user leaked the June 23 start date for Steam’s annual summer sale and today, PayPal, which has leaked previous Steam sales, seemingly announced the sale via a Tweet.

The sale will run from 9:45 a.m. PT on June 23 until July 4 at 10 a.m. PT., according to the previous leak.

No word on what sort of exceptional discounts we’ll be seeing, but if you game on PC you should be excited.

Given all of the news coming out of E3, news of Alienware’s second version of a Steam Machine and Valve’s doubling down on its own Steam controllers, I think we can expect a lot of good gets coming out of this sale.

I can see us getting a Steam controller discount, some nice VR discounts and certainly some price drops for games now getting sequels.

Steam

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Elder Scrolls Online - One Tamriel Details

by Aubrielle, 04:55

Since One Tamriel was announced, more details have emerged on the coming world change for The Elder Scrolls Online.

Since taking to the stage at E3 to announce their plans for "One Tamriel", the update that will make all content in The Elder Scrolls Online playable at any character level, the web is now home to a couple of previews regarding Zenimax Online's ambitious plans. The first one comes to us via MMORPG.com, where they briefly break down how this is going to work:

It’s something they’ve been perfecting since the game was released. First it was in Cyrodiil, then Orsinium, Hew’s Bane and most recently the Gold Coast. So all content will essentially be boosted to “max level” and all characters, regardless of actual character progression, will also be scaled. This will put every new player and old player at the same content and they will be able to explore and do quests together without any barriers.

The impediment of opposing of factions is also being removed with One Tamriel. No matter if you originally sided with Daggerfall, Ebonheart Pack, or even the filthy Aldmeri Dominion, you’ll be able to group with and play alongside anyone. This is something that had been requested well before the game launched. The Elder Scrolls community felt that with the faction lock the game wouldn’t feel like an Elder Scrolls game. They were right, the faction lock took out a lot of the single player Elder scrolls game feeling and gave it more of a MMORPG feel to it.


And then PC Gamer offers up a slightly shorter piece to fill in a couple of gaps:

When One Tamriel goes live, character levels will be scaled for the full game in the same way that they're currently scaled to the Imperial City, Orsinium, Thieves Guild, and Dark Brotherhood DLC zones. You'll be able to take on the entirety of Tamriel however you wish—“Just walk across the world and you will always find appropriately leveled content”—and, aside from PvP, players will be able to group and play with whoever they want, regardless of level or allegiance.

PvE Alliance restrictions are also being dropped, and “silver” and “gold” versions of zones will be replaced by Cadwell quest storylines that can be completed in any order. Trials and Dungeons will continue to offer Standard and Veteran difficulties, and the Coldharbour zone will be inaccessible to players who haven't finished the questline that leads there; if you're invited to join a group that's already there, however, you'll be able to access it immediately.

Source: GameBanshee

Elder Scrolls Online

SP/MP: Single + MP
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: Released

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Fallout 4 - Howard: Dialogue Not a Success

by Aubrielle, 04:49

Todd Howard has come out and admitted that Fallout 4's dialogue system wasn't a success.

While chatting up with GameSpot's Danny O'Dwyer at this year's E3, Bethesda Game Studios game director Todd Howard admitted that the dialogue system for Fallout 4 "didn't work as well" as other features of the title. While I'd personally argue that's the understatement of the year, as the way the dialogue was designed and recorded behind the scenes are utterly baffling to me (suffice to say, Bethesda didn't make this design choice because they wanted to be cheap with VO), it's a good thing that the company is at least aware of player feedback.

The full interview covers some other interesting topics, such as Bethesda's experiments with VR, their internal culture, why they decided to make a Skyrim remaster, and more. It's only 18 minutes long, so I'd highly recommend you give it a watch.

Source: GameBanshee

Fallout 4

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released

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Witcher - Gwent Not Just a Card Game

by Aubrielle, 04:45

Gwent isn't just a card game, according to Game Informer.  The upcoming game will feature strong elements of RPG adventure.

Despite offering an expansive open world filled with monsters, political rivalries, and loot, many players of 2015 game of the year The Witcher 3: Wild Hunt spend more time in taverns littered throughout Temeria playing a creative card game called Gwent. CD Projekt Red noticed the intense following the pub game got, so it took the natural next step in creating a standalone digital card game that doubles down on the formula.

Gwent: The Witcher Card Game plays much like the version that appeared in the original game, but with a few minor but important tweaks. First, you are allowed to mulligan up to three cards at the start of every competitive match. Second, your deck is limited to four heroes. From there, the developers rebalanced the action to make sure certain play styles (like aggressively relying on spies in the first round) aren't overpowered, while improving the visuals and user interface. Each card has a premium version that is animated and interactive, allowing the player to change the angle of the card with an analog stick or mouse to appreciate the model.  New abilities, cards, and mechanics are coming to Gwent as well. 

Competitive play is grouped by skill tiers that players can climb or descend based on their performance while in the groupings. Beyond head-to-head play, CD Projekt Red is fleshing out the experience with offline, 10-hour campaigns for each of the four decks (Northern Realms, Scoia'tel, Skellige, and Monsters) complete with top-down maps to explore and untold stories starring both new and well-known characters from the universe. The stories play out in fully voiced comic book style cutscenes. As with any Witcher game, choice and consequences play a role in the adventures.

In the demo we watched, Geralt is tagging along with a mercenary named Falibur and an elven guide named Milaen. The group is escorting a small girl named Torina who they find next to a slaughtered guard in a tavern. From here they set out in the open world, heading to an old elven ruin. Here the player can choose to explore or disregard the ruin. Exploration yields a new Gwent card called Scorch, which is an ancient elven recipe for a fire bomb. 

As the group approaches a town, the girl transforms into a demon named Zaphire. A Gwent battle ensues in which the player can test out the new card. As the battle plays out, characters placed on the board will react to certain situations with voiced dialogue. 

The depth of the Gwent experience for this standalone game is impressive for a free-to-play game. CD Projekt Red says it's still fine-tuning the microtransaction model, but stressed that they don't want it to turn into a grind fest for those who choose not to spend money. 

Gwent is scheduled to move into a closed beta for Xbox One and PC in September, with a PlayStation 4 version to come at a later date. To sign up for the beta head here.

Source: Game Informer

Witcher

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released

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Fable Legends - Interview with Phil Spencer

by Aubrielle, 04:40

Head of Microsoft's XBox division Phil Spencer spoke to PC Gamer about the Fable IP. (Courtesy of WCCFTech)

The fact that we want to own Fable is true. I think there could be a future in the Fable IP. And, yeah, I’ll want to continue to own that. The truth that there was a lineup of buyers ready to buy Lionhead is not true. I mean, there were some—here’s a little bit of a different way of looking at it. I worked with Lionhead since the time we acquired them, the team there, Peter Molyneux who’s obviously not there anymore, the leadership of that studio. I used to live in London, I spent a lot of time down in Guildford at the studio. Closing a studio sucks. It’s not something that I look forward to, especially a studio that I’ve been around such a long time, but any time, I don’t want people to lose their jobs. So if somebody came in and wanted to retain the studio and the people there in order to go forward with it, and really had the funding to go do that, I’d be totally supportive of that. You know, somebody who’s coming in and trying to maybe take advantage of a fire sale situation or something, that’s something different. You know, the thing I want to do is have the right—you know, the UK actually has good laws around disclosure of, ‘Hey, what’s going to happen with the studio,’ the consultancy period, and all that stuff that happens. So I wanted to be very transparent with the team there and what was going on. I saw the same articles you saw, afterwards, and I understand people’s frustration.

The frustration I completely appreciate, especially when the studio gets closed, then the frustration kind of is going to hit, a culmination. Game development always goes through its own pulls and pulls, just because of the natural creative process. We were trying to do something new with Fable Legends, which was take a console RPG franchise and see if we could make something more service based and free-to-play with it. The fundamental issue we ran into, and the articles actually allude to this but I don’t think it actually portrays it as much as the reality as it was: the players and retention that we had of people playing the game, it wasn’t working the way any of us wanted it to. And the articles say that.

So then I’m left in the end, or we are as a leadership team, with the decision, do I launch something that I know isn’t going to delight the fans the way we want it to, or do we make the harder decision to not launch it, and try to think about where we can deploy the resources elsewhere to see if these other things, get behind things that seem to be working. That’s a tough part of the business in managing the portfolio, and the human element of that is tough, and the creative decisions. It’s a difficult thing. But the fundamental issue, I would love to have Fable Legends out, in so many ways. It was a DX12 game, a cross-play game, like it ticked so many of the boxes that we’re talking about right here. But I also know, creatively it wasn’t delivering on the gameplay and the stickiness that it needed to, that it would be a momentary feel good and something and I just didn’t want to do that. It doesn’t mean every game we’re going to ship is going to be 90 rated, like we’ll ship games that miss the mark, but we kind of knew this one wasn’t actually hitting the metrics we needed.

And it’s an expensive decision we made, in the end, to develop it so far and then stop. But the other decision for us would’ve been to ship it, and then if I ship it I feel like I’ve got to go support it, for a while, because it’s not like you launch a game like that and it doesn’t work, so two weeks later you say ‘OK no longer,’ because people are going to invest. It’s a little different retail, but when you’re talking about a service-based game. So we were trying to make decisions we think were right for the customers who would be coming in. I know we I get a lot of, ‘Hey, just release it and let us play it,’ but you can’t release a service-based game and just let people play it.

They’ll probably want to establish a suitable design direction and find another studio before venturing in another Fable project. In the meantime, franchise aficionados can only turn to the collectible card game Fable Fortune, currently fighting an uphill battle to get funded on Kickstarter.

Essentially, he said that Microsoft would have supported a serious buyer for Lionhead but there wasn’t anyone meeting such standard. As for the Fable IP itself, it doesn’t sound like anything will happen for a while from Microsoft’s end.

Fable Legends

SP/MP: Single + MP
Setting: Fantasy
Genre: MMORPG
Platform: PC, Xbox One
Release: Canceled

Details

Thursday - June 16, 2016

The Master's Eye - Demo Released

by Hiddenx, 19:29

A playable demo version for the indie-RPG The Master's Eye has been released:

The Master's Eye is a first person, role-playing game in a fantasy and medieval setting and takes place in the lands of Ishkandragh. Your character (male or female) starts as a young peasant from a small hamlet high in the Smokey Mountains in the northwestern part and sets off on a journey to Ishkan, the capital city of Ishkandragh, to find his uncle. During this trip, he or she will meet nice people, ugly people and many more creatures.
The reason for this journey is not immediately clear, but it seems to have something to do with a Magickal device called the Master's Eye, which was created aeons ago by the wizard Ishkan. Ishkan, later known as The Master and founder of Ishkandragh, had used this device when he sent a Daemon Lord back to the hell it came from, and defeated its summoner, Kragh the Necromancer.

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

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Vampyr - Kill Anyone or No-one

by Silver, 15:19

Choices and consequences are built into Vampyr according to PcGamesN meaning you can kill anyone you wish or no-one but it will have meaningful consequences.

"This is the golden rule - you can take the lives of everybody in the game," explains narrative director Stéphane Beauverger. "There is no exception, even if it's your own family. You have a mesmerise ability that allows you to lead someone into the shadows to do so. [To do that] the mesmerise level of your character has to be equal or more the mind resistance level of your target. So you can't kill everyone at the beginning of the game."

But as you progress and level up, your lethality increases along with your other stats. "At the end of the game, you have the possibility to kill everyone" explains Beauverger, also saying that your character is not a very nice guy. "You are a predator that has to take lives. You are not the real hero, the real heroes are the vampire hunters that try to take you down. You have to deal with the fact they consider you a beast, a monster, you have to face that, you have to prove to them by your actions that you can be trusted, that you are not someone who is completely heartless."

Art director Grégory Szucs adds that "You are very much in charge, you are not watching a TV show and being disgusted at the heroes actions - if you do something disgusting it's because you chose to do it." That's where the options come in. If you want, you can complete the whole game without killing anyone - but it won't be easy.

"You have the right to feed on the rats if you want," says Beauverger. "You will get no experience points, you will just get blood, so you will stay very weak, but you can try to do that."

Which do you think you'll go for?

Zam has a more comprehensive preview here.

I'm not going to lie: this looks like a game where the protagonist will spend a lot of time agonizing over his vampire guilt and misery. And frankly, since it's a game about vampires, that's what I hoped for: some super dark and overwrought emotions. The demo opened with our hero gazing down at the funeral of a young girl-- a relative of his whom he'd actually killed. Afterwards, a woman vampire in a snazzy Victorian suit asked him how he felt; when he refused to be honest with her, she told him he'd need to open up emotionally or he'd turn into a ravenous fiend. Nice!!

The game features a dialogue wheel pretty similar to the ones in Bioware games-- but this one doesn't seem to have any kind of icon-system telling you what category your choices belong in. To this I also say: nice!! I am a huge fan of unlabelled choices in RPGs-- and for a game where you spend all your time deciding who to unwillingly murder for their XP, morally-ambiguous choice systems seem like a good idea.

But although the choices are all pretty much ambiguous-- and although the game seems pretty much all about making you do objectionable things you don't want to do-- there are "bad outcomes" for the various districts of London which you prowl. Killing too many citizens in a given district, or allowing its infection by the flu to rise, will decrease its overall health score; let it get too low and the district will turn into a charred and disease-ridden feral wasteland full of prowling vampire mutants. I assume this will make more trouble for you, since your character is gonna have to fight them.

Vampyr

SP/MP: Single-player
Setting: Historical
Genre: Action-RPG
Platform: PC
Release: In development

Details

Book of Demons - Early Access Date Announced

by Silver, 13:52

Hack n' Slash game Book of Demons has a early acess release date. It will arrive on Steam Early Access on the 28th of July.

After nearly 3 years of development Book of Demons finally has a Steam Early Access release date! It will launch on the 28th of July and we're incredibly hyped about it, because it will probably be the most important day in the history of our studio yet.

...

Why Early Access?

In the recent weeks, we have showcased Book of Demons a lot - we visited Digital Dragons and participated in the Indie Showcase competition (where we won an award!), we organized playtest sessions in our office, and finally, we presented the game as the Pixel Awards finalist at Pixel Heaven. During these events we received tons of positive feedback, we heard many suggestions on how to improve the game, and we gained knowledge on what aspects of the game we need to focus on. However, our main conclusion was that the game is already polished enough to share it with the public and that we definitely need to test it on a broader audience. A larger audience will hopefully help us adjust something that's super important to us and all the aRPG genre fans - the game balance.

[...]

What is game balance, anyway?

Games in general, especially RPGs, are about making choices and deciding what's the most viable strategy at the time being. When a game is unbalanced some of the strategies can be too powerful, thus allowing players to tackle all gameplay challenges in exactly the same way, over and over. This obviously makes some actions and game features ineffective or even useless, and that's definitely something every game developer wants to avoid. Imagine a fighting game where mashing the "B" button and constantly kicking the opponent will almost always grant you victory. Not much of a fighting game, huh?

Ok, but why do you need to test it on a larger audience?

The above example is obviously a bit blunt and something like this would definitely have been caught by internal testers, but there are many things that are hard or even impossible to notice during in-house tests. Especially when you're making a game like Book of Demons - a hack and slash of a size of Diablo 1, with semi-randomized bosses, procedurally generated dungeons, tons of enemies and dozens of cards with completely different gameplay mechanics. It's not that we're lazy or unwilling to see bugs or our game's imperfections. It's just that we have spent the last few years developing it and we're subconsciously choosing strategies that we planned and designed ourselves. It's really difficult to assume the role of a tester, when you're making a game, and it's always a better idea to let others be the testers. That's why we decided to launch the game in Early Access.

What features will be available during Early Access and how long will it last?

The day one features of the Early Access version will include all the core mechanics, the whole single-player campaign, and the Freeplay mode, but will lack some of the content like additional character classes, skill cards or enemy types. We plan to add these features gradually during the Early Access period and release the final version of Book of Demons in Fall 2016.

Book of Demons

SP/MP: Single-player
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

Details

Bastard Bonds - Tactical RPG released on Steam

by Hiddenx, 07:19

The mature tactical RPG Bastard Bonds has been released on Steam:

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Justice has failed. The criminal, the deranged, the inconvenient, and the uncomfortable; all are cast across the sea to the greedy island of Lukatt, whose shores let nothing slip free. Whether sinner or saint, you are one of these outcasts, and it is there, in a dark cell on the cold shore of that island, where you will finally cut fate's throat and take control of your own future.

Gather a band of the criminal and the forgotten, forgive their transgressions or ostracize them, use them as workhorses or nurture their trust, slaughter your enemies or spare them, release the conquered or press them into service. Find a way to escape the inescapable, or find a way to bend it to your will.

Bastard Bonds is a mature, fast-paced tactical RPG with high-end pixel art and in-depth character customization, including built-in sprite mod support. Featuring more than 200 in-game locations, more than 1000 character sprites, an all-original soundtrack, and 40+ hours of gameplay.

Bastard Bonds

SP/MP: Single-player
Setting: Historical
Genre: Tactical RPG
Platform: PC
Release: Released

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Skyrim - Vanilla Saves "Should Transfer"

by Aubrielle, 03:52

Pete Hines took to Twitter today, announcing that Skyrim's new special edition will be 64-bit and that your old saves "should transfer" over to the new one.  However, they'll require a separate creation kit to upload mods to bethesda.net.

The souped-up Skyrim Special Edition for the PC and current-gen consoles announced by Bethesda during its E3 press conference will offer all sorts of visual improvements to the game, like volumetric lighting, dynamic depth of field, and improved water shaders. On Twitter today, Bethesda's Vice President of Marketing and PR Pete Hines expanded on that, saying the PC edition of the game will be 64-bit, and that saves “should” transfer from the original game to the new one.

Read more.

Source: PC Gamer

Skyrim

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released

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