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Monday - May 16, 2016
Sunday - May 15, 2016
Saturday - May 14, 2016
Friday - May 13, 2016
Thursday - May 12, 2016
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Neverwinter Nights
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Monday - May 16, 2016

General News - 20 RPGS releasing in 2016

by Silver, 12:09

Pladio noticed this video on 20 rpg releases for 2016.

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General News

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

Details

CD Projekt RED - Krakow Studio Expands

by Aubrielle, 05:52

CD Projekt RED studio head John Mamais chatted with GamePressure about expanding CDPR's second studio, this one in Krakow, in an attempt to shoulder the workload for Cyberpunk 2077.

Q: Do you guys slow down sometimes?

A: Well, we haven’t slowed down much in the last 5 years, perhaps except for a few long weekends, some raucous team parties, and a few personal holidays ;). It’s been The Witcher 2 straight to The Witcher 3 in parallel with Cyberpunk and then, after TW3 base game, straight onto 2 large expansions: Hearts of Stone and Blood and Wine. To realize our ambitions regarding Cyberpunk 2077 we need to scale the size of the team working on it which means from 300+ to 500+. Kraków will play a critical role in that expansion and the intention is to grow that studio from 30 now to 100+ in the next year (representing about 20% of the dev team on CP). Kraków is already planned to work on some key areas of Cyberpunk. But it’s part of the goal to build a studio with its own identity and to give the Kraków team ownership. Thereafter in Kraków it will be more and more growth and a new independent full AAA game conceived, pitched, and developed in Kraków.

Q: How do you guys plan to do it?

A: Both Warsaw and Kraków need to grow rapidly. Given the critical success of Wild Hunt (many thanks to gamers supporting us!) and the positive perception of our development studio due to our core values (no DRM, free DLCs) – there has been no shortage of great CVs. But it takes a great deal of scrutiny and time and effort to select the right candidates based on talent, experience, and attitude. So as Blood and Wine wraps, a larger part of the team can focus on this recruitment effort – evaluating tests and sitting in for intensive interview sessions. Kraków played an important role in the development of Blood and Wine – with the whole idea of Toussaint and some of the core story ideas and key art from the team there. And in terms of code, Kraków is continuing to play a vital role in the development of the the engine, with the entire programming team there tightly integrated across our engine and tools team in Warsaw. All this experience and this current level of integration has proven the Kraków team is working at the same level and in the same mindset as the Warsaw team. So there is already a very solid foundation for growth and synergy between the two studios.

In addition to that, I will be taking over as Head of Studio this autumn, with the primary focus on growth and management. We will also be moving some additional key development staff for a great er degree of knowledge transfer from Warsaw to Kraków. Having some veteran Warsaw developers in Kraków should also help us attract some additional senior level talent there.

More.

CD Projekt RED

Details

Witcher 3 - B&W is What DLC Should Be

by Aubrielle, 05:46

ThisGenGaming explains why Blood and Wine is everything a DLC should strive to be, and why we should be especially excited about this latest effort from CD Projekt RED.

Now the other day the final paid expansion for The Witcher 3, Blood and Wine, was detailed and given a release date of May 31. Blood and Wine is part of the $25 season pass or if you didn’t buy that you can pick it up for $20 or $18 if you pre-order it now. Now let me just go ahead and tell you that the amount of content in Blood and Wine that you are getting for as low as $18 trumps what some entire games ship with for $60. The expansion was described by the studio as “basically a new game” and they aren’t kidding. Let me throw some facts your way: 30+ hours of content, 90+ new quests, 40+ points of interest, 14,000 lines of dialogue, 20+ new monsters, 100 new armor pieces, 2 hours of new music, New Game Plus Level increased to 100, 30+ new weapons, New UI, 12 new abilities and more. All of that is pretty incredible but the new area of Toussaint is as big as all of the Skellige’s islands from the main game combined. Oh and the graphics in the expansion have been improved over what the base game looked like.

When you look at all of that and see that it only costs $18 it makes just about every other games DLC look like a joke. That is a massive amount of content and it shows why I personally think CD Projekt Red is the best in the business at giving players their money’s worth. More developers really need to take note of The Witcher 3’s example and give players more bang for their buck. I’ve heard some people saying that Blood and Wine could be their Game of the Year for 2016 and it’s hard to argue against that when you see this much content in an expansion.

More.

Witcher 3

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

Details

System Shock - Remastered Heads to KS

by Aubrielle, 05:38

The much-anticipated System Shock remaster will be heading to Kickstarter next month; Night Dive Studios hopes to tap crowdfunding to fuel the project.

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A much requested remaster of System Shock is currently in development, and based on some early gameplay footage the Unity-powered revamp is coming along very nicely. It's likely we'll have to wait a while to play it though, because Night Dive Studios has announced that it intends to launch a Kickstarter campaign next month.

The studio posted a teaser video on its Facebook page earlier today alongside the announcement, which confirmed the crowdfunding campaign will launch on June 29. Given that it's a remake of a much-loved game, the likelihood of that Kickstarter being a success is very high indeed, but we don't know yet how much the studio is seeking, nor how advanced the development process is.

In addition to looking much more fancy, the remake will stay very true to the original – though the user-interface will receive some much needed spit and polish.

Source.

Source: PC Gamer

System Shock

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

Details

SW:TOR - The Bioware Story- Video

by Corwin, 02:03

Don't know how we missed this one, but many of you should find this extremely interesting.

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SW:TOR

SP/MP: Single + MP
Setting: Sci-Fi
Genre: MMORPG
Platform: PC
Release: Released

Details

Sunday - May 15, 2016

Call of Cthulhu - First Screenshots

by Aubrielle, 16:58

The first screenshots of the upcoming Call of Cthulhu: The Official Video Game have been released.  Call of Cthulhu will be an investigation RPG with stealth elements set in the dark, gloomy, and terrifying universe of H.P. Lovecraft.

Cyanide Studio and Focus Home Interactive released two new images showing off the creepy docks and manor areas of Call of Cthulhu: The Official Video Game.

Built using Unreal Engine 4, Call of Cthulhu is an RPG-investigation game with psychological horror and stealth mechanics. The player is on a mission to find the truth behind a mysterious death of a praised artist and her family at Darkwater Island – sounds promising. Eventually the player will uncover more and more disturbing truths as the great Cthulhu himself awakens.

Darkwater Island is an undoubtedly suitable name for such a sinister looking place. Players will have to explore the area during their investigation while Cthulhu prepares its awakening.

Call of Cthulhu will release in 2017 on consoles and PC.

Source.

Call of Cthulhu

SP/MP: Unknown
Setting: Historical
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Curious Expedition - Alpha 28

by Hiddenx, 11:14

The Alpha 28 "A Wonderful World" version has been released:

Alpha 28 (May 11th, 2016) "A Wonderful World"

For this release we're mostly focussing on replacing the remaining art placeholders. Thank you for all your support! Enjoy Alpha 28!

  • New Art
  • New stone forest art
  • New desert art
  • New desert cactus art
  • New desert pyramid art
  • New scorched earth art
  • New cave hole art
  • New cave mummy art
  • New cave corpses art
  • New cave paintings art
  • New tomb art
  • New stone statues art
  • New portraits for hyena and raptor
  • Tuning
  • Tweaked starting trek setup for Kingsley and Huizinga
  • Restricted pacifists from using more weapon dice
  • Bugfixes
  • Fixed pyramid staying buried (thanks to Charles Watkins for the help)
  • Fixed flickering character info box for mounted characters. Also rider and mount have separate hit boxes for their individual character info boxes now.
  • Fixed shields in combat being covered by large inventory
  • Fixed treasure map being covered by large inventory
  • Fixed info box for character unlocks and site unlocks not appearing
  • Fixed overlong text in harbor
  • Moon stones were not correctly removed from inventory after entering pyramid
  • Increased performance
  • Fixed various typos

The devs are planning a late summer full release.

Curious Expedition

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

Details

Stranger of Sword City - Review @ Gaming Age

by Hiddenx, 10:31

Gaming Age has reviewed Stranger of Sword City for XBox 1 and PS Vita:

There's a simple test to determine whether you're going to like Stranger of Sword City: do you like dungeon crawling? I mean, do you really, really, really like dungeon crawling? If you do, then odds are very good that you're going to love this too.

After all, you'll be doing a lot of that here. In fact, you'll be doing little else. And when you're not grinding your way through labyrinthine dungeons, you're getting ready to go back into them, whether you're managing your party, buying new weapons, getting party members healed, or chatting with various characters about gossip related to the dungeons and your party. This game is nothing if not very focused on what it wants you to do.

[...]

Grade: B

The PC-version will be released in June.

Stranger of Sword City

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

Details

Star Traders 2 - May Progress Update

by Hiddenx, 10:21

Here's the May progess update for Star Traders 2:

May Progress Update

Dear Captain-Backers, 

Here we are, a full month into the spring season, sending out another glorious Kickstarter update. We’ve had a very productive April and development progress continues to rip along. This month our top focus has been Missions, Contacts, Motivation Engine and filling out Ship Decks.

In addition to the development of the game, we’re also working on our Kickstarter Backer Rewards. We wanted to share another “thank you” to everyone who participated in the Naming Rights reward. We have received hundreds of very clever name suggestions and are adding them to the game. It is really a lot of fun to see our backer’s ideas in the prototype as we test and develop new features. If you did not receive the Naming Rights invitation through KickStarter, but believe you should have ($20 or higher reward), please email me at andrew@tresebrothers.com and I can help.

The next reward we are going to fulfill is Join the Lore ($100 reward) where we will gather the interesting facts about legendary Star Traders who came before and how their legacies have trickled down into the time of Star Traders 2.

As well as new features, we continue to deepen and expand the systems we already have in place. We’ve created newly revised maps of ship decks and decided to simplify the Slots from 6 sizes down to 3 -- Small, Medium, and Large. Now, Captains are able to flip through the ship deck viewer to see individual Slots, view damage levels and deck-by-deck breakdowns. We shown off a previous iteration of this screenshot in the April update and you can see how much progress we’ve made on these features. We’ve also expanded the catalog of ship Components to three times its previous size, with exciting additions like Fuel Tanks, Pilot Assist modules, Sensors, Armor upgrades and more. It is starting to get fun to upgrade, tweak and maximize your ship.

[...]

Star Traders 2

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

Details

Battle Brothers - Reworked User Interface

by Hiddenx, 10:09

The Battle Brother devs replace the current UI with a better one:

Dev Blog #74: Progress Update – Reworked UI

Here we go again. After being delayed a bit while we waited for some technical issues to be resolved, as well as some of us taking a small vacation to recharge our batteries, we’re now back to working full steam on the UI rework. What does it entail? Let’s find out!

What are we doing?

Several things.

First, we’re replacing the third-party UI library we used for Battle Brothers until now. There are a couple of issues we want to solve; there’s a tendency for mouse clicks to be lost, and the UI can feel very sluggish at times. Because this library ceased to be developed and we’re now stuck with all these problems, we can either ignore them or replace the library altogether. We’ve opted to go with the second option, and the result should be a much more responsive UI experience overall, as well as increased performance of the game.

Second, we’re taking the opportunity to make some usability improvements to the UI. We’ll be resizing some dialogs to have you scroll less, and we’ll be adding additional UI functionality.

Third, we’re skinning the UI. The current look, grey and orange, was always intended as a placeholder and not something for the finished game. We’re switching it out for lots of wood and metal in order to have the UI contribute to the game’s atmosphere rather than detract from it, and to give Battle Brothers a more professional look as it nears completion. See below for an idea of how the new UI will look, but keep in mind that we’re still working on it and will be adjusting colors and adding details.

Why do it now?

There’s two gameplay features yet to be added that require quite a bit of UI work: extended roster management and customizable formations. While we’re itching to get these into the game as soon as possible, doing these before the UI rework would potentially mean having to redo their UI again later, thereby wasting development time. We’re doing the UI rework now so that we can then move on to implement both of these features next.

When will it be done?

We’re progressing at a good pace and should have a new build with an updated UI available within the next couple of weeks. The idea is to make it available first as an optional branch of the game – this way we won’t break anything for you and can iron out any potential issues based on your feedback. Once we’re sure that everything works fine, we’ll merge the branches.

Nordic Game 2016

On the 19th of May we’ll head out to Malmö, Sweden, to attend the Nordic Game Conference held there from the 18th to the 20th. The last day of the conference will focus on indie games, making it the perfect place to get in touch with fellow developers, enthusiasts and all sorts of business contacts.

If you want to know more about the event you can get all the details here: http://conf.nordicgame.com/. If some of you should be there as well feel free to drop us a mail so we can meet up and have a quick chat!

 

Battle Brothers

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

Details

Dishonored 2 - Emily Kaldwin Profile

by Hiddenx, 10:03

Emily Kaldwin is a playable character in Dishonored 2. Gameinformer has collected some info about her:

Get Reacquainted With Emily Kaldwin From Dishonored 2

Sequels are usually the place for studios to refine the backstories of their main heroes. While Dishonored’s original assassin is returning for the sequel, Arkane took the opportunity to turn Empress Emily Kaldwin into a playable protagonist as well. Last time we saw Emily she was a young princess in need of rescue. In Dishonored 2, she’s grown into a capable assassin who can stand toe-to-toe with even the toughest of the royal guard. Here’s how she grew from feeble princess to fearless empress.

Quick Stats

  • Full name: Emily Drexel Lela Kaldwin
  • Height: 5’10” 
  • Eye color: dark brown
  • Birthdate: 2nd Day, Month of Rain, 1827
  • Birthplace: Dunwall, Gristol
  • Voice actor: Erica Luttrell (Keesha Franklin in The Magic School Bus, Darla in Fallout 4)

Powers

  • Far Reach – Similar to Blink in that it lets Emily travel short distances relatively quickly. Far Reach isn’t actually a teleport skill, so enemies can see Emily when she moves. Emily can also use Far Reach to grab objects and enemies and bring them closer to her.
  • Dark Vision – Allows Emily to see enemy movement through walls.
    Mesmerize – Emily conjures a strange tear in the universe that consumes the attention of nearby guards.
  • Domino – Using a psionic tether, Emily joins up to four enemies together. Whatever happens to one afflicts the others.
  • Shadow Walk – Emily transforms into a small, etherial shadow creature, which can move relatively unseen through environments and rat holes, or be used to perform perfect assassinations.
  • Doppelganger – This clone of Emily is perfect for distracting guards or setting up terrible chain reactions in conjunction with Domino.

[...]

Dishonored 2

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

Details

Total War: Warhammer - Battle Magic Trailer

by Aubrielle, 04:38

If you're in the mood to add some strategy to your fantasy, Sega's upcoming Total War: Warhammer displays the power of battlefield magic and explains how it works.

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What better way to ease your way into the weekend than with the relaxing sight of jobbing fantasy soliders getting turned into fleshy fireworks? None, is the correct answer. And so to the latest Total War: Warhammer video, which showcases the important role that magic will play in Creative Assembly's upcoming RTS.   

Spells are especially powerful when used in combinations, but expending large sums of magical power in single blows isn't without risk. Spells can also backfire, and familiarity with the relevant lore is vital to ensuring that you drop the proper hammer. Each variety of magic has multiple spells to choose from, some of which can be “overcast,” making them even more powerful. But overcasting has dangers, and your caster could end up doing some serious self-harm.

More.

Source: PC Gamer

Non-RPG General News

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

Details

Saturday - May 14, 2016

Fabular - New on Kickstarter

by Hiddenx, 14:25

A new 2D-Action RPG is on Kickstarter right now: Fabular: Once upon a Spacetime

New trailer:

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Setting for a release next autumn for PC, PS4 and Xbox One, Fabular: Once upon a Spacetime offers a unique blend of the tactical depth of classic action-RPGs with the procedural generation and text-based events of modern roguelikes, meanwhile immersing players in a never-before-seen universe of surreal retro-futurism.
In this artistic mashup of the Middle Ages, folktales and outer space, you take on a hero's journey as the King's youngest child. You explore the furthest corners of the Galaxy in your trusty spacecraft and engage other space-faring knights and creatures in battle using a unique, techno-fantasy themed skillset. As a young medieval knight on a quest in outer space, players explore an abstract, storybook-like universe and engage other space-faring knights and creatures in close and ranged combat using a unique techno-fantasy skillset.
Fabular: Once upon a Spacetime is inspired by traditional folktales and famous fairy tales from such charismatic authors as the Grimm Brothers. The player controls the King’s youngest heir who is on a mission to reclaim the Sun itself, stolen and caged by the dreadful League of Black Knights who terrorize the realm as if they were a Seven-Headed Dragon. The King sent his army, his most loyal men and his two older sons after the Black Knights but all of them failed. It is now down to his youngest to go across seven mythical Realms, defeat each Black Knight and restore equilibrium to the Kingdom.
Being avid gamers themselves, the developers gained inspiration from such fan favourite titles as FTL: Faster Than Light, Star Control and Path of Exile, while creating a brand new and original experience.

Features:

  • Top-down, physics-based action combat with stylish real-time-lit pixel art visuals and smooth animation
  • An artistic vision of the Middle Ages infused with futuristic elements, as medieval knights clash in armoured spaceships
  • Deep and atmospheric universe with dozens of procedurally generated out-of-this-world environments on an ever-changing starmap
  • Hundreds of randomly generated text based events featuring colorful characters, locations and items inspired by classical folktales such as Seven-League Boots, Table-Be-Set or The Puss in Boots
  • Multiple playable ship types, upgrades, skills, items, loot and lots of unlockables providing plenty of replayability

 

Kickstarter Games

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

Details

I Am Setsuna - Preview @ HardcoreGamer

by Hiddenx, 12:51

HardcoreGamer has previewed the upcoming JRPG I Am Setsuna:

I Am Setsuna is an RPG with the Heart of the 90s

The balance between new and shiny against old and familiar is a tough one, especially in RPGs. How many menus can a person leaf through in combat before developing a strategy that’s useful for any game in the genre? How complicated do systems need to get before you need a PhD in RPGology just to craft a weapon? It’s a tricky target to hit, and that’s neglecting the question of character design completely. I Am Setsuna is an RPG that attempts to bridge the modern with the classic and it may actually manage to hold its own in both worlds.

The word Setsuna is several things all at once, all of which are important to the game. First off, it’s the name of the young woman offering herself up as sacrifice to the demon ravaging the land. Normally the sacrifice is only required once per decade but the demon is rampaging early this time, so Setsuna and her guardians set out on a wintry quest to the sacrificial lands. They journey through a snow-covered world both beautiful and slightly melancholy, with a gorgeous piano-based soundtrack setting the tone.

[...]

I Am Setsuna

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

Details

Neon Chrome - Review @ CGMagazine

by Hiddenx, 10:13

CGMagazine has reviewed the Rogue-like/Twin Stick Shooter Neon Chrome:

Neon Chrome (PC) Review

Top-down shooters have been a personal pastime of mine since I first popped Smash TV into my SNES’ cartridge slot. Like grinding in a well-crafted RPG, it’s often relaxing to mindlessly blow things up, but over the years the genre has evolved far beyond its simplistic arcade origins. That includes Neon Chrome, which sports a wonderfully 80s dystopian aesthetic backed up by a surprisingly deep set of inventory and statline management mechanics.

[...]

If you're really big into top-down shooters give Neon Chrome a shot, otherwise maybe wait for some local couch warriors to help out before diving in.

Score: 7.5/10

Neon Chrome

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Roguelike
Platform: PC
Release: Released

Details

Sea Dogs: To Each His Own - Final Lesson DLC

by Hiddenx, 09:13

The Final Lesson DLC is now available for the openworld naval RPG Sea Dogs: To Each His Own.

The Final Lesson DLC is available!

First, let us thank you all for an amazing trust and support you are giving us since February. The game was originally released on Steam in 2012 but only 3 years later it is actually shining here. And that is thanks to you. Okay, we did our part too (a small one!) but Sea Dogs: To Each His Own is your game as much as ours. Thank you.

If you are a fresh pirate recruit who was dragged to our shores just recently, please make sure to read this Open Letter. It's quite interesting in our opinion.

The Final Lesson DLC is live! We apologize for a three week delay, but we are a small team and for us, it's hard sometimes to tame the gamedev kraken. 

The DLC is still not visible everywhere on Steam, but you can purchase and play it right now!

About DLC:

  • Five quests plus a bonus one.
  • All quests are designed for the early game with a level cap 4-12. The bonus quest has a level 14 cap.
  • Every quest can be started on French islands before The Dutch Gambit quest line.
  • This is a story of Charles's first months in the Caribbean, it's about hard lessons he has to learn if he wants to survive the storm to come.
  • Rewards are various and include money, weapons, experience and a new quest boarding officer;
  • New achievement;
  • Reworked polacre model.

This is the very first major content update we planned, there is more to come. Hope you enjoy it!

Good hunting!

Suum cuique

P.S.

A gift from the Lady Fortune.

P4*4B-K*QI6-QEXP0

* - Her name. She is red and she is dangerous.

P.P.S.

Please tell about us your friends and gift them with this DLC. We all must take our final lessons.

Sea Dogs: To Each His Own

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

Details

Copper Dreams - Kickstarter Update

by Hiddenx, 08:36

After just one day on Kickstarter Copper Dreams is 40% funded - and more boxed collector editions are available now:

Thank You + Reward Info + More Boxes!

Thank you so much to everyone for supporting us and making our first day back on Kickstarter a fantastic one! We're so excited to be 35% funded after one day! You guys are incredible, and your interest in Copper Dreams means so much to us. We're very excited to start showing you more throughout the campaign.

The next update will go over combat in detail with a video walkthrough, so stay tuned for that!

More Boxed Editions

We've had many requests about including more Boxed Collector's Editions. We initially based these numbers around our Serpent ones, but we'll happily increase the amount of Boxed Collector's Editions. We're going to have to hole up somewhere like a monk with some ale and sew all those books. We've added 15 more, so if you're interested, those will be available shortly following this update.

The Code Tapes

A few folks have had questions about these. The code tapes are only mentioned in the rewards section (we changed the name from code dial so it wasn't mistaken for a DOS copy protection system), but we think it's pretty neat, so we wanted to share a little more about it and explain what they are. Inspired by WWII era one-time-tape code machines, these code tapes involve an in game GUI of a cypher strip you can drag over a key, opened by any computer wired into a syndicate's main frame terminal. It's basically a key and a cipher, and when set one atop the other, they reveal a message. The decoded message is automatically listed below the terminal.

So if you knew the code was meant for line 16, you'd just drag it over it.

These are used in game with the help of some overlapping GUIs, but we thought it would be fun to give you a physical cipher with your handbook that matches a secret digital key strip that exists in Calitana. There will be a scaler involved so that you can get it just right for whatever your resolution is. This will also include a plain text code so you can decipher it.

The physical code tapes will be placed inside the agent handbooks with the $75+ tiers, as well as a printable version for everyone else getting a digital version of the book.

Interactive Map Executable

We've also had some questions on this reward for $35+ tiers. The Interactive Map Executable is a file your syndicate gives you alongside the handbook to help you in your job as an Agent of Asset Inquiries in Calitana. This will be packaged with the art book contents of your reward, as a separate application when you receive your digital copy of the game. Inside contains interactive maps of many of the areas you might be exploring with notes and helpful information from your syndicate, including information such as sources of energy for recharging weapons and cybernetics, buildings that are easy to radio from, and names of allies and merchants that work with your syndicate.

This can all be found in-game, but this is the equivalent of what your field operators see and is a fun look at the game in a different perspective. Since your syndicate is not omnipotent, this information reflects their knowledge of Calitana, and is only as much information as they would give someone on your starting pay grade. It also importantly gives you a good amount of history on certain locations as well.

Handbooks

We've discussed the physical handbooks ($75+) in detail on the Kickstarter page, but for those of you that have backed at that tier, we thought you might like to see us branding one in action. The wood takes to the brand well, even with the cabernet/blood colored stain. Some of early efforts with different types of wood turned out quite poorly, resulting in non-Syndicate worthy brands, but we're really happy with how this final one turned out. Wolffz Bay Shipping and Services Approved.

Thanks again for all your support! We're so excited to have you all on board with Copper Dreams!

Hannah & Joe

Copper Dreams

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

Details

PCInvasion - Followup Interview Mark Kern

by Silver, 00:57

PCInvasion has a followup interview with Mark Kern about WOW vanilla server situation with Blizzard.

PCI: You were not convinced completely by Blizzard's response, especially when they mentioned licensing. Can you expand on that?

Mark Kern: Well, it's just that we have numerous examples of server licensing working for older versions of games. Everquest was licensed and Ultima Online was licensed. Having worked directly on WoW licensing in the past, I was surprised to hear J.Allen Brack's statement that it was near impossible. In my mind and experience, it's not only possible, it's been done before.

[...]

PCI: For the past couple of weeks you've been posting out questions to the community via Twitter asking them what they would like to see from a vanilla service. How has this helped you understand the mindset of the vanilla players?

Mark Kern: A lot. People are clearly in two camps. Many want to play the game as it was, as a sort of historical monument to relive old content and to enjoy once again what thrilled them the first time they played. Others seem to want WoW to improve along its original design philosophies. These people believe Blizzard changed their design approach around Wrath and definitely by Cataclysm. It seems like they wish legacy WoW would continue to grow in the original way it was intended. Its been fascinating to see the different opinions, feedback and comments. I think there is a lot of clear disappointment with the way current WoW is structured and the survey reflects that.

[...]

PCI: What do you think would be the best way to handle this expansion progression?

Mark Kern: I'm a fan of a manual opt-in process. If we just patch vanilla servers up to TBC and Wrath and beyond, we'll end up right where we started...asking for vanilla servers again. A manual process is where the vanilla server would not be upgraded at all, but stand as a historical server on its own so people can always go back to it. Meanwhile, characters could be copied to expansions as they are ported and released, giving players the best of all worlds.

[...]

Directly related to this story

PCInvasion

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Friday - May 13, 2016

Thorne - Review @ Chalgyr

by Hiddenx, 23:19

Chalgyr has reviewed the RPGmaker game Thorne - Death Merchants:

Thorne: Death Merchants is one of those titles that can take you a bit by surprise. Set with darker tones, this is a title that breaks out of the standard RPG Maker mold by being an Action Adventure title above all else with real time combat. Put into the role of Thorne, also known as “The Crow”, it’s high time to find out exactly why you are sitting there chained to a damp and dark cell.

[...]

Overall Thorne: Death Merchants is a great title but it is also a very short one. Using the RPG Maker to make an Action Adventure title was refreshing and with excellent writing both vulgar and not, I honestly hope to see either another entry or extension to this portion as events felt as if they were just getting started when they actually finished.

Score: 7/10

Thorne

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

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Mordheim - Review @ RPGCodex

by Hiddenx, 23:10

Darth Roxor of the RPGCodex has reviewed the tactical RPG Mordheim: City of the Damned:

[...]

Hell’s Ditch

Nevertheless, despite ending the previous chapters on rather negative notes, my overall opinion of Mordheim is completely different. I think the fact that I currently have 80 hours of the game clocked on Steam, and that I’ve been playing it all the time for the entire last month, is enough of an indicator how much fun I’ve had with it. In those 80 hours, I’ve only managed to get one warband to max rank (Skaven, took me a whopping 60 hours in total) and take another one half-way through its campaign.

Simply put, Mordheim is just a solid game of squad tactics. If you’re a sucker for the genre and for the world of Warhammer, you should get it immediately. But even if Warhammer is unknown to you, The City of the Damned offers loads of content and plenty of good, old-fashioned fun. You just have to make sure to turn a blind eye on its remarkably bad technical side.

To be honest, I have no idea how many of the things I’ve praised or lambasted in this article can be traced to the original tabletop, and which are the work of Rogue Factor. But whatever the case may be, as a debut loaded with expectations from an unknown studio, Mordheim is proof enough that the lads have talent. I wouldn’t mind them delivering a PC adaptation of Necromunda in the future.

Mordheim

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

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Final Fantasy XV - Interview with Sakaguchi

by Aubrielle, 14:44

Famitsu features a translated interview with Sakaguchi (the father of Final Fantasy) and Hajime Tabata from the Final Fantasy XV reveal event.

--”So the message conveyed at the event was written by Sakaguchi-san himself.”

Sakaguchi: It was. The message was a condensed version of my dinner discussions with Tabata-san; we wanted to get across that XV would be returning to Final Fantasy's roots as a challenger in the market. Not to say that the previous titles weren’t challengers in their own right.

--”Each installment did indeed have its set of unique ambitions.”

Sakaguchi: What we meant is that the challenge this time around is as big as ever.

--”After opening the event you got to sit down and watch; what did you think of the presentations?”

Sakaguchi: When a Japanese product or company is presented to a Western audience, the presentation tends to be one of two extremes: very Japanese, or completely Western. This event, though, struck me as featuring Japanese elements while also being relatable for a global audience. A combination that has been hard to pull off. The atmosphere was fantastic.

Tabata: That happens to be something at the very heart of the Final Fantasy series. It’s an IP with strong Japanese elements, while also being popular worldwide. The event was designed to reflect that.

Full interview here.

Final Fantasy XV

SP/MP: Single-player
Setting: Fantasy
Genre: J-RPG
Platform: PS4, Xbox One
Release: In development

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Ubisoft - Five New Games By Next April

by Aubrielle, 14:28

Ubisoft is pulling out all the stops to release five games before next April.  It looks like the only RPG (?) in the mix might be the new South Park game. You better keep UPlay on your system.

The publisher definitely has release plans though, according to its 2016 earnings report. Among the investor-pleasing figures was an indication of its plans for the fiscal year of 2017, which ends on March 31. As reported by VG247, a slide was shown stating that Ghost Recon: Wildlands, Watch Dogs 2, For Honor and the new South Park game are all targeted to release during this fiscal year. It looks like Ubisoft will have a big E3 after all.

More.

Source: PC Gamer

Ubisoft

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Final Fantasy X/X-2 HD - Missing Dual Audio

by Aubrielle, 14:06

The new Final Fantasy X/X-2 HD remake is missing some technical options fans were looking forward to, namely a dual audio option. Modders are already on the job.

The newly released Steam versions of Final Fantasy 10 and Final Fantasy 10-2 feature English and Japanese voice acting options, and a variety of subtitle options, but players are limited in how they can mix and match the game's text and voice — and that limitation isn't sitting well with Final Fantasy fans.

On Steam, Square Enix detailed audio and subtitle support for the Windows PC versions of Final Fantasy 10/10-2 HD Remastered, saying that "all available languages will be playable in all territories." At the game's launch, players will have to select which voice option — Japanese or English — they want to listen to, and from there they'll have a handful of subtitle and text language options.

Players who opt to hear the game's Japanese voice acting will be offered game text in Japanese, Korean or Traditional Chinese. Those who prefer the game's English dialogue can choose text in English, French, Italian, German or Spanish.

Many Steam users have expressed dissatisfaction with those options, saying they want to listen to the games' original Japanese voice acting, but read subtitles and menus in any language. Square Enix says that's not possible, due to unspecified "technical reasons."

"We know a lot of you have been asking whether there are dual audio options but unfortunately due to technical reasons, we're not able to include dual audio in FFX|X-2 HD Remaster," the company said in an update posted to Steam.

PC players have already taken it upon themselves to address the issue. At least one mod, in the form of an unverified downloadable executable, has already been released that offers voice and text language options not supported by Square Enix.

Source.

Final Fantasy X/X-2 HD

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

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Dungeon Rushers - Early Access live on Steam

by Hiddenx, 07:29

Dungeon Rusher Early Access Beta 0.8.42 is now live on Steam:

Beta 0.8.42 now available!

0.8.42 Features

  • New ice trap with ice projectile and icy sounds
  • New icons, sounds and animations for Franck
  • New thunderbolt projectile for the Magical Javelin bounce of Odessa

Improvements

  • New potion and beer sounds
  • Critical hits now have sound
  • Regen animations now have sound
  • Bleed animation now have sound
  • Keys picked up and doors opened now have sound
  • New parry sound
  • Skeleton Riders’ Rallying Cry now have a sound
  • New sound for Melinda’s Slash and Laceration
  • Sounds added for Trashkarog, Odessa and Franck’s skills and abilities
  • New sounds for buffs and debuffs
  • Buffs and debuffs now have an increased duration per level
  • New circle borders in skill tree
  • Finishing a manor now puts you on the campaign map instead of the manor screen

Bugfixing

  • Dragging and releasing an item from a character’s equipped slot should no longer cause the disappearing bug
  •  Security added to prevent click spamming when using an ability
  • Fix on buff and debuff animations
  • Fix on Trashkarog’s Wolf Affliction debuff animation
  • Effects now have tooltips showing in secondary events

Dungeon Rushers

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

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Sega - Investigating Shenmue 1 and 2 remasters

by Silver, 03:34

@Gematsu reports that Sega is looking into a Shenmue and Shenmue II HD remaster.

Sega is "currently investigating" how to make Shenmue and Shenmue II HD remasters a reality, the latest Sega Central video reveals.

Answering a fan question about whether the two remasters could ever happen, Sega community manager Dan Sheridan responded in the video: "With regards to Shenmue I and II HD, of course we would love to release these tomorrow. Sadly, it's not as simple as porting the games to current platforms as we will need to ensure that any HD remaster lives up to the quality of the original titles. And with games as immersive as Shenmue I and II, there are further complications from licensed products that were included in the original games. That said, we'd love to do it and are currently investigating how to make it a reality."

Sega

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Copper Dreams - Kickstarter Live

by Silver, 00:13

The Copper Dreams kickstarter is now live with a goal of 40K and 29 days to get there.

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We're so excited to be back on Kickstarter with our new game, Copper Dreams! It's an isometric, party-based, turn-based, pen-and-paper-inspired game in a dystopian cyberpunk setting. Think an isometric Escape from New York, or Deus Ex.

As an Agent of Asset Inquiries that syndicates hire to gather items, intel and citizens of value, you'll often be put through sensitive situations not to win but to minimize your level of failure and tackle conflicts with clever stealth (or lots of bullets).

Our previous successful Kickstarter, Serpent in the Staglands, featured a no-handholding philosophy, an open world, and challenging puzzles. We got a lot of great feedback and learned a lot from the experience, and have moved forward with a new RPG we think you'll love with even more systems and mechanics to support this gameplay style.

Copper Dreams emphasizes the adventures that happen between quests and narrative events, which can be just as fun, unexpected and dangerous. To enable this, the player will traverse a cyberpunk world while scaling buildings, taking part in turn-based combat between humans, robots and many other types of foes, all while managing their character's health through a detailed system of physical ailments.

Players have many tools to help them succeed in their missions. The player can engage in espionage gathering, modifying and upgrading weapons and disabling or killing enemies by targeting specific body parts. To do this justice we've designed a ruleset from the ground up we call the Burning Candle to work with all these mechanics.

Thanks Kordanor for letting us know!

Copper Dreams

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

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Thursday - May 12, 2016

Age of Decadence - Adventures with AOD

by Silver, 23:02

gamingrebellion hosts Matt Fahertys playthrough of Age of Decadence currently at part 1.

So instead of heroically financing businesses to produce goods and services to revitalize the world economy to bring back the collapsed empire from ravenous squalor, the first quest had me hiring an assassin to kill a fellow merchant on orders from my Commercium boss. The soon-dead merchant's heinous crime had been to open up a stall in the city for a second time without succumbing to the Commercium's extortion getting the Commercium's lawfully sanctioned permission. Ughhh.

I thought about restarting again but whatever part of my brain had encouraged me to break the mold and live out my furthest flung fantasies in a video game world had imploded after two disappointing starts. So I decided to just accept my fate and play AoD exactly as the developers had intended me to. This meant being a massive asshole all the time, using trickery first, violence second, and only some other method besides those two if I was in a dream sequence. It meant reducing any complex emotions I had to the pettiest lust for power and wealth imaginable. It meant being constantly on the lookout for an opportunity to betray everyone around me, especially if they had any sort of emotional significance to me.

Thus Age of Decadence became my Petyr Baelish simulator.

Age of Decadence

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

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Witcher 3 - Blood and Wine Dev Diary

by Myrthos, 22:53

In a devloper diary video from CD Project Red we can hear about the final expansion pack of The Withcer 3 - Blood and Wine, the expansion's pack features and the new ocation of Toussaint.

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Witcher 3

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

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Shiness - New Screenshots

by Myrthos, 22:49

A couple of new screenshots have been made available for Shiness.

SHINESS: THE LIGHTNING KINGDOM REVEALS GORGEOUS ENVIRONMENTS IN NEW SCREENSHOTS
Shiness: The Lightning Kingdom, the Action-RPG developed by Enigami Studio shows off new screenshots presenting the world of  Mahera, and its various environments. From the Meonis Plains to the Hall of Giants,  Shiness will surprise you with beautiful vistas and varied atmospheres. 

Travelling in  Shiness is centered on the Meonis Plains, linking the world together. The area is massive in scale and fighting and exploring throughout the land will take you through towns and villages for quests, open plains, and of course, puzzles and dungeons. 

One key place in the plains is  Shjue Village. Here, players can locate the mount vendor and purchase an Amos beast. These friendly-looking creatures help Chado and his friends travel the plains to quickly get from place to place. Your adventure will lead your group to immense locations like the mysterious  Train Station. This area is not only technologically superior to the neighboring settlements, but also militarized... you never know if you will be welcome or not to the places you visit, so stay on your guard! 

Explore and fight in the world of  Mahera as  Chado and his allies in  Shiness: The Lightning Kingdom. Coming 2016. 

 

 

Shiness

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

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Expeditions: Viking - Preview @ The Daily Crate

by Hiddenx, 22:47

The Daily Crate has previewed Expeditions: Viking:

Preview: Expeditions: Viking

Logic Artists’ historical RPG, Expeditions: Viking, has been on my radar since I met two members of the team at PAX Prime last year. Expeditions: Viking has come a long way since that initial demo over coffee at the Sheraton. If I was excited back then about the possibilities, I am over the moon about what I saw at PAX East.

Alex Mint, who took me through the original demo in 2015, reprised his role as my guide and led me through the new content. Right from the first screen, there was a distinct difference in experience. While the original demo focused on a showcasing the robust camping system, party mechanics, and an introduction to combat, the PAX East build started me at the beginning: character creation.

If you know anything about me, Looters, you’d know that I measure an RPG’s worth by how enjoyable character creation is. Not enough options (seriously, why can’t I have pretty hair?!) and I’ll get irritated. Too many options and I’ll sit there forever. Put me in the middle with more than a few options… and pretty hair, naturally. (Don’t judge me.) Thankfully, Expeditions: Viking didn’t disappoint. I put together a shield-maiden with blonde braids and a warrior’s tunic before realizing that, wait a second, there aren’t any classes to choose from.

[...]

Expeditions: Viking

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

Details

Legends of Ellaria - Version 0.5.29

by Myrthos, 22:31

Version 0.5.29 is out for Legends of Ellaria, which brings the game closer to Early Access.

After some hard work and a complete overhaul of the game mechanics, we finished the next step towards the Early Access.

Our new version includes the following changes:

  • New and improved graphics
  • A new map Day / Night cycle and weather effects
  • A new player controller, including a combat system and a new movement system
  • Unarmed combat
  • Special combat moves
  • A new archery system
  • Magic shield for mage class
  • Dodge and stamina based blocks
  • A new combat AI
  • A Login system
  • Faster gameplay
  • Automatic updates system and version controller
  • A complete engine overhaul, allowing more things to be added to LoE

Known issues:

  • When zoomed out, the character can’t enter houses 
  • LoE has freezes and cpu loads from time to time 
  • City life and citizen AI needs improvements 

Since we finished our new game engine, we can expect more features in less time. We’re now planning to release the next version in two weeks. 

Our next planned features are: 

  • Barracks and soldier recruitment 
  • Blacksmith, tavern and special buildings have menus and serve a purpose 
  • The goblins and other creatures has strongholds, and you’ll need to invade them or defend your city 

Later versions will include quests, more maps, and a kingdom management, as well as the beginning of the main story. This also means that we’re starting to design the living weapon, special followers and special events in the near future.

Legends of Ellaria

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

Details

A House of Many Doors - Release Date

by Myrthos, 22:27

The release date for A House of Many Doors has been set to September 24, 2016. This is later than planned and this is why:

So I know, I know, this represents a two-month delay on the original posited release date. I do hate to do the typical Kickstarter thing. You know the thing? The thing where they tell you that they need to release later than expected. 

But I suppose this is me doing exactly that thing. This is an enormous game. It will have over 200,000 words of text (about three novels' worth, or one Game of Thrones book - and we all know how long those take to write). Considering its scope, it is also being made on a rather small budget (although it's still a higher budget than I ever expected, and a blessing - thanks for that!). 

That alone would go some way to explaining the delay! But there are other factors too. Stuff in my personal life, for one, and the unplanned changes to the combat system, for another. 

I'm confident that the release date won't slip back any further (though they all say that). And I assure you, you'll end up with a much better game as a result. I am hoping to blow your socks off, or at least leave your socks thoroughly ruffled and low around the ankles.

A House of Many Doors

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

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