Divinity: Original Sin II
Divinity: Original Sin 2 Interview
Here is part 2 of the articles on Original Sin 2. In it, we talk to the game writers Sarah, Kieron and Char.
» Continue reading the article...
Divinity: Original Sin II
Divinity Original Sin 2 Preview
I was invited to the Larian offices last week to check out Divinity: Original Sin 2
» Read the article
I don't care
DA:Inquisition - Trespasser DLC video leaked by joxer
Satellite Reign - Launched With a Discount by Myrthos
Divinity: Original Sin II - Hands-On Session @ Angry Joe by Humanity has risen!
Divinity: Original Sin II - RPGWatch Fundraiser by Philistine
Divinity: Original Sin II - Kickstarter funding surpassed Divinity: Original Sin by Falchor
Monday - August 17, 2015
Seven - Announced
The Witcher devs strike again - a new isometric Thief RPG - Seven - has been announced today:
Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller. You’re going to explore a nonlinear, sandbox world - Empire of Vetrall.
Classic isometric gameplay is going to be redefined with parkour climbing system that gives you the ability of free-traversing obstacles on any height horizontally and vertically.
Quest line set in a „beyond post-apocalyptic” environment is created by minds behind The Witcher 3: Wild Hunt. You can expect branching choices with moral consequences.
Developer & Publisher:
IMGN.PRO and Fool’s Theory
In Seven you’ll play a role of a lone traveler roaming the world of Empire of Vetrall, who’s
constantly facing it's cruelty and confronting it's dual nature. The Apocalypse that took place many centuries ago didn't wiped out all. Humanity or what's left of it, has slowly recovered, but the shape and condition of this new world is far from what it used to be. In this new reality Dark Ages are constantly interwinding with the ancient advanced technology. And in doesn't make it any easier for those who were lucky or unlucky enough to survive.
Seven is a Thief-inspired, 3D isometric RPG in which players will get a chance to freely explore the sandbox world of Vetrall Empire. Set in a 'beyond post-apocalyptic' environment the title will redefine the isometric RPG genre. The classic gameplay is totally reinvented by the protagonist’s ability of free-traversing obstacles on any height, both horizontally and vertically, thanks to his parkour skills.
- Thief-inspired, 3D isometric RPG.
- Set in a grim, dangerous, post-apocalyptic environment.
- Nonlinear story build around dual game world being a mix of Dark Ages and ultra-advanced
- Parkour climbing system completely re-defining the genre.
- From the former CD Projekt RED developers – the creators of The Witcher 3: Wild Hunt.
- High quality graphics powered by Unreal Engine 4.
IMGN.PRO is a Polish, independent development studio and company offering wide scope of services in gaming industry. It consists of the team, which has more than 7 years of experience in the field of business consulting, licensing and distribution services.
ABOUT FOOL’S THEORY
Established in 2015 and consisting of AAA veterans who decided to take a break from huge productions and find refuge in the mountains of southern Poland. In the past they’ve contributed their skills to critical and commercial successes of games such as: The Witcher 2: Assassins of Kings, The Witcher 3: Wild Hunt, Ancient Space, Hard West, Kholat and many more smaller indie titles.
Release: In development
Geneforge - A Fluent Giveaway
I am giving away a free copy of the Geneforge Saga on Steam. It's a Steam Gift, so feel free to use it yourself or pass it along to a friend! All you have to do to enter is post in the sign-up thread on my Steam Group. That's it! The contest will run for 7 days and a winner will be picked next Monday.
Good luck to all who enter!
To enter, just post in this thread - http://steamcommunity.com/groups/FluentsRPGWorld/discussions/0/530649887213451153/
CRPG Addict - Review Roundup (Part Eight)
Wrapping up PC/DOS CRPGs from 1987, including several games that were apparently misclassified, here's part eight of our review roundup. In the meantime CRPG Addict decided that he's going to play CRPGs released for other personal computer systems as well, so we'll revisit the earlier years at some point.
Phantasie III: The Wrath of Nikademus (1987)
Battle tactics redeem some of the bad elements of the game. Since you can only rest and heal in towns, you have to take care in every encounter, especially in dungeons. (..) Carefully planning battles is the only way to win, and with its multiple attack, defense, and spell options, the game gives you a lot of planning to do. (..)
The final score of 39 matches the original Phantasie exactly. Although III suffers from being a retread, its tactical combat system, which I probably didn't spend enough time on, makes up those lost points. I'm not sad that there isn't a Phantasie IV*, and that SSI would soon move on to cooler things.
- Game 39: Phantasie III: The Wrath of Nikademus (1987)
- A Hard Start
- Over the Hump
- Nikademus Wins
- Final Rating
The gameplay is really the best element of Pirates! It is completely non-linear, allowing you to do whatever you want whenever you want. Much of the fun in the game comes from strategizing next actions, since time is so precious. (..) Pirates! allows for considerable role-playing, and in that role-playing comes enormous replayability.
The final score of 48 seems awfully low given how much I enjoyed the game, but of course I'm ranking it as a CRPG rather than a strategy game or simulator. For its real category, I would invent another kind of GIMLET scale.
- Pirates! (1987)
- The Career of Captain Gatomalo, Part 1
- The Career of Captain Gatomalo, Part 2
- Final Rating
The Seven Spirits of Ra (1987)
I can't really see this as a CRPG. I have to stop accepting MobyGames's word for such things. There appears to be no attributes, character development, or leveling, and combat is all action-based. It is, at best, an "adventure game."
The game world is undistinguished fantasy fare. It combines so many themes from literature, mythology, and fairy tales, it really doesn't seem to know what it's about. (..)
The final score of 28 seems about right. I liked it marginally more than Mission: Mainframe, but not enough to keep playing when there was no way to "win."
Star Saga: One - Beyond the Boundary (1987)
The game is a weird, possibly unique, hybrid of computer and board game. It originally came in a three-pound box with several floppy disks and a dense package of character booklets, instructions, tokens, a game map, and 888 passages of text. (..) This is fundamentally not a computer game. (..) The long text entries are very well-written and interesting, but I don't have any sense that I'm really playing anything.
Wizard Warz (1987)
Wizard Warz is not remotely a CRPG. (..) No character creation, no development except the acquisition of an occasional new spell, no inventory (okay, no player-controlled inventory), action-based combat rather than tactical combat, no NPCs, and so on.
The Ancient Land of Ys (1987)
Gameplay is mostly linear, given the limited game world, and there would be no reason to replay it. The boss fights do add a satisfying level of challenge, and the game doesn't overstay its welcome. (..)
The final score of 35 seems about right. I wouldn't have wanted to play it for much longer, and the score would have been much lower without the challenge and tactics of the seven or eight boss fights, but it was an acceptable way to pass a couple of CRPG sessions.
Gameplay is of the side-scrolling platform variety, and in between slashing at creatures, I have to navigate mazes and jumping puzzles. (..)
The final score of 36 isn't too bad for a game that really isn't a CRPG. But seriously: this is the seventh game in a row whose CRPG creds are a little fishy. Time to cross into 1988 and try one that no one doubts.
HeroQuest - Review @ CRPG Addict
CRPG Addict played through HeroQuest, an isometric dungeon crawler from 1991 based on the board game with the same name. He was fairly disappointed with the game's CRPG elements:
MobyGames codes [HeroQuest] as both a role-playing game and a strategy game, but it really is neither. There's no character development to qualify it as an RPG, and no actual strategy to qualify it as a strategy game. (..)[Gameplay] gets 2 for being non-linear in the approach to its missions and 1 point for some slight replayability with different classes. But it's far, far too easy, and even in the short amount of time I played it, it seemed too long. (..)
The final score is 19. Throughout the past year, we've learned that gamebooks don't work well when translated literally to the computer. Now we learn that the same is true of board games.
HeroQuestSP/MP: Single + MP
XCOM 2SP/MP: Single + MP
Release: In development
Dark Souls III - Hands-On Preview @ Birth.Movies.Death.
Alex Riviello (Birth.Movies.Death.) has explored the new Dark Souls III battle arts system, dragons, and death:
Listen, I only died seven times in an hour.
Bandai Namco stopped by NYC this week to show off an early playable demo of Dark Souls 3, the grand return of Hidetaka Miyazaki to the series after he sidestepped the second installment to focus on Bloodborne. Like Bloodborne, this game is a next-gen only affair, coming to the Xbox One, PS4, and PC early next year, and it’s all the more gorgeous for it.
The first thing you need to know is that the game is absolutely beautiful, full of stunning vistas and creatures. The second? It’s just as relentlessly brutal. It’s been months since I’ve laid hands on a Souls game and my rustiness led me to die time and time again, by everything from knights to dogs to a pissed-off religious acolyte.
Playing the game with an audience is an interesting thing. The pressure of knowing another person is waiting in line can make you do silly things, as it did to the writer in front of me who, after whittling down a boss to a hair of health in an impressive display, handed the controller to me after thinking he had perished in an attack. He hadn’t. I handed it back and he scrambled to save his life but that moment of hesitation cost him his life, for real that time.
Dark Souls would be the ultimate arcade game, really, sucking up everyone’s quarters and attracting a whole crowd of gawkers. The small group of writers gathered talked together about rumors they had heard as we played - there was a shortcut to unlock, and a dragon to find, and wasn’t there some sort of frost giant mini-boss, maybe down to the left? It was the game’s messaging system turned into real life, just the perfect example of how deep and satisfying these games are.
Exploring the medieval castle I found the dragon for myself, which wasn’t hard. It envelopes the top of a number of buildings completely, occasionally leaning over to breathe (incredible-looking) fire at a corridor, a real Demon’s Souls throwback. You need to run through the area quickly to make it through unscathed, and can even lure enemies into the area for some quick kills. Along the way I kept finding these crazed worshippers that ignored me unless I attacked them, which I managed to do until one on the top of a roof splurted some sort of tentacle and smacked me right off of it. [...]
Dark Souls IIISP/MP: Single + MP
Release: In development
Umbra - Prototype Released
A new prototype for the crowdfunded Umbra has been released. All backers (with an high enough tier) got this email:
In this prototype you can experiment the basics of the gameplay, have access to various spells, and kill some monsters in randomly generated dungeons.
In the beginning, follow the main path and walk over the bridge. Go to see the human with a "!" above his head and click on "Start bounty" in the menu in order to create a portal to a randomized level.
Once you accomplish the mission, go talk to the character that opened the portal to get a reward.
In the main menu, you can click the "Help the Devs" button : By clicking this button, you will connect your game session to our server. This will allow us to gather some gameplay related info, for us to test our metric system. It will really help us in the game development process, so please click this button! You will have to click this every time you start the game.
- [left click] Move and "weapon attack"
- [middle click] Turn the camera
- [1,2,3,4, right click] Use spells
- [I] Open/close Inventory. Drag and drop item to equip them.
- [S] Open/close Active skill menu
- [T] Teleport (to use at the end of the dungeon)
- [A,S,D] Use the potion on your belt
You can zoom in/out with the wheel.
Windows Vista SP1, Windows 7, Windows 8.
Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz or better (multi-core processor is strongly recommended).
4 GB RAM (8 GB recommended).
NVIDIA series 400, Radeon HD 6000 Series or better (DirectX 11 minimum)
You may have to install the windows VCRedist, two .exe installer are in the 'VCRedist' folder at root. Please install all vcredist, x86 and 64, for 2010, 2012 and 2013 version !
This is an early prototype and does not represent the final quality of the game. You may encounter bugs and crashes, we are working on it. Not every feature is included in this prototype.
UmbraSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Underrail - Development Update
Don't miss this Underrail development update from Styg:
Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.
Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.
In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.
These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous. [...]
Release: In development
Sunday - August 16, 2015
DemiseSP/MP: Single + MP
Genre: Dungeon Crawler
Valkyria Chronicles - 'Gallian Crossfire' Rebalance Mod
For the tactical RPG Valkyria Chronicles is a new PC-rebalance mod 'Gallian Crossfire' available:
This mod for Valkyria Chronicles is a rebalance mod for the main game and the DLCs, making the game overall more challenging (aside from Selvaria DLC). This mod is made for a fresh new game (start New Game in the opening screen).
- In this archive, you will find the following files:
- "My VC Mod" directory: this is the mod itself, copy/paste all the files into your "Valkyria Chronicles" directory (it should be in Steam/SteamApps/common)
- "Reset Extra DLCs" directory: containing a file named "sysdata.dat" which you can copy into your savedata folder to reset the Extra DLCs (as if you never played "Behind her Blue Flame" and "Enter the Edy Detachment" DLCs).
- "Files Backup" directory: those are the original files, if you want to revert back to the vanilla version of the game.
- "README" file: which contains informations about the mod.
- ALWAYS KEEP ALICIA, ROSIE & LARGO IN THE SQUAD
- DO NOT LET ANY OF THEM DIE PERMANENTLY
- OR AT THE VERY LEAST DO NOT LET ALICIA DIE BEFORE CHAPTER 8A
The reason is, they are not leader anymore in this mod (they don't give a CP, thus you are not feeling forced to deploy them and can choose who you deploy more freely) and as a result they can be kicked out of squad 7 and can die permanently. It is not gamebreaking in itself except for Chapter 8a battle where Alicia is required to complete one of the victory conditions.
List of changes (overview)
- A-Rank turn requirements have been changed accordingly due to the rebalance.
- Rewarded cash and experience bonuses have also been changed. Overall if you A rank and kill all enemies, 50% of the reward is from the base cash/exp bonus, 25% is from the mission rank, and 25% is from killing key targets.
- Edy Squad Skirmishes don't give any EXP/DCT reward anymore to prevent early-game grinding exploits and the weapons earned have been heavily altered.
- Enemy stats have been increased so that their stats would be close to Squad 7 units at the same level. Before, enemies had pretty poor stats overall compared to Squad 7.
- Critical (headshot) damage multiplier has been reduced to x2 damage. It was originally x3.5 in VC1. As another example, it was x2.5 in VC2 & VC3.
- Damage reduction from evading has been reduced.
- Defense bonus from camps has been increased.
- Defense bonus from crawling is changed to be the same as crouching.
- All infantry got an AP increase except for Scouts and Engineers.
- Alicia, Rosie and Largo are no longer leaders with an auto-assigned CP bonus. Also, you are no longer forced to deploy them on certain missions. The number of CPs you get per mission has been changed accordingly to make up for this.
- Musaad, Lynn, Audrey, Knute and Emile are no longer hidden characters and can be added to the squad like anyone else.
- Snipers and Anti-Tank Cannons can now fire interception rounds. Snipers have a small interception radius and turn more slowly than other units to face you when preparing to fire.
- Shocktroopers have a wider interception radius.
- Blast Armor (Lancer Armor) damage reduction to explosions has been reduced. Lancers can walk on a few mines, but can no longer clear a whole minefield by themselves.
- Certain enemy units had their vsArmor statistic increased to damage your tanks with their interception fire (For example the Marberry turrets).
- Enemy aces and bosses also have modified stats.
- Most enemies now use black armor, while aces retain their red armor; purely aesthetic to make it easy to know that the mod is active.
- Most weapon stats have been changed overall. As an example accuracy has been increased for most weapons to create less early-game frustration such as Lancers missing from point blank range.
- Enemy weapon stats have been changed dramatically across the board.
- Both Anti-Infantry and Anti-Tank mines do more damage.
- The R&D has been revamped for several weapons to get rid of useless skill trees. For example, Sniper Rifles now have the skill trees "Anti-Infantry", "Anti-Tank", "Interception". Another example is with the Flamethrower skill trees being changed to "Anti-Infantry" and "Anti-Tank".
- The "Aim" stat is now truer to the aiming reticle.
- Engineers get their own anti-tank grenades upgrades.
- Some rifles are Scout-only or Engineer-only now.
- Enemy tanks' radiator resistance has been increased. Changed to be similar to VC2 and VC3 where killing a tank with a Scout is harder.
- Edelweiss last weapon upgrade also increases its power and not just its range.
- Shamrock's gatling can now intercept during enemy turn.
- Tank parts have been changed to HP (body and tread), DEF (body and tread), Radiator, Accuracy and AP.
- Tank parts are smaller and give a higher bonus.
Orders & Potentials:
- Certain Potentials and Orders have been removed or changed. Example Orders: Caution, Penetration. Example Potentials: Resist Crossfire, Invincible, Phoenix, Double Movement. Some Potentials were changed into a trade-off (for example, "Double Movement" became the "Second Wind" Potential which restores your AP on top of your HP when you use your Ragnaid).
- Potential Effects and Activation Requirements were also changed overall. Example Potential: "Stealth" which increases Defense is completely useless when no one shoots at you so it was changed to give an Attack boost instead.
- Potentials have a higher activation rate, many closer to 100%. Before, there were many Potentials that no one ever saw get activated because of their low activation probabilities.
- Orders were altered overall in regards to effects and CP costs. For example, Defense Boost has been nerfed, and Aim Boost has been buffed.
- Orders unlock requirements through leveling have been changed completely.
- The old man at the graveyard can now give you any one of his 9 teachable Orders starting from chapter 4 unlike before where he would have a smaller pool of random orders that increased per chapter. Recon Request is still NG+ only.
- All imperials are now aces.
- All imperials are now leaders.
- All imperials have powerful weapons.
- All imperials have high stats.
- All Gallians shall die!
Valkyria ChroniclesSP/MP: Single-player
Genre: Tactical RPG
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Saturday - August 15, 2015
Warhammer 40K: Inquisitor - Martyr - In Depth Look @ Gamer Headlines
Travis Patterson (Gamer Headlines) has put together the current information available for Warhammer 40K: Inquisitor - Martyr:
Warhammer 40,000: Inquisitor – Martyr – In Depth Look
[...] For the first time ever, in the history of the Warhammer 40k gaming franchise, Neocore Games is attempting to create a game that has never been done before. Warhammer 40,000: Inquisitor – Martyr is designed to be an Action RPG much in the style of their Van Helsing games. Another great example of an Action RPG would be Blizzard’s Diablo III.
Now unlike other Action RPG’s this one will have a cover system, not just for the hero, but the AI can use it as well. In fact if you take cover, the AI will respond and take cover as well. Warhammer 40,000: Inquisitor – Martyr is taking not only the rules of this genre, but the rules of 40k, and incorporating the lore, to make something truly special and unique. Also Neocore Games has promised that it won’t be just a wave of hordes of enemies coming at you that you would find in a Diablo game. The game is designed to be very strategic, tactical, and the enemies, as well as the hero, are very powerful. I’m sure at some point, it might be possible to find a mission or two with a horde aspect, but this is not what the core game is going to be about.
The player will assume the role of an Inquisitor. There will be 3 classes, 1 will be a female class, and the other 2 will be male classes. A Crusader Tank style class has been confirmed, the other two have not. However, while going through the Pre-Alpha screenshots I noticed one of the Inquisitor’s was named Reborn Marauder. This very well could be a DPS class. At this moment though, it is only purely speculation.
There will be a wide arrange of weaponry from the Warhammer 40k franchise. I did watch the Gamescon 2015 footage, and in that footage they showed us a power sword, a bolter, a plasma gun heavy weapon, and talked about a chainsword in great detail. I imagine there will be several additional weapons, but it was nice to see early game play footage and a variety of weapons. It looked really good for a Pre-Alpha state. You can watch the Gamescon 2015 footage here. [...]
Warhammer 40K: InquisitorSP/MP: Single-player
Release: In development
Enderal: Shards Of Order - Alpha Impressions @ PC Games
The Enderal team has already invested 24000 working hours in this full Skyrim conversion. The game release is expected in spring 2016.
Hero-U - August Update
In the August update for Hero-U: Rogue To Redemption we receive more information on the combat system, art and animation.
One of the stretch goals in the recent Kickstarter was “improved animation”. Former Sierra animator Al Eufrasio is now working full-time at bringing the characters and monsters of Hero-U to life.
There’s more to it than meets the eye – for example, students with capes have had trouble sitting down because their capes like to float through the backs of chairs. Some looked disproportionately large when sitting, and some seemed to float in mid-air. All of them tended to slide out of the way if Shawn walked too close to them.
As with everything else in Hero-U, we’re trying to walk a tightrope with character animation – it needs to make the characters feel alive without breaking the budget or adding too much time to the schedule. When in doubt, we try to err on the side of “make it look better”.
Release: In development
Friday - August 14, 2015
Exoplanet: First Contact - What's That Chapter
In the first update for the Exoplanet: First Contact Kickstarter campaign, it is explaied what those chapters entail, that they talk about in the campaign.
During the first days of Exoplanet’s Kickstarter campaign we received a lot of questions. One of the most important is “what is a Chapter in your vision of the game?” Many people think a Chapter is an Episode, a relatively small part of the game, that could be released as a DLC for instance. But we strongly define it as different thing!
We want to focus that a Chapter is a complete game with a full storyline and quests. The player won’t feel like he only saw the first TV series episode, but he took part in a complete adventure like one movie of The Lord of The Rings. Our decision of 10+ hrs of gameplay is our minimal delivery, and this covers the main story only. There will be sidequests and exploration activities, that will allow you to get to know K’Tharsis in detail and to discover new options for the main quest. Side quests will lead to non linear gameplay, and as a result increase replayability of the game. One more important callout is that every quest is unique and hand crafted. You will have unique experiences, not the same one when different NPCs ask you to make similar activities. Consider it like higher quality gameplay, not quantity. So it’s really 10+hrs, + sidequests + exploration + replayability.
But this is not all what we have in store. In our plan we have several major stretch goals, that add to the game additional activities that will increase gameplay hours twice or more and add new experiences. The stretch goals will be revealed in following updates.
We are starting with Chapters, as we understand our current limitations. We are not a big studio and we don’t have a big group behind us. So we decided to be honest and use a word that we can handle. I strongly believe many gamers understand that $45,000 is not enough to make a game for >80 hours of quality gameplay. That’s why we decided to go with several large and logically separated Chapters, and move some ideas to stretch goals. If we have enough funding, we can implement more gameplay and content in this Chapter as we already have ideas and desires to implement more features and content for the Exoplanet’s world.
Exoplanet: First ContactSP/MP: Single-player
Release: In development
Fallen: A2P Protocol - Released
The post-apocalyptic turn-based game Fallen:A2P Protocol has left Early Access and is released now and can be bought with a 10% discount for a week.
Here is the launch trialer.
We wanted to share with all of you, that after working hard for several months with your feedback in Early Access, we are now officially releasing Fallen: A2P Protocol Full Release Version 1.0.0.
Also we just released the Deluxe Edition that includes a Digital Art Book where you can explore lots of concept art and some interesting facts on the development process and the Original Soundtrack.
We thank you all for your continuous support and feedback. Without you, this game would not have been possible, so thank you one more time to help us release this game and we hope we can keep making it grow together.
All in all, we started this project 2 years ago and it has been a wonderful ride.
We plan to keep working on the game for several weeks and hopefully with your support and feedback many more.
Thank you one more time and we hope you enjoy playing Fallen: A2P Protocol as much as we did developing it together.
Fallen: A2P ProtocolSP/MP: Single + MP
Genre: Tactical RPG
RPGWatch Feature - Expeditions: Viking Gamescom Preview
With the success of Expeditions Conquistador, Logic Artists decided to make a successor and listen to the feedback they have received, leading to Expeditions: Viking, taking place in the homelands of Logic Artists and in England. During Gamescom, I had the opportunity to check the game out.
Expeditions: Viking is the sequel to Expeditions: Conquistador and as the title states, this time it is about Vikings. You are a Viking who just inherited a village from your father, making you the leader of that village. It is a modest village and relatively weak in the eyes of your neighbors. In the game you have to try to elevate the status of the village and its people and make it stronger and more powerful. This is achieved by politics, violence, trading and raiding, both inside the Viking homeland and abroad.
Expeditions: VikingSP/MP: Single-player
Release: In development
Witcher 3 - Mod Tools: What Can We Expect? @ Gamespot
Randolph Ramsay (Gamespot) interviewed CD Project Read about the upcoming mod-tools for The Witcher 3:
Let's go into some detail. What will players be able to do with the mod tools? Does it go beyond the cosmetic?
First of all, the modding tools we are releasing are not an editor. They’re meant for people who are somewhat experienced with modding software and are designed to make creating mods easier. They give access to game files and allow for easy extracting, compilation, and decompilation of resources. Beside visual changes, like modifying textures and models, they will allow to change UI assets and script files. The majority of gameplay-related mechanics are written in scripts. Having access to these scripts will allow to create even more ambitious and complex modifications. If you’re not a modder and you’re wondering about real life applications, in short, all this means that from now on, people will be able to put their own textures on models to make them feel more personal (or cool, or whatever they wish!), or, say, substitute Roach’s model with a unicorn (and ride it towards the setting sun). You will be able to use these mods when they get published. Also, we hope the community builds on these resources and, who knows, maybe some people who haven’t ever dreamt of modding will start doing so? There might be future devs among you!
Let's talk about how people will be able to share/access mods. How will they be able to do that? And why did you decide to do it in that way?
There are several places on the web gamers can access The Witcher 3: Wild Hunt mods. Nexus Mods is what we see as a very prolific community right now--you can download Wild Hunt mods from there already and we hope more will come after modders get to play with the tool.
Witcher 3SP/MP: Single-player
Baldur's Gate - Blathering
RPGWatch member Lilura started an article series about Baldur's Gate a few weeks ago.
Even if it is called "Blathering" it is more a well written comprehensive analytical review.
So I decided this belongs into the news - 3 parts out of 10 are already released:
Baldur's Gate Blathering
Welcome to my Baldur's Gate review thing-a-mee! The following comments, criticisms and pro-tips pertain to BioWare's first RPG - Baldur's Gate (1998) & Tales of the Sword Coast (1999), patched to 5512; so, what follows is based on the original release and expansion only. While fixes, tweaks and various ambitious mods have long-existed that address glitches, bugs and change the game-play, my concern is just with Baldur's Gate (& TotSC) as BioWare released it, "warts n all". Much of what I write here is from a somewhat fuzzy memory, so if I get something blatantly wrong please don't hesitate to jump down my throat, so that I can correct it before I mislead too many... ok, let's get on with this! [...]
Baldur's GateSP/MP: Single + MP
Earthlock - Status Update
In a new status update for Earthlock: The Festival of Magic we are informed that they have won a 13.5K$ award, have enlisted a few new team members, are on track for a september alpha/beta release on Steam, planned to release the game in February-April, have a budget of just below $2M and they are progressing with this:
Tons of more monsters, animations and characters are making their way into the game. It’s really fun to see the weekly changes. Our outsourcing partner Original Force are still delivering high quality, albeit a little behind schedule. It’s not really a problem yet and we’d rather have high quality work.
Our new 3D environment artist, Matthew has gotten into the way we work now so we are getting lots of new environments into the game as well.
Eiko is working on several new scores.
Thomas is still working on combat abilities, skills and monster balancing, Eivind and Kenny are implementing the code to support this.
Frits and Fredrik are pouring out cool textures for the characters and monsters as well as concept art for unfinished areas. It is quite obvious that the Artbook is going to be pretty thick when we are done.
Magnus and Frits has made some minor changes to the story, tweaking the experience for the better. Fredrik is working on implementing the story changes into the game.
Bendik is working with publishers, investors and recruitment.
Release: In development
DA:Inquisition - The Decent: Review @ IGN
Meghan Sullivan (IGN) has reviewed the new DLC The Descent:
Dragon Age: Inquisition - The Descent is a challenging yet ultimately unsatisfying experience. While surviving hordes of Darkspawn and obtaining high-level equipment feels rewarding, the new story, new characters, and new environments are flat and uninspired, making this expansion feel more like filler than fun. [...]
Rating: 6.3/10 -> okay
The Descent is a challenging yet unsatisfying experience that raises more questions than it answers.
+ Good loot
– Muddled story
– Bland environments
– Slightly repetitive
DA:InquisitionSP/MP: Single + MP
Sword Coast Legends - Monster Showcase: Mind Flayer
The Mind Fayer of Sword Coast Legends is presented in this video showcase:
Coming to Sword Coast Legends: Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when thinking creatures come near.
In eons past, illithids controlled empires that spanned the planes. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in deep in the Underdark.
Sword Coast LegendsSP/MP: Single + MP
Release: In development
Chaos Reborn - An Argument for Luck
Julian Gollop talks about the importance of luck in his games. Particularly his new game Chaos Reborn.
One of Chaos' most prominent mechanics is the reliance on random number generation; every spell you cast has a chance of success, and a chance of failure. The bigger and more powerful the spell, the more unlikely it is to actually manifest, which turns every attempt to cast something an exercise in risk management.
Chaos RebornSP/MP: Single + MP
Release: In development
Thursday - August 13, 2015
CivCraft - Funded and AMA Chat on Reddit
An Ask me Anything chat will be hosted on Reddit this Sunday for CivCraft, the game that has just reached it's goal on Kickstarter.
As we're at the end of our campaign's start, we're very excited to see the steady stream of backers and people who like our concept.
In the meanwhile, we want to give you the opportunity to ask us any questions, so we're hosting an AMA chat (Ask Me Anything). You can ask us about us, CivCraft, game development... well, you can ask anything you'd like.
So see you at Sunday 10am (Pacific time), at https://www.reddit.com/r/IAmA/ (We will post the exact link when the AMA will start).
And about being funded:
We're Funded! Thank you for your pledge and support, we've reached our initial goal in four days!
The last four days have been a roller-coaster, as we didn't know what to expect. We can now announce that Siege Weapons and cavalry are unlocked and will be added to your Early Access.
Since you are the first comers, every one of our backers (who were with us when we reached the initial goal) will receive a unique living and talking magical sword to help you on your adventures in Ellaria!
And so, our next stretch goal is the espionage pack, as the espionage pack brings a true meaning to "Win the Battle Before It Has Begun". There will be times when you'll have to decide when to go to war, and when to eliminate your opponents before they have the chance to win you in battle. In the espionage pack, you will be able to recruit spies In your tavern and send them to spy on your opponents, as well as to assassinate dangerous opponents. The espionage pack will also introduce a new "Stealth Mechanism". This mechanism will allow your character go to stealth mode and sneak past guards, climb walls and infiltrate to dangerous areas. We will post an update about the espionage pack very soon