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Wednesday - January 27, 2016
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RPGWatch

2016-02-01

Game of the Year Awards 2015 - Most Promising RPG

Like every year, you also got to vote for Most Promising RPG of 2016. Check out the details to find out what games we and our visitors think are most promising.
» Continue reading the article...

RPGWatch

2016-01-28

Game of the Year Awards 2015 - Best RPG

The RPGWatch team and our visitors have cast their votes for the best RPG of 2015. Check out the details to find out what games made it to the top three.
» Read the article

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Wednesday - January 27, 2016

ME: Andromeda - Director Moves to H1Z1

by Aubrielle, 03:36

Former Mass Effect: Andromeda director Chris Wynn goes to work on H1Z1 as its executive producer.

Back in December, Former Mass Effect Andromeda Development Director Chris Wynn left Bioware, and the development of the upcoming space RPG, and today we learn about his new creative home.

Wynn announced on Twitter that he moved to Daybreak Games (formerly Sony Online Entertainment) to work on the company’s online zombie survival game H1Z1 as Executive Producer.

Still getting settled into my new office, but am thrilled to announce that I am now the Executive Producer of @H1Z1game at @DaybreakGames

— Chris Wynn (@The1Wynn) January 25, 2016

In discussing the opportunity, it was clear that we had incredible creative alignment on the game and the future of gaming.

— Chris Wynn (@The1Wynn) January 25, 2016

Interestingly, Wynn also teased “plenty” to talk about in the coming months, stating that he couldn’t be more excited for the future of the game.

I couldn't be more excited about the future of @H1Z1game! There will be plenty to talk about in the coming months!

— Chris Wynn (@The1Wynn) January 25, 2016

It’ll certainly be interesting to hear what Wynn has to say about the upcoming features for Daybreak’s zombie apocalypse, but we’ll have to wait a little while for that. Could it also be released to the teased console version? Time will tell.

More information.

General News

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

Details

Torment: Tides of Numenera - Polygon Preview

by Aubrielle, 03:32

Polygon takes a look at Torment: Tides of Numenera, and they go in-depth with the turn-based combat.

Thanks to Couch for tonight's news.

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Torment: Tides of Numenera

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

Details

Tuesday - January 26, 2016

RPGWatch Feature - Torment Preview

by Myrthos, 21:45

Aubrielle played the beta of Torment: Tides of Numenera, entered its strange world and brings back a glimpse of what you can expect.

This Torment is set in a very different place than the smash RPG hit of 1999 that shares its name.  Planescape: Torment, quite possibly the most acclaimed RPG of all time, was set in Sigil, an incomprehensibly large city that served as a hub joining all the planes of existence.  Set in a Dungeons and Dragons universe, it used the AD&D ruleset as well (second edition Dungeons & Dragons), just like its cousin, Baldur's Gate.  This new Torment takes place on Earth, a billion years in the future.  The planet is unrecognizable.  Countless civilizations have risen and fallen on our planet in that unimaginable span of time, and technologies beyond comprehension have been unleashed on its surface.  What we might call nanotechnology is at the core of the game's magic system, though the "nano" mentioned in the game is a substance much like the fabled Dust of the Endless universe.  Wielded by the right mage, its power is immense.

The game is still relatively early in development, so I won't bore you with descriptions of flaws or bugs, except to say that I'd only just gotten into the "real world" (the world outside of character creation) when the game's next steps didn't load.  It had effectively died on me, and since I'd failed to save (go me!), I'd lost about two hours of progress and was in no mood to retrace my steps.  But I'll tell you about what I saw, and what you're likely to see upon release.

Torment: Tides of Numenera

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

Details

The Tower Prophecy - Story Beats

by Silver, 12:10

For kickstarter update #4 Interdimensional Games explain how your story choices will carry over.

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In Summary:

*All unique universe settings will be importable from our first game, Consortium, though this is absolutely not required to fully experience The Tower.
*If starting without an import from Game One, receive an interactive recap sequence to start the Tower. As the recap plays out, you'll be given the chance to make key decisions along the way in order to customize your starting position in the gameworld.
*Begin The Tower on board Zenlil, the location from Game One. Get the chance to familiarize yourself with the crew as well as receive custom content tailored toward people new to the franchise.
*If starting The Tower without importing from Game One, the murder mystery storyline will remain unsolved. You must play Consortium in order to get a chance at apprehending the traitor by the start of The Tower.
*If you start The Tower by importing save data from Consortium, many things will be transferred over including: alignment stats, character states (dead/alive/captured), general narrative decisions, and conversation choices.

 

The Tower Prophecy

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

Details

Dragon's Dogma - Performance Comparison

by Aubrielle, 01:40

DigitalFoundry compares the PC version of Dragon's Dogma with the PS3 version.  This is the first time the game is playable at 60fps.

Credits to Couch for this link.

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Dragon's Dogma: Dark Arisen

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

Details

Darkest Dungeon - RPS Review

by Aubrielle, 01:29

Rock, Paper, Shotgun takes a look at the cruel dungeon crawler, Darkest Dungeon.

Darkest Dungeon [official site] begins with a foreboding admonition. It’s a game about making the most of a bad situation, you’re told from the outset. Your actions are permanent, therefore the quests you embark upon will often end in failure. “Heroes will die,” it says. “And when they die they stay dead.”

These preeminent words of wisdom project an honest sentiment that’s not only a tone-setter for Darkest Dungeon, but also serves to define its makeup: through each stage of development – from its beginnings, its crowdfunding success, a year-long stint in Early Access, and now onto full release – developer Red Hook Studios envisioned a brutally difficult game that would offer little in the way of concession. But does the game make death and despair engaging? Here’s wot I think.

Darkest Dungeon is the realisation of its theme and cruel twist on dungeon-crawling. Its prudent candor is what stands it apart from the hordes of commensurate permadeath-operating, procedurally-generating roguelikes available elsewhere. It’s a game that can be stubborn, incredibly frustrating, at times baffling, and often wonderful. It’s as much about micromanagement, resource gathering and squad building as it is about luck, perseverance and determination, where the line between hope and despair is often as hard to determine as guessing which mindset your haphazard crew will grudgingly drag onto the battlefield.

Unlike its genre siblings, though, it’s far from a whimsical fairy tale depicting valiant warriors and fervent champions, but the complete opposite. Worse still, it wastes no time reminding you of this at every turn.

More information.

Source: Rock, Paper, Shotgun

Darkest Dungeon

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

Details

Fallout 4 - Mod Adds Traits, More Perks

by Aubrielle, 01:24

There's a new mod that re-introduces traits back into Fallout 4, along with a host of new perks.

Traits, in the context of Fallout, are character modifiers that provide a significant advantage of one form or another, at the cost of a significant disadvantage. The “Heavy Handed” trait in Fallout: New Vegas, for instance, grants characters a 20 percent bonus on melee and unarmed damage, but also imposes a 60 percent penalty on critical damage. Character traits are are an optional, but for many players vital, part of character creation in Fallout, Fallout 2, and New Vegas—but Bethesda chose to omit them Fallout 3 and, more recently, Fallout 4. Now, thanks to the work of a modder by the name of Cirosan, it's possible to bring them back.

The “Traits and More Perks” mod that hit the Nexus over the weekend adds ten Traits, and a few new Perks, to Fallout 4. Many of them are inspired by traits from previous Fallout games—“Heavy Handed” is present, for instance (with slightly changed stats)—but others, like "Determined" (permanent bonus to damage, energy, and rad resistance, limbs are harder to cripple, but chems have no effect) are original creations.

More information.

Source: PC Gamer

Fallout 4

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

Details

Torment: Tides of Numenera - RPS Preview

by Aubrielle, 01:19

Rock, Paper, Shotgun takes a look at the beta of the year's most anticipated RPG, Torment: Tides of NumeneraBe advised: this article is spoiler heavy.

RPGWatch's sneak peek is done and should be published this week.

Turns out you can’t play Torment: Tides of Numenera [official site] with your eyes closed. So much for my big plan to try and avoid spoilers. It’s simultaneously one of the RPGs I’ve been looking forward to the most, and the one I’ve deliberately learned the least about. Planescape Torment fans should need no explanation as to why, but though I apparently have no self-control, it at least puts me in position to tell you whether the current beta is worth your time now or whether you should wait.

Let’s get hands on with the only game this year allowed to use any variant of a ‘mysterious amnesiac’ story without being pelted with rocks and rotten fruit.

More information.

Source: Rock, Paper, Shotgun

Torment: Tides of Numenera

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

Details

Monday - January 25, 2016

Underrail - Matt Chatt #324

by Silver, 19:38

The third and final interview with Styg creator of Underrail.

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Greetings, Matt Rats! I'm back this week with the third and final installment of my interview with Underrail developer Styg and his graphics artist, Mario.

Underrail

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

Details

Morrowind - Physically Based Rendering

by Silver, 18:40

This is all possible thanks to the Morrowind Graphics Extender XE version by Hrnchamd. Although a lot of materials will have to be remade this is something to watch for if you are into modding.

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The latest Morrowind Graphics Extender XE version by Hrnchamd added PBR (Physics Based Rendering) and normal mapping support to the 14 years old Morrowind engine!

This is an alpha quality preview. It will look even better in the future.

The models and textures in this video are made by me and are far from perfect. The PBR materials can sure be made much better but it should still be clear that this engine magic made by Hrnchamd is a huge achievement!

Morrowind

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

Details

GOG - New Year Absolutions

by Aubrielle, 18:31

Pillars of Eternity, Legends of Eisenwald, Satellite Reign, Wasteland 2, and a lot more big titles are 50-75% off at GOG right now, for the next three days, if you've been waiting.

Gaming sins are a regrettable thing. Whether they come from games you shamefully put aside without finishing them, from questionable methods you used while trying to finish them, or from borrowed discs that you claimed were already scratched - they might all give you trouble sleeping. But the worst offenders are always the games you should have picked up and never did. Well, worry not, fellow sinners, for our Weekly Staff Picks: New Year Absolutions will help you settle the bill with the Gaming Gods and venture into the rest of the year as a whole new person!

More information.

GOG

Details

General News - Denuvo DRM on the Rise

by Aubrielle, 15:30

Denuvo, the DRM infamous for affecting Dragon Age: Inquisition's gameplay, is apparently on the rise.  More AAA titles are to ship with the DRM this year, and more RPG's may use it in the future.

If this is the first time you have heard of Denuvo, it is a company that produces anti-tampering technology designed to protect DRM solutions. Which, in turn, is supposed to protect games from unauthorised use. In fact, its anti-tampering software was so notoriously difficult to crack that a Chinese cracking group, 3DM, had nearly given up on cracking Just Cause 3. The operative word is “nearly”, though.

Far Cry Primal, in particular, will contain a version of the software that “may remain even after the product is uninstalled from your computer”, as revealed in the game’s end-user license agreement. How this will affect the game’s performance or even your PC’s performance is not yet known.

Denuvo had been plagued by persistent rumours on how its software could shorten the life span of solid state drives (SSDs), since it supposedly encrypts and decrypts itself to make it stupendously difficult to crack. However, the company had released a statement that says that the software “does not constantly read or write any data to storage media”.

More information.

Source: Pixel Dynamo

General News

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

Details

Morrowind - As Told by Facebook Posts

by Aubrielle, 14:59

Kotaku features an amusing segment on Morrowind, as told by Facebook posts.  There's spoilers, but...since most everyone here has either played it or doesn't plan to...

Morrowind, the third Elder Scrolls RPG, has a rich and somewhat complicated story. Luckily, now we have a Facebook timeline to simplify it all. Humorously.

It was whipped up by redditor TheTitanova, using this Facebook wall generator, and posted to r/morrowind last week. Basically, it’s a cleverly written account of the backstory and the in-game events of Morrowind—it starts with the creation of the Tools of Kagrenac way, way before the player character’s time, and concludes with the events of the game’s ending (with some post-ending bits thrown in).

It’s filled with spoilers, of course, so if you haven’t played Morrowind, and want to, then be careful. You need to be a bit of a lore junkie to get a lot of the jokes anyway. To everyone else, enjoy:

More information.

Morrowind

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

Details

Atari Vault - Coming to Steam

by Aubrielle, 14:43

It's not exactly RPG news, but the old-school 1980's gamers among us may want to know that many of their Atari favorites are coming to Steam.

It feels like this should have happened ages ago, but here it finally is: a bundle of 100 Atari classics is coming to Steam in spring (or autumn in Australia). Dubbed the Atari Vault, it's set to include the likes of Asteroids, Centipede, Missile Command, Tempest, and Warlords. Assuming it won't cost an arm and a leg, it'll be worth checking out for Centipede and Adventure alone (the latter hasn't been confirmed, but the collection would suffer without it).

Interestingly, the bundle will feature Steam Controller support, as well as local and online multiplayer bolstered by global leaderboards. Atari claims the Steam Controller will result in "significantly improved precision control", which will be useful if you want to break my record of three consecutive clockings of Centipede.

The bundle is in development by Code Mystics.

More information.

Source: PC Gamer

Non-RPG General News

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

Details

Dragon's Dogma: Dark Arisen - ACG Review

by Aubrielle, 14:20

Angry Centaur Gaming gives their video review for Dragon's Dogma: Dark Arisen, and they highlight just how much this game has improved on its move to the PC.

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Dragon's Dogma: Dark Arisen

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

Details

Sunday - January 24, 2016

BioWare - Interview with Patrick Weekes

by Aries100, 18:11

VGS has an interview with Patrick Weekes about how you get into writing for videogames. 
Things talked about cover the subjects below - and more:

- His origins
- Training the player to do the wrong thing
- Looking at the evolution of the media comparing it to the beginning of film
- It's harder now to get a job than ever before, focus on the nonlinear narrative
- Get the application called TWINE! Get a job.
- Weekes talks extensively about the HORROR of "Peer Reviews"
- The most common mistakes that still happen in the writer's room
- Key piece of advice "Make sure the player knows where to go next, and what he has to do when he's there"

Thanks to Capone666 at the Bioware forum for making this interview. 

 

 

BioWare

Details

Darkest Dungeon - Review @ Shacknews

by Hiddenx, 11:42

Shacknews recommends Darkest Dungeon:

We All Go A Little Mad Sometimes

Before you start seeing manifestations too horrible to describe, though, you inherit a huge manor perched above a decrepit town. From these humble beginnings you learn that your ancestor unearthed hellish beings that cursed this land and its inhabitants. It is up to you and the heroes you acquire to rid this land of the horrors. 

Darkest Dungeon has the core elements of your typical roguelike: procedurally generated levels, permadeath, and punishing difficulty. However, it stands out from the crowd with its stress mechanic and the quirk/affliction system. Darkest Dungeon drives home the point that your adventurers are not overpowered deathbringers that can barrel through these dungeons while high fiving each other and chuckling throughout it. They are flawed humans that face horrors that they can barely conceive, and will leave them physically and mentally scarred.

Dungeon crawling leaves a toll on your party, causing permanent (well, permanent-ish) changes to them. Sometimes these changes can be beneficial. They may be able to navigate the Ruins better, or are faster at the start of a fight. However, most of the time they are afflicted with negative quirks like being more stressed in low torch light, or a drinking problem. The quirk and affliction systems create a personality for your adventurers, allowing you to grow attached to them, so it will hurt more when they die a brutal death. That's when, not if.

[...]

Darkly Rewarding

Darkest Dungeon takes the staples of roguelikes and adds the atmosphere and themes of Lovecraftian Horror and does so with incredible success. The game captures the feeling of battling an unending wave of nightmarish abominations with little to no chance of hope. But when you do succeed you feel like a million bucks. The difficulty may deter many people from trying this game out, but if you are brave enough you will be rewarded with a rich experience.

Score: 9/10 - Great

Darkest Dungeon

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

Details

Star Traders 2 - Trese Brothers Interview

by Hiddenx, 11:38

Touch Arcade interviewed the Trese Brothers (they are real brothers!) about Heroes of Steel and their upcoming game Star Traders 2:

[...]

Back To The Future

SM: So, do you have anything else you'd like to talk about that our readers might enjoy hearing about?

AT: Our next game, perhaps? The development engines of Star Traders 2 are stoked and roaring along now. We're moving quickly to put the first component of the game into the hands of the Kickstarter alpha team. The game is an amazing mix of the best parts of the original Star Traders RPG and our new capabilities and what we've learned in the 5 years since we built the first one. Oh, and Firefly. Mix in a little Firefly for good measure!

If you loved Heroes of Steel, then you might want to hear about the sequel Legends of Steel. The storyline has been developed, as far back as when we dreamed up Secrets of Steel. It is on our list as a future game, based on the highest point of evolution on the Heroes of Steel engine - which is Templar Battleforce.

If you don't know, we are a family company - Cory, Andrew, and Martin, three brothers in that order of age. We're excited to share our visions and creations with you, and so thankful of your support that has allowed us the freedom to create huge, deep, and heartfelt games.

CT: We're always available on our players' forum, Touch Arcade, or on the Steam discussion pages for our games. We're always excited to talk to players, new and old.

AT: Something special that is coming up for me is that I am nearing my 20,000th post on our community forum. That's something like 4,000 posts, or 11 posts a day for five years. We are insanely active on our forum, and it is a great place. Check out our games, and come visit us. You can find Cory and I on there nearly every day, and you'll get a warm welcome.

[...]

 

Star Traders 2

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

Details

Crashlands - Review @ PC Gamer

by Hiddenx, 11:24

PC Gamer has reviewed Crashlands:

Crashlands feels like a case study in the pros and cons of designing a game for both PC and mobile. It’s easy to assume that any decision made with mobile in mind will hurt the overall game on PC, but that’s really not true, and Crashlands proves it. Simple controls and a clean UI are good news for a game on any platform. Unfortunately, Crashlands also lends some ammo to the other side of the argument.

Crashlands is a top-down action RPG with lots of exploration and crafting. You play as Flux, an intergalactic delivery truck driver who has crash landed on an alien planet, and must find a way off so she can finish her deliveries. At first glance, it seems very similar to Klei's whimsical survive-'em-up Don’t Starve, but Crashlands isn’t trying to be a survival game. Instead of hunger and thirst bars, developer Butterscotch Shenanigans puts the focus on combat and quests. I spent most of my time doing missions for the grotesque but charming denizens of the world, helping them kill beasts, undermine demigods, or just go fishing.

[...]

Crashlands is definitely a fun game—mostly thanks to its combat—but it feels torn between PC and mobile. Had the item progression and crafting been paced to allow for more player choice and more satisfying long play sessions, I would likely call Crashlands one of my favorite action/crafting games in a while. But with things the way the are, Crashlands started out very fun before becoming repetitive and predictable. It’s a good game on PC, but probably one better suited to your phone.

Score: 73/100

Crashlands

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

Details

Ubisoft - We Care About the PC...Really

by Aubrielle, 01:25

In a conversation about the upcoming RPG-ish Tom Clancy game, The Division, Ubisoft Massive, the game's developer, says "PC is incredibly important to us."

Creative Director Magnus Jansén released the following statement to Rock, Paper, Shotgun in a lengthy interview on The Division:

PC is incredibly important to us. There are plenty of incentives to do a good PC version. Personally it’s important – a I play on PC whenever I can and I want the thing they play at home to be the best possible version. That is not to be underestimated as a driving force. Secondly, both of the studios, Massive and Red Storm started out on PC so it’s a matter of pride, or heritage and pedigree if you will. We feel kind of ashamed if we don’t do the PC version really well. It really is something that we care about.

We’re a very technical studio as well. Sweden is a very technical country – we’re good at infrastructure and design, and a lot of our staff come from the old demoscene as well. There’s a lot of that heritage in the Swedish dev community and that is true here at Massive as well. It comes very natural to us. The engine, Snowdrop, enables the artists to do all of that great UI work and makes it relatively easy to expose all of those options on PC.

Ubisoft Massive also shared a fact sheet highlighting the main PC features of The Division.

  • Flexible user interface: move, scale and adjust the opacity of the HUD.
  • Intuitive controls: navigate easily through the interface, inventory panels and map designed specifically to be used with a mouse or a controller.
  • Full mouse & keyboard support: opt for the high precision mouse and keyboard experience and switch to a controller in the middle of any encounter without interruption.
  • Text chat: team up with more agents of The Division by using the in-game text chat.
  • Optimized graphic settings & customised GPU effects: adjust a vast variety of technology treats, from realistic lighting, shading, snow particles, local reflection, fog volumetric scattering, depth of field and much more…
  • Multi-GPU support: unleash the graphic power of the best computer set ups for jaw-dropping graphics powered by Massive Entertainment’s game engine Snowdrop.
  • Multi-screen support: play with up to three screens for the most immersive and stunning experience of The Division.
  • Multi-resolutions: opt for 1080p or 4k and automatically adapt the resolution to fit multi-screen configurations with FOV correction.
  • Unlocked framerate: let the most powerful computer reach the highest framerate.
  • HBA0+: enjoy the most realistic shadowing, lighting algorithm and ambient occlusion.

There’s more, though. NVIDIA confirmed that The Division will also feature NVIDIA PCSS (Percentage Closer Soft Shadows); those are contact-hardening, realistic soft shadows that progressively soften as the distance from the casting object increases, further increasing realism.

There’s even support for certain LED keyboards. For example, the button mapped to your medkit will begin to flash when you’re low on health. You can also map a key for teammates, and that will flash too when they are in need of support.

...

Respected German website PCGamesHardware seems to agree. In a hands-on preview posted just yesterday, they said that the game on PC looks so much better than the console versions that it’s worlds apart, and there hasn’t been such a drastic difference in a very long time.

More information.

Ubisoft

Details

Witcher 3 - Solving a Problem Like Geralt

by Aubrielle, 01:13

In "How Do You Solve A Problem Like Geralt?", RPS takes a look at Geralt as a stodgy narrative figure, and how to get him doing unbelievable things in Hearts of Stone.

Here’s a question: How do you solve a problem like Geralt? There he is, stern and stalwart, everyone’s favourite low fantasy drifter. A man of rank bogs, blasted no man’s lands and rugged islands. A man who isn’t much of a laugh, or awfully fun to have a drink with.

But what if you want to extend his world, and expose him to new adventures? That’s what last October’s expansion to The Witcher 3 [official site], Hearts of Stone, aimed to achieve, but it had to get Geralt doing things he’d never normally do. So how did CD Projekt manage to get him drunk and dancing at a wedding, robbing a bank, and appraising fine art? Their solution was deft.

More information.

Source: Rock, Paper, Shotgun

Witcher 3

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

Details

Endless Legend - Free Exclusive Heroes

by Aubrielle, 01:08

If you fire up Endless Legend, Endless Space, and/or Dungeon of the Endless any time before the 25th, you can receive an exclusive hero in each game, just for starting a new game.

Amplitude Studios is celebrating its fifth birthday with its second annual Endless Day: a day that lasts from 21 to 25 January, and that offers up rare heroes and achievements to people who play their games during this time, and who fulfil various conditions. That stuff is detailed here, and includes a trio of heroes simply for starting new games of Endless Space, Endless Legend, and Dungeon of the Endless. You can also bag some time-limited achievements, though these will require a mite more effort.

(Amplitude hints here that you might be able to get these things after January 25, perhaps by mucking about with the time settings on your computer.)

During a celebratory livestream, Amplitude also announced a new expansion for Endless Legend titled Shifters. Ampz sez "this expansion will include a new Major Faction called The Allayi. This new civilization will be able to ‘shift’ during long winters", a fine alternative to sticking the heating on and hugging a hot water bottle, I reckon. Meanwhile, "all factions will also be able to collect a new resource called the ‘Pearls of Auriga’, enabling them to unlock new powers through the ‘Altar of Auriga’ and modify the upcoming winters’ impact". Good on them.

More information.

Source: PC Gamer

Endless Legend

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

Details

Dex - Enhanced DRM-Free Release

by Aubrielle, 01:02

Dreadlocks has announced an enhanced DRM-free release of Dex, which will include enhanced version improvements and a free cosmetic DLC.

We’re happy to announce that the PS4 and Xbox One versions are currently in the submission process, with Wii U and PS Vita not far behind! We’re very happy with the progress we’ve been making and we can’t wait to share it all with you.

The updated DRM-free version for PC will also be available very soon, and it will contain all the improvements of the Enhanced Version, as well as the free DLC “Extra Outfits”.

As for localization, Polish will be added to the mix with our next update, and Spanish will be available alongside the console releases.

More information.

Dex

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

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Saturday - January 23, 2016

The Tower Prophecy - Kickstarter Update

by Hiddenx, 16:17

Interesting info about the Churchill tower:

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Gregory discusses the Churchill Tower itself, all the areas you'll be able to explore and some in-depth discussion into one of the environments featured in the main pitch.

The Churchill Tower is the centerpiece of this experience. We’ve referred to it as an “open world futuristic skyscraper.” Allow me to explain what we mean by that. One of our chief inspirations from a level design perspective is the approach taken by the fantastic game, “Dishonored.” That game seamlessly fuses functional level design with aesthetically interesting and architecturally realistic level design. Meaning, a design that allows players ample opportunity to use their abilities while still looking and feeling both real and believable.

Thanks Farflame!

The Tower Prophecy

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

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Project Resurgence - Kickstarter Update

by Hiddenx, 16:10

Farflame spotted this Kickstarter update for Project Resurgence - you can switch between turn-based and real-time combat anytime:

Hey hey Nectarines,

Rob here. Today is a momentous day. We’ve reached a huge milestone, and as of this afternoon we reached the $100,000 pledged mark! I can’t even express to you how good it feels to see six digits of funds raised on our campaign page. When Cohh and I first started talking about this project three years ago, I could not have imagined how gratifying it would be to know this many people believed in our dream and wanted to share it with us. We haven’t crossed the finish line yet, but I just wanted to thank you all again for wanting to take this journey with us. Each and every one of you is awesome in my book! :D

Oh, and you want to hear something crazy? I just crunched the numbers and realized that if every one of our backers told one friend about our game, and that friend pledged only $37 we would hit our goal tonight. One friend. Funded TONIGHT! I make it a point not to request anything from you guys (I believe Kickstarter is about giving, not pushing), and that’s why you’ll only hear it this one time. I’m asking you to find just one friend you think would love this project and tell them about it. And if we get lucky, then we can start talking stretch goals for all those extra nice features we know you all want. :)

[...]

Combat System Breakdown

The subject that we’ve gotten the most comments and questions about is undoubtedly our combat system, particularly how we’re going to pull off both turn-based (TB) and real-time with pause (RT). So today, I wanted to elaborate further on what exactly we’ve been planning. My hope is that this will alleviate some concerns, but also stimulate more discussion on how we can best implement BOTH of these combat modes. We’ve already got a thread going for this on the forum, so drop in there if you have additional thoughts. And let’s not forget, combat will be largely avoidably all together by characters with the proper skills. Since combat is such a complex topic, this is going to be another longer update. Buckle up!

Design Philosophy

First off, let me hit the main points on exactly what we wanted to achieve with our combat system:

  • Both TB and RT should be equally viable choices in all situations, and the player is never forced to use either. The choice comes down to player preference. 
  • Both TB and RT operate on the same underlying ruleset. Player input is the major difference. 
  • The combat mode can be switched during combat (between rounds). 
  • Combat difficulty is balanced with TB mode in mind (to avoid being too easy). 
  • RT mode is faster and more difficult (more prone to human error). 
  • RT mode requires good companion AI (ideally customized to player preference). 
  • Most combat encounters can be avoided if the right requirements are met.

 

Kickstarter Games

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

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Delta Legend - Kickstarter Update

by Hiddenx, 11:04

The Delta Legend Kickstarter campaign has reached 25% of the 40K goal. Learn more about fast travelling with the Pandemonium Express in Kickstarter update #4:

Midnight Special

In Delta Legend, you can hop the Pandemonium Express for fast travel between the areas which you have explored - In some instances, it may even take you on a journey into the unknown!

[...]

We remain optimistic that we will reach our funding goal - one thing's for sure, we are still working hard and are very grateful for all the support we have received to date!

Kickstarter Games

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

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BioWare - David Gaider Leaves

by Aries100, 03:14

GameRant  has the story that David Gaider leaves Bioware. According to an email to
Polygon (via GameRant) it was Gaider's own decision to leave:

It was indeed my decision [to leave], one not made easily since BioWare's been very good to me, and the parting is amicable...it's simply time to move onto a new challenge."

Gaider announced, according to GameRant, that he would be leaving Bioware on
his Twitter account:

Unfortunately, Gaider took to Twitter to announce today that he would be leaving his position at BioWare after seventeen years: "Some news: I must sadly announce that, after 17 years, today is my last day at BioWare. I'll miss my team, and wish everyone here the best."

Gaiders legacy, in writing for crpgs, will probably be this:

Perhaps David Gaider's biggest contribution to gaming, however, was his decision to design a fully gay party member for the first time in video gaming history. Gaider, who is openly gay himself, wrote Dorian in Dragon Age: Inquisition as part of a personal effort on his part to make games a much more inclusive environment for fans of different backgrounds, beliefs, and sexualities.

BioWare

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Heart Forth, Alicia - Update #40

by Aubrielle, 01:43

In Heart Forth, Alicia's latest update, Alonso Martin discusses finishing the game poster (and how to get your copy), as well as how to get the game on a different console, and his work on the Talebook.

The Talebook

We've been slowly but steadily working on the Talebook. Several landscape illustrations, character portraits and paintings that will populate almost every page of this book have been finished already, but a lot has to be adapted and re-written from the original story bible, so there's still a big amount of content to develop.

We're planning on shipping the Talebook until after the game's been released, most likely bundled with the Physical Game. There are two big reasons. Number one, the Talebook's contents will completely spoil the game story for anyone who hasn't played through it, so that's something we want to avoid. Secondly, this will also give us enough time to shape it the way we want the book to be. Look forward to it!

More information.

Heart Forth, Alicia

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

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Soul Saga - Releases in June

by Aubrielle, 01:29

Soul Saga, the JRPG project devoted to recapturing the magic of the Playstation, has been slated for a June release.

Happy New Year, Friend!

Hey, it's nice to see you again! What have you been up to? How's your new year going? I'm sure you can guess what I've been up to... Yup! I've just been working on Soul Saga! Have you made a new years resolution yet? I've made mine, and it's to release Soul Saga by...

June 2016!

Move over monkey, cause' this here's the year of the Soul Saga! I'm vigorously crunching away at over 100 hours a week to get Soul Saga's PC, Mac, and Linux versions to you by June of this year, and then consoles should be very soon after that. This is just an ETA, so it could be a little bit earlier or later, but will definitely be around that time.

EXCITING!!!

It's been a long journey and the finish line is in sight. Thank you very much for always being there for me every step of the way. I can't wait to finally share Soul Saga with you! In celebration, any children born this year should be named Mithos, Elise, or Cake!

Beta

There will be a beta update containing airship mechanics in the next update. It's technically ready now, but I'd like to polish it up a bit more before sending it off for your approval. This update will include the main components of what I've been working on for you in regards to airship mechanics. These include...

Mithos' Airship

Mithos' first airship is a cute and practical Koi model; a modest beginning for a not-so-modest young man. In Medonia, airships don't grow on trees. Wait... do they anywhere? Anyways! In the final version of Soul Saga the airship is earned through a hard earned journey, but in the (next) beta you'll receive the airship as soon as you visit the docks for the sake of testing.

Airship Exploration

One of the biggest inspirations of Soul Saga is Skies of Arcadia, and it’s kept true to that with the addition of the most important feature… airship exploration!

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More information.

Soul Saga

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

Details

Darkest Dungeon - Endgame Content Review

by Aubrielle, 01:15

PC Invasion takes a look at Darkest Dungeon's endgame content.

Review code for Darkest Dungeon turned up yesterday. As I am not some sort of gaming savant, however, there was absolutely no way I was going to be able to play through the entire thing in time for today’s launch.

You see, if my experience with Darkest Dungeon‘s Early Access builds was any indication, it is not an easy game. I’ve apparently shoved about 60 hours into it (across about three different campaigns, each with varying levels of success) and there are still bosses that remain unfought. Darkest Dungeon is hard, and juggling gold reserves, the psychological and physical health of your party, and the need to delve ever deeper into the game’s regions combine to make for a truly brutal experience.

A quick word of warning, too. If you don’t want to know anything about Darkest Dungeon‘s Darkest Dungeon – the name of the endgame area – then don’t read on. I’m going to try not to spoil too much (and, indeed, I’m only going to be discussing the first of the endgame quests) but there will obviously be screenshots and talk about monsters and so on. I’m fairly certain you can venture into the area right at the beginning of the game, if you really want to, but… well, I figured I should warn you anyway.

So, once again: if you want to play Darkest Dungeon‘s final area knowing absolutely nothing about it, do not read on.

More information.

Darkest Dungeon

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

Details

Children of Zodiarcs - Funded Successfully

by Aubrielle, 01:13

Children of Zodiarcs has met its Kickstarter funding goal.

More information.

Children of Zodiarcs

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

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Mass Effect - Soundtrack Vital to Success

by Aubrielle, 01:07

Pixel Gate takes us back to Mass Effect's beautiful, evocative soundtrack, and believes it was vital to the success of the sci-fi epic.

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Mass Effect is still a game I have a huge soft spot for. When ever I’m asked about my favourite RPGS, its name is never far from my thoughts. There’s a number of reasons to why I treasure Mass Effect. I could talk about the story, the epic space drama set among the backdrop of mystery. I can talk about how effective the dialogue system was at making me feel in control of the conversation. Perhaps I could spend time gushing on about the fantastic cast of characters.

In truth, it’s the music of Mass Effect that has remained with me. Often overlooked, the soundtrack is the main thing I remember time after time. Cut scenes can tell a story, dialogue can fill in the gaps but the music is what placed me into the universe.

There’s a strange lull to each piece of music featured. It’s familiar in nature, yet alien in sound. Mysteries waves of sound tied directly into classical methods. Bioware seemed fully aware of the sounds that graced their game. The game never leered over the music, far from it. Each planet and ship became a stage for unique sounds.

Mass Effect’s main theme conveys everything the game has to offer. It builds up into such a bizarre sound. Explosions of exploration roar, but that alien sound is always there, as is the mystery. Dramatic spikes kick in, breaking away from the pace of the intro. The theme perfectly mirrors the main plot of the game, a rarity in most games.

The Normandy’s deck echoes with yet another brilliant piece. Dark and brooding, laced with electronic sounds. Perfectly crafted to fit the exploration planed. It’s the little things that add up to the powerful affects. Little touches of wonder mixed with dangerous sounds, reflecting how each mission could lead to danger.

As the game progresses, the music changes with it. The relaxing sounds and mysterious sounds soon become aggressive. With the dangers unmasking, the soundtrack no longer needs to hide. Robotic chimes hiss at the player, sharp beats prod and poke reminding of the hazards ahead. Shifts in sound are natural, hand in hand with events of the game. Almost like the ink colouring the outlines of picture.

If there’s one section that represents just how important Mass Effect’s music is, it’s the Citadel. Each section has a unique sound. Initial areas are accompanied by dazzling sounds of wonder. I clearly remember sitting back and looking at the screen in awe. Such an realised environment filled with imagery. The music made this a moment in video games I would not, could not, forget. From the Wards to the Presidium, they all host sounds that make hairs stand on end.

Depending on decisions made in game, the end credit track has varying levels of relevance. The lyrics feel perfect for the games focus on choice and consequence. Regardless of how the player walked their path, characters met harm. By the time the credits hit, and the scale of situation is made clear to the player, the closing track is perfect.

More information.

Mass Effect

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC, Xbox 360
Release: Released

Details