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InSomnia

2014-07-14

InSomnia Community Q&A

As promised here is the community Q&A with Studio Mono about their kickstarter RPG Game InSomnia. I want to give a big thank you to the RPGWatch members who sent me their questions.
» Continue reading the article...

Children of War: Blood and Snow

2014-05-13

Children of War: Blood and Snow Q&A

We had the chance to interview COO/Program Director Ryan Lamb of Shadowforge a few questions about his kickstarter Children of War: Blood and Snow.
» Read the article

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Tuesday - July 15, 2014

Hyper Light Drifter - On E3, Surveys & Betas

by Couchpotato, 14:21

Heart Machine's latest kickstarter update for Hyper Light Drifter talks about the game at E3, mentions some new game surveys, and talks about the beta version.

On E3, Surveys and Betas!

Hello again, Drifters. June is ending soon, and one of the surveys has made its way to you once more. Some details within to help clarify questions you may have on the process and progress.

E3!

It was a blast to be there, though thoroughly exhausting. One of the most exciting moments was seeing Hyper Light up on the press conference stage shows for both Microsoft and Sony. Crazy times. Thanks again to both platforms for hosting and featuring us.

Surveys

The $10 tier Survey went out this week. Some clarity on this tier (and the process in general):

  • Purpose: The Surveys allow us to collect critical information so we can distribute rewards (digital and physical, depending on add-ons) throughout development, once they're ready. The game is not done yet; release is still a ways off, with a date not yet announced. We're working incredibly hard each day, and we don't want to set a date until we are sure we can deliver!
  • Additional info: Kickstarter is somewhat limited in what it can do with forms, plus we can send each tier Survey only once. It's a bit harsh, I know. Thus, we need to stuff in all necessary questions into one single form for each tier; some people have physical reward add-ons from the before the campaign ended, and we need address/other info. If you don't have any physical rewards, please just put "none" in the spaces and it will be lovingly ignored.
  • If you added $5 to your pledge during the campaign to get a console copy, please just mark the system of your choice in the section that is titled "If you pledged for an extra copy..." and say so in the last section of notes.
  • We can't support adjustments/additions to pledges post-campaign: This was an issue covered last time around, but it deserves another quick spotlight. Unfortunately, KS doesn't allow us to accept additional pledges after a campaign ends, so upgrades become a very complex prospect, needing to be handled through an outside source to manage the large amount of backers we have. This could lead to potential issues with finances, something we don't want to chance. More importantly, this would take away a huge chunk of time from developing the game, as I would have to manage this system myself (we’re a 4 man team!).
  • "Early Backer" means you get the game at a deep discount for being an early supporter of the project; you'll get it at the same time as all backers.
  • Rewards: Some rewards will take longer: the art book, for example, will be ready shortly after the game releases as we want to be able to include plenty of final art. Others will be distributed throughout the process, like shirts and digital wallpapers. We'll continue to keep everyone in the loop through updates.

I hope this helps to clarify any questions that may arise. If/when more pop up, in the comments and through the message system, I'll continue to point people to this section to help keep it all consistent.

Beta Time

Early in the year we announced plans for the limited beta to hit during the mid-summer, targeting June. Since taking the game to both PAX East and E3, we've gathered critical feedback, which has motivated us to refine or rework certain systems and designs before putting it out to a larger audience. We want to put our best foot forward (for you to break to pieces), so we're going to hold the limited beta in the month of September. 

Here's a breakdown of what kind of fancy madness you'll be getting into with this pre-release bit of the game: the beta will include a cross section of the Challenge Mode, with increasingly difficult ways to power through select maps, racking up points while doing so. We're presenting a variety of weapons to play with (rail gun, diamond shot, roly poly, an exploding jar of flames among others), and increasingly murderous enemy waves to scream at - with some larger jerks tossed in to really break your soul.

Information about

Hyper Light Drifter

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

Details

BioWare - Mass Effect 4 at Comic-Con

by Couchpotato, 14:18

Dual Shockers has news that Bioware will be at Comic-Con 2014, and will share details about the next Mass Effect game. They also promise to stay true to the series.

If you’re looking forward to the next, still untitled Mass Effect game, July 26th is a date to mark on your calendar, as BioWare will be at Comic-Con International in San Diego and will have developers in attendance of a panel titled “Charting a Course: Developing the Next Mass Effect” to discuss the upcoming game.

The panel will be held at 2 PM in Room 25ABC and is described as follows:

"Mass Effect developers from the Edmonton and Montreal studios discuss what it’s like to expand on a well-established and beloved video game franchise. Panelists Carl Boulay (lead animator), Fabrice Condominas (producer), Mike Gamble (producer), Noel Lukasewich (senior artist), and Jessica Merizan (community manager), share their experiences in shaping the next Mass Effect game with new possibilities while staying true to the critically acclaimed series. Moderated by Nerdist.com."

Considering the recent trend of rebooting everything, even when it doesn’t really need any rebooting, it’s good to hear that BioWare intends to stay true to the franchise. Hopefully we’ll be hear something more specific during the panel itself.

Information about

BioWare

Details

King's Bounty: Dark Side - Licensing Deal

by Couchpotato, 14:14

If you live in the UK, Scandinavia, Australasia, or South Africa it seems Excalibur will be handling the boxed versions of King's Bounty: Dark Side.

Here is the press release.

Excalibur announces King’s Bounty: Dark Side (PC) licensing deal for UK, Scandinavia, Australasia and South Africa. 

Oxfordshire, United Kingdom – 15th July 2014 - Leading simulations publisher Excalibur (http://www.excalibur-publishing.com) is pleased to announce its licensing deal with 1C Company for the retail box version of King’s Bounty: Dark Side (Premium Edition) on PC.

Game:

The time has come to join the dark side of Teana and visit a mysterious land never before seen by royal bounty hunters.  Combining RPG style exploration and turn based combat, this Premium Edition version of King’s Bounty: Dark Side includes King’s Bounty: Dark Side DLC that features:
·         The Clot of Darkness amulet providing bonus to money and experience
·         Two additional locations
·         Over a dozen additional quests and a new unit
This latest version of the King’s Bounty saga allows you to play as a fearless orc warrior, a powerful demoness or practice the dark magic of a formidable vampire. As you level up, you’ll increase your leadership skills to command a great army of the undead, hostile imps and a horde of terrifying creatures. But be cautious, some of your allies could question your leadership and turn against you in battle.

Can the three heroes unite against the light or will their race face extinction?

Features:

·  Turn based grid style battle system. Choose the placement of your units wisely to become victorious
·  Over 100 new quests and 15 new locations
·  New companion system featuring different companions for each of the three heroes
·  New units, artefacts and rage abilities

Product Information

Title:                       King’s Bounty: Dark Side (Premium Edition)   
Publisher:               Excalibur
Genre:                    RPG / Turn-based Action
Street Date:           15th August 2014
RRP:                        £19.99
Format:                   PC DVD
UK PC Barcode:       5060020477805

For press enquiries, contact Richard Barclay on richardb@excalibur-publishing.com or +44 (0)1869 338833.  

All trade assets such as pack fronts and screen shots are available from:  http://www.contact-sales.co.uk/AT_A_GLANCE_RELEASES.htm

The consumer site is available at: www.excalibur-publishing.com

Information about

King's Bounty: Dark Side

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

Details

Shadows: Heretic Kingdoms - New Preview

by Couchpotato, 14:09

Invision Community has posted a new preview for Shadows: Heretic Kingdoms.

Shadows: Heretic Kingdom instantly falls into that oh-so-vague “action RPG” category, a net so broad it catches some of the biggest successes of the past decade (Mass Effect, Torchlight, Dragon Age) and some of the less impressive titles (Diablo III, we’re looking at you). This is a particularly difficult genre to purchase into – mainly because the gaming gold/absolute shite line runs particularly thin.

This particular developer has yet to make a real impact with the Shadows titles, a fact they acknowledge on the game’s Steam page and claim to be addressing. Bear in mind that the game is in Early Access and still a long, long way from being finished (still in pre-alpha at time of writing) so from here on out consider this all subject to change.

Is it worth buying in this early? Probably not – but Shadows has some alarmingly bright glimmers of promise and it could very well shape up to be a real contender, provided the combat improves over time and the so far capable design holds up. There’s not an awful lot to go on at this moment in time but if it keeps shaping up the way it is, we just might have a hit on our hands.

Information about

Shadows: Heretic Kingdoms

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

Details

The Memory of Eldurim - Current Status Update

by Couchpotato, 14:05

Here is a new status update for The Memory of Eldurim. The developers has been silent, but has a bunch of short posted on the Steam forums.

Since we aren't sure of the exact date of the release of the update we can detail a bit about where we are.

Artistically, 2 More full sets of armor need to be modeled baked and rigged. New assets for another area on the starting island need to made and placed.

Programatically, Multiplayer is getting close. AI needs some work, and a few old features need to be brought up into the new engine.

Combat is going to get a LOT of attention. This will require testing and additional animations. We may release with combat in a good state, and continue to polish with your feedback until it is in a great state.

Magic needs to be re-worked and improved for the new engine.

NPCs and quests are written but need to be implemented into the game.

There are many dozens, if not hundreds, of little things that still need to be taken care of, but this covers the macro scale of what we are currently trying to get done.

Much has been done in the way of art, and gutting and re-writing code that would not have worked out long term.

I would say we are definitely past half way to finishing the update from when we started it. Hopefully we can get another video demonstrating multi-player and/or combat soon.

Information about

The Memory of Eldurim

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

Details

Always Sometimes Monsters - Interview @ N4G

by Couchpotato, 14:02

he N4G Blog did a new two part interview with Vagabond Dogs as part of it;'s Indie Month. and asked a fee questions about their game Always Sometimes Monsters.

You can read part one here, and the second part here.

FogKnight: How was Vagabond Dog born?

Justin: After spending about a year on the road, traveling around North America and meeting a variety of game developers for a journalism project, I returned home with a vision for what ultimately would become Always Sometimes Monsters. With no real experience making games, I reached out to Jake to see if he'd be interested in seeing what could come of it. Once we started working together, the company just sort of fell in place around us as we got our first prototype up and running.

FogKnight: What are Vagabond Dog's goals as an independent game studio?

Justin: We want to provide people with games that can relate to their lives in a meaningful way. We hope people can find something in Always Sometimes Monsters that rings true to their own experiences in life.

FogKnight: How did the team arrive at the concept of making a game about life, and how do you think that is significant as a first studio project?

Justin: The game largely came about during my road trip, and was refined thereafter as we started developing the prototype. Wanting to make a game that captured life and reality in this particular fashion came out of a desire for sharing the feelings I'd had on the road, particularly the dissolving of absolutes and the self-judgment morality that took hold of me while I was out there.

As a first project for the studio, it was probably over ambitious. Sane people start with something they can easily produce in a short time frame and iterate on if it's good. We dove face-first into trying to replicate the complexities of choice in life. Not a smart move, but one that's mostly paid off for us so far.

Information about

Always Sometimes Monsters

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

Details

Daedalic Entertainment - New Studio Opened

by Couchpotato, 13:58

Daedalic Entertainment sent out a new press release about a new development studio they opened called Daedalic Entertainment Studio West.

Daedalic Entertainment Studio West: Story-telling specialist establishes new development studio

Hamburg/Duesseldorf, July 14th, 2014 – Today, Hamburg-based adventure game and story-trelling specialist Daedalic Entertainment establishes a new development studio that is supposed to operate from Duesseldorf, Germany.

The new studio, operating under the name of Daedalic Entertainment Studio West, is a sister company of Daedalic Entertainment. Carsten Fichtelmann is appointed as Managing Director for both the parent company as well as Daedalic Entertainment Studio West. He founded the new studio together with industry veterans Andreas Suika, who takes over the role of Creative Director, and Technical Director Dirk Steenpaß.

"Our new studio continues our strategy of developing high quality story- and character-driven games. At Daedalic Entertainment Studio West, there will be a lot of similarities to what we’re doing at Daedalic’s head offices in Hamburg, however, the new Duesseldorf studio will rather be focusing on genres other than adventure games”, explains Daedalic founder and Managing Director Carsten Fichtelmann. “We’ll soon reveal details on Daedalic Studio West’s first project”, he adds. “Together with our industry veteran partners Andreas Suika and Dirk Steenpaß, we‘re very happy to not only start a new adventure for Daedalic, but also to secure Daedalic’s future development.”

“Making the dream of creating a really good game come true does not only require a partner who is ready to commit to bring it what it needs on the development-side of things, but also excels in marketing a product. It’s not easy to develop an outstanding game, but Daedalic is the right partner and gives the right set up to do so. Now, Daedalic opens up another base for developing great games”, says Daedalic Entertainment Studio West Creative Director Andreas Suika. “Over the past weeks, we realized that we share important values and ideas, and that we complement one another perfectly. Since the very first minute we met, we are seeing a very creative exchange happening between the creatives of both teams“, Andreas Suika adds.

Daedalic’s new studio now also allows the company to look for development talent in other areas than Hamburg.

Details on Daedalic Entertainment’s Studio West’s first projects as well as the office location etc. will be revealed soon.

www.daedalic.de/en
www.facebook.com/daedalic
www.twitter.com/daedalic

Information about

Daedalic Entertainment

Details

Kingdom Come - AI Conference 2014 Video

by Couchpotato, 13:53

Warhorse Studios has a short post post about their game at the AI Conference 2014. In cace anyone us curious here is the recorded live stream from last week.

GameAiConf our lead AI programmer Tomáš presents Kingdom Come: Deliverance

Information about

Kingdom Come: Deliverance

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

Details

InSomnia - Interviews & New Update

by Couchpotato, 13:48

The latest kickstarter update from Studio Mono talks about the game music. The game is close to being funded, and has managed to earn $67,281 of the $70,000 goal.

Music is the spice of life

Greetings, everyone! Today we would like to share a small update about the music in InSomnia RPG, but first we would like to mention that we are really close to reaching the main goal of $70,000! Thank you so much to everyone who has backed the game, and to all who have helped to spread the word so far. We still have 9 days to hit our target, as well as to reach some stretch goals!

I also found two more inteviews for the game.

Gamecloud

How would you best explain InSomnia to someone unfamiliar with the game?

Anatoliy: The Story takes place on a gargantuan, half-deserted space station known as “The Ark” that is slowly making its way toward an elusive planet known only as the “Evacuation Point.” The Ark is inhabited by the descendants of the Nomans, a race of people who escaped their home planet several centuries earlier when it had become uninhabitable due to a cataclysmic conflict between the “Republic of Noma” and the “SORG Regime”. You play as a character who awakens from cryogenic sleep, who, unknowingly, holds the future of humanity in their hands.

What has been the biggest challenge since you’ve been working on InSomnia?

Anatoliy: The biggest challenge was not to stop the development. There were several times where things were not going so well, where we could have given up. So, with that thought, I would definitely say it was about perseverance.
     
Could you tell us how you feel InSomnia stands apart from other games in the genre?

Anatoliy: From our aesthetics to the setting, we feel that we’re offering something truly unique. Add to this a rich storyline, decisions that affect not only the plot, but the game’s climax, and a team deeply inspired by classic RPGs, means that we’re excited to be creating a game that’ll pay homage to the past while still pushing boundaries.

Gamereactor

If you don't have a clear recollection of it, Insomnia is an RPG that was first announced last year when it hit Kickstarter. That first campaign never really got off the ground, but Studio Mono are back for another bite at the crowdfunding apple.

At the time of writing, the game is about $5k short of its Kickstarter goal. Last time they tried to go through this route they pulled the plug after getting just over $5k in total. We asked lead developer Anatoliy Guyduk what had changed this time around?

"The main thing that changed is that we now have a much more clear overview of the project when compared to the first KS campaign. We have a presentation scene and tech demo proving that we're really making our own game engine and showing that the game is more than just vapourware. They don't look too bad, so I think this is a good way for us to prove that we can deal with complicated tasks and of course, that we're capable of building the game of our dreams. Our first campaign had many problems, like the bad start date and really bad copywriting and explanation of what InSomnia should be. We gathered all of our feedback from the previous campaign and we realised our mistakes and decided to work on them more, improve our campaign's message, get some playable concepts together and re-launch."

Information about

InSomnia

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

Details

7 Days to Die - Alpha 8.7 Released

by Couchpotato, 13:40

The Developers of 7 Days to Die Fun Pimps announce Alpha Version 8.7 is now available for download.

Alpha 8.7 hits the streets!

Alpha 8.7 is out with many new additions, improvements and requested fixes including: New anti-cheat strategies with VAC enabled anti cheat integration, our new standalone Dedicated Server, new upgradable wood fort spikes, a heap of loot tuning, a ton of the most annoying player requested bug fixes and much, much more.

Information about

7 Days to Die

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

Details

Sui Generis - Post-Funding Update #29

by Myrthos, 12:29

This update for Sui Generis is about the release of the combat demo with details on the mechanics, which is available to backers.

Before we move on to the purpose of this update we'd like to clear up some misunderstandings that seem to have resulted from our last update. Some people seem to have understood that we were abandoning our physics intensive combat in favour of something more conventional and even that the combat isn't much fun. Nothing could be further from the truth!

The physics based nature of the game has not changed, only improved. We'd become very used to the combat in its previous state but with the feedback we received from the alpha we started to think about things from a new perspective and this led to some big improvements. Nothing was sacrificed.

We received an overwhelmingly positive response from the combat alpha. Almost everyone is really enthusiastic about the combat and many have spent countless hours enjoying it even though it's just a series of one on one fights. This is something not many combat systems can provide. It is however hugely skill based, tactical and difficult, don't expect to be an instant hero who easily dispatches their opponents! Many people were initially frustrated but then came to love it once they understood its subtleties. It requires a little patience and practice, this is not a game where spamming keys leads to victory, every mistake you make will be brutally punished. The AI is clever and will use every tool at their disposal to beat you, you need to be clever too!

Information about

Sui Generis

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

Details

Original Sin - Interview with David Walgrave

by Myrthos, 12:22

You can listen to a podcast from 5 by 5's DLC with Larian Studios David Walgrave, who talks about understanding what a game developer does, the EVO 2014 fighting game championships, Raiden joining Mortal Kombat X, Tekken 7 announced, Hearthstone: Curse of Naxrammas pricing info, and more.

Then in The Playlist, Jeff goes a little crazy praising Divinity: Original Sin, which he calls one of the best games of ever. Christian tries to manage the slurping, but Jeff loves loving the throwback CRPG in all of its glory. Christian has some memories of Aladdin Genesis that he's revisiting himself, too.

For Tabletop Time, David talks about destroying his friends at Dominion, and Jeff is excited to play the newly announced Spiel des Jahres winners.

Information about

Original Sin

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

Details

Original Sin - Review Roundup #3

by Myrthos, 12:13

Here is a new set of reviews for Larian Studios' Divinity Original Sin.

Front Towards Gamer, 9.5

Although the balance if Divinity: Original Sin sometimes feels a bit askew – for example, Wizards are so utterly paramount that to not have one almost spells game over; Magic is flat out OP – Divinity: Original Sin is probably the most fun I’ve had in an RPG since Baldur’s Gate, and I don’t have to search my screen for a single pixel concealing a hidden ring in Divinity: Original Sin either!

NowGamer, 9

Despite all this, it is worth drawing attention to a handful of flaws. Larian Studios is not a behemoth developer, and there are issues in how the game plays outside of its core ruleset.

Inventory management, for example, requires clicking on arrows in the menu rather than a character’s profile icon – making swapping items around unnecessarily frustrating.

Some longer quests can be fairly loose in their descriptions, requiring you to accidentally happen across a solution through exploration – or just resort to Googling it.

Requiring you to drag an ability to the spell bar to use its explicitly stated number of action points is frustrating too.

Just Press Start

Overall, I can say that despite its flaws and a punishing learning curve, there is fun to be had with Divinity: Original Sin.  It’s just a matter of how much you’re willing to deal with to get to it.  If you want the old school feel and challenge, then you should grab it without hesitation.  Everyone else should study up and see if it’s right for you.

Video Game Writers, 4/5

Divinity: Original Sin is not an easy game. It assumes familiarity with the RPG genre and banks on players’ ability to read text and sleuth out their next move. This isn’t an isometric, turn-based version of Dark Souls, but it does get challenging pretty fast. Followers of the Divinity franchise will attest to the games’ technical quirks and failings, which are far less pronounced this time around and that, coupled with outstanding visuals and copious hours of well-designed story and gameplay, mean that Original Sin could steal many of your summer hours.

Game On Girl

My only real issue with Divinity: Original Sin is also one of its strengths. The conversation. On one hand you have these great moments of dialogue between your two main characters that can reveal a lot about their personalities and back story and reward you with in game bonuses. On the other hand dialogue with random citizens is the same thing over and over. I would have preferred that there be no conversation option with the background players because they all pretty much have the same dialogue options which tend to be pretty jarring and pulls me out of the immersion of the game.

RealGamerNewz, 9.5

Divinity: Original Sin isn’t perfect. There are some core problems with the game that need to be ironed out plus the normal fun glitches and bugs that most games suffer from. Overall this is a very pleasing addition to the rebirth of CRPGs and with the way it is designed could keep players entertained for quite some time. Larian Studios has done old school gamers a huge favor with this release. Will you love this if you loved Skyrim? I can’t guarantee that. But if you are open minded, love RPGs, a challenge, and want to play the next big thing then I believe Divinity: Original Sin won’t be something you regret. With around 60+ hours of time in the base game, it’s above the average RPG scope. With content creation and just overall fun factor I can see this game lasting a player thousands of hours of enjoyment.

Chalgyr's Game Room, 9.25

I was not a big fan of Divinity II: Ego Draconis, so this is not a series I necessarily gravitate towards. I feel that this makes what Divinity: Original Sin has done so much more impressive. Larian Studios feels as though they have found a new direction to take this franchise, and it has plenty of room to grow and improve upon in the future, while still being a compelling offering here and now. Not just an early contender for RPG game of the year, but the current leader in 2014.

Techraptor,8.6

Overall, Divinity: Original Sin is one of the truest RPGs ever made, not only one of the truest in a long time. Larian Studios deftly put a world in place for you to just interact with in any way you see fit. The only places that Divinity: Original Sin lacks are those that do not facilitate player autonomy. Their greatest efforts were put into parts of the game that allow for you to do whatever you want.

And here is a tech review by Rage3D.

Divinity: Original Sin is a quality role-playing game with excellent PC optimization to match. It does host a few minor issues, but these could be easily fixed in future patches (of which I expect there will be many).

Information about

Original Sin

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

Details

Monday - July 14, 2014

Dragon Age: Inquisition - GaymerX Interview

by Aries100, 19:38

Lady Insanity has put up an interview on her Tumblr she did with David Gaider at GaymerX 2014.  Maria Caliban has made a thread about this interview at the DA: Inquisition's forums.  She mentions highlights from the interview.

Here are some of them:

All human Inquisitors are nobles from the Free March. We don't start out as a leader.
The Red Templars can be automatons if the lyrium has overwhelmed the mind, but some are more intelligent.
Blood magic is still morally ambiguous, not just pure evil.
Red lyrium is not 'more powerful' than blue lyrium. It's something different.
A hedge mage can never be a proper mage.
A sarabaas is a form of hedge mage; can't do regular spell casting, they mostly just blow things up.
There are Circles in Rivani as well.
In Nevarra, for each person who dies, a spirit is invited into their body. This maintains a 'balance' between life and death. In older cemeteries, there are undead just wandering around.
Tevinter interbreed in order to create perfect mages. Nobles must always present themselves as perfect mages and any deviancy is looked down on. Families maintain their public self image.
The Tevinter consider themselves a meritocracy as even those born into slavery might become a mage, earn their freedom, and climb the social ladder. Elves within Tevinter tend to see this as evidence they have more opportunity there.
David is thinking of writing a new novel.

Source: BioWare

Information about

Dragon Age: Inquisition

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

Details

RPGWatch - InSomnia Community Q&A

by Couchpotato, 06:51

As promised here is the community Q&A with Studio Mono about their kickstarter RPG InSomnia. So a big thank you to the RPGWatch members who sent me their questions.

RPGWatch:Thank you for agreeing to the interview. Can you give a short description of your game company Studio Mono?

Studio MONO: I’m Anatoliy Guyduk and I’m the lead developer here at Studio MONO.  We’re a team from Russia, USA, Malaysia, Poland, Lithuania, Netherlands and Japan, all united by the singular vision of wanting to create the RPG of our dreams!  You play as humanity's last bastion of hope, on a colossal spaceship, a character awakens from cryogenic sleep.

RPGWatch: Where did you guys get the idea, or inspiration for the game ?

Studio MONO: This is quite a  complicated question, it is the work of many people, each give their own inspirations, so there are multiple prototypes and inspirations InSomnia is developed on. We have a lot of inspirations in literature (Stanislav Lem, Arkadiy & Boris Strygatskiy and many others), cinematography ( Tarkovskiy, Terry Giliam, Jim Jarmush & many others) we are fans of Planscape Torment & the classic Fallout series if we are talking about the video games. But it is just a small part our inspirations resources.

Information about

InSomnia

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

Details

After Reset - My Old Fan-project: Fallout D20

by Couchpotato, 06:48

Mr. Nixon of Black Cloud Studios talks about a past project called Fallout D20 in the latest kickstarter update. The game was the inspiration for After Reset

My old fan-project: Fallout D20

Hi guys,

As some of you knows 3 years ago, before giving birth to After Reset, I already worked on Fallout Van Buren Persistent World as fan-made noncommercial RPG server. That game I developed was technically based on Electron Engine (one of the Obsidian’s engines) and used mechanics of DnD 3,5 adopted to Fallout setting at my taste. All that I did alone at my free-time just for fun (with a little help of freelancers I hired by my own money).

Guys from KickStarter encouraged me by saying that showing my previous work is a great idea, whether it was professionally done or not. So in this news, I’d like to share some info about that Fallout D20 Persistent Word I made 3 years ago just for fun.

That was our Intro (video): http://vimeo.com/22214170

Some Gameplay 1: http://www.youtube.com/watch?v=vS3LVPtf9i0
Some Gameplay 2: http://www.youtube.com/watch?v=CU-AjULhBH8

Information about

After Reset

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

Details

Lords of Xulima - Interview @ Game Skinny

by Couchpotato, 06:44

Game Skinny interviewed Game Director Jesus Arribas, and asked a few questions about Lords of Xulima. Here is a short sample of the lengthy interview.

[GameSkinny] Jesús, thank you for joining me for this interview. You are now in beta, so I am sure you may be very busy! Can you tell the readers a little about Lords of Xulima, and how they can get to play the beta and help shape the continent of Xulima?

[Jesús] Thank you John. Lords of Xulima is a RPG inspired in the old great classics like Wizardry and Might and Magic, but with modern graphics and interface. It is a very challenging and epic adventure in which the player will explore a huge and mystic continent called Xulima where the Gods had their home in ancient times. The player can create their own party of six characters. The exploration is in isometric view, with beautiful hand drawn landscapes, and the combat is turn-based in first person view.

About the beta, we have it now available from our own website, and very soon it will be available in Steam Early Access. The Special Beta Edition from our website also includes some digital rewards like the book Bestiary & Mythology, the game guide and the high-definition world map. Also players can get access to the private development forums and share their opinions and feedback.

[GameSkinny] Sounds good, you are certainly setting up for a deep experience. How has the beta test been so far? You held an exclusive test for your Kickstarter backers, did that give you some solid data?

[Jesús] Yes, the feedback from our backers has been amazing. We have implemented lots of new features and tweaked lots of things to improve the balance and of course lots of small bugs fixed. We are very happy with the response from our community. Sharing the beta with backers was a great idea. Some of the backers has replayed the game several times, which is awesome, because the beta lasts about 50 hours (it is only the first half part of the game)

Information about

Lords of Xulima

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

Details

Sacred 3 - Preview @ MousenjoyPad

by Couchpotato, 06:40

MousenjoyPad has posted a new preview for the Hack & Slash game Sacred 3.

Has it really been six years since Sacred 2 was released? Indeed, we are getting old. While the wait for the third game in the series hasn’t been as prolonged as, say, the wait for Diablo 3, it’s been tough on fans of the franchise. Last year, we got a side-scrolling excuse in the way of Sacred Citadel, and if you weren’t too happy with the given characters and style, you aren’t going to like the direction in which Sacred 3 is headed.

Information about

Sacred 3

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

Details

Unrest - How Unrest Was Made Update

by Couchpotato, 06:34

Pyrodactyl Games latest kickstarter update describes how Unrest was developed from the beginning all the wat to it's completion. Here is the first part.

In 2008, there weren’t any pre-existing engines at the same level of popularity as Unity or Unreal today. I was familiar with Valve’s Source engine, having been part of the HL2 modding scene (I worked on Dystopia – play it now!) but source code access was limited and it was prohibitively expensive to license. All of these things made writing my own engine the only realistic choice.

After soaking up a lot of tutorials and advice, teenage Arvind realized that trying to write a general-purpose engine is a waste of effort. It's better to just try and make a game, then utilize the components and code you wrote in your next game. Now, teenage Arvind was the kind of person that makes a game about how much they hate everyone, how much college sucks and my god aren’t adults annoying?! Ahem.

So I started work on my first game, A.Typical RPG (look at these posts, I find them adorably humorous), a game about my college experience. It was literally my tutorial codebase gradually morphing into a game. By sheer luck, I managed to find a very talented artist to work with me due to both of us having been a part of the HL2 modding community.

  • How I benefited from programming a game from scratch:
  • I got to teach myself basic concepts like state machines, game loops, input handling.
  • I learned how to manage a team, and how to set goals and deadlines for a project.
  • I was learning general C++ concepts like templates, vectors, certain algorithms which I feel made me a better programmer overall.
  • Due to the game being a mini-game driven RPG, I had to program lots of game systems--game event handlers, conversation mechanics, asset loading/unloading to optimize performance, saving/loading game state to/from file and so on.
  • I was making something I wanted to play while doing all of the above.

Pretty much every point in that list can be taken as a negative point, and to an extent I agree--learning basic programming concepts while working on something you intend to sell is probably not a great idea. Maybe I would have ended up making all of my 3 games with Unity if I had been born a couple of years later.

Since this is a series of posts, there isn't really an "ending" here - I'm still making games, and I was incredibly lucky to meet the right people at the right time, and make the games I wanted to make. In part II, I'll discuss how I met my team and how I program my games.

Information about

Unrest

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

Details

Divinity: Original Sin - Impression @ OnlySP

by Couchpotato, 06:30

Only Single Player played Divinity: Original Sin and made a video of their impression.

Randy gives you his “first impressions” of a game he has put dozens of hours into.

Information about

Original Sin

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

Details

EA - Origin Client Investigation Begins

by Couchpotato, 06:25

WCCF Tech has news on an on-going investigation on EA's Origin Client. The concern is the client is spying on you by file snooping. This was a concern a few years back also.

Update: A slight clarification on my part. The screenshot only proves that the origin client is actively looking at the list of the programs recently run. Basically it shows that origin is aware of the files you have on your PC (that have been run).

[Report] A very interesting thread on the Reddit was sent to me by my colleague Tyler Roemhildt. It turns out that EA is snooping files aka spying on your usage habits via the Origin client. And it looks like this is more or less confirmed because Origin representatives claim “they are trying to get to the bottom of this”.

Privacy is a very sensitive topic in the world of Internet and one of the biggest gaming clients spying in your usage habits is cause for concern. Now what exactly does “usage habits” mean? Well, from the looks of it, Origin is taking its merry time looking around the personal files on your computer, most probably when they are running, and this includes your browser as well. Now while we do not know whether it can spy on your browsing activity as well, the mere fact that it is accessing the browser process is discerning.

Information about

EA

Details

Aliens, Trolls & Dragons - A New Action/Adventure Game

by Couchpotato, 06:18

Kobold a small developer from Warsaw, Poland Sent news of their new game called Aliens, Trolls and Dragons. While not an RPG some of you might be interested.

Aliens, Trolls and Dragons is a Third Person Perspective, Action/Adventure game with native Oculus Rift support (and also on standard monitors). It will be released as a single player experience on PC and Mac in a form of episodes. The first one is expected to ship this Fall. Aliens, Trolls and Dragons will be heavily story driven. It’s essentially a clash between science fiction and fantasy. You will have a chance to test advanced technology and weapons against warriors and monsters living on a planet, that strikingly resembles what we know from fantasy stories. Story: It is the near future. Thanks to rapid progress in the field of spacecraft propulsion, we were able to reach distant planets and discover intelligent life. The aliens very much resemble us, their civilization is comparable to our medieval times. A manned mission is sent to the planet, but the lander crashes because of unknown reasons. The wreck is looted and the crew is captured and taken by the locals. You are the chief security officer of the landing party and your job is to fix all this mess.

They also have a new thirteen minute video preview.

Information about

General News

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

Details

Shroud of the Avatar - Update of the Avatar #81

by Couchpotato, 06:13

Well it's time for the 81st update from Portalarium for Shroud of the Avatar. As usual the update is a mix of news, and new items for you to buy. Here is the list if topics.

Here’s what we have for you in this week’s edition of Update of the Avatar:

  • SotA a Hit at RTX!
  • Are You Ready for some PvP?
  • Dame Lori and Sir Frank Receive ONBE medals via Robot Lord British
  • People Playing Together: A Worthy and Inspiring Purpose
  • Alienware Sponsors 1000 Access Keys and Prizes for Release 8
  • Dev+ Backers: We Need Your NPCs
  • Sword of the Ba’Heer
  • Starr Long Keynotes DragonCon Videogames Track
  • Layaway Plan for Player Owned Towns
  • In The News
  • Upcoming Events

Information about

Shroud of the Avatar

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

Details

Project Zomboid - Aiming to Please Update

by Couchpotato, 06:09

Deloveler Indie Stone has posted another development update for Project Zomboid with infomation on what has been updated in the game this month.

Weapon Changes

The ranged weapon have receive a bunch of fixes/changes, I tried to stick to the reality, even if I’ve never fired a gun.. Meh.

First thing, bullets don’t really pierce zombies now, it mean if you shoot a zombie, and there’s a zombie behind him, he won’t die, but he could take slight damage from rest of bullets (even being knocked back/down and turn as a crawler, yay for crawlers!).

So by knowing this, you already know the shotgun has been really nerfed!

The range of weapon has been slightly nerfed, as well as their angle too (mostly for the pistol), that means you will need to be at the right place to aim for a shot. No more 45° kill with a pistol.

Guns have now a critical chance (modified by aiming skill, but more on that below), understand it as a “head shot”.

For example a pistol can have a great chance of critical, while the shotgun will just blow up zombie chest (in a bloody glory moment !).

Weapon also have a recoil delay, meaning you can’t fire like an assault rifle with the shotgun.

It will mean no more taking a 300 strong zombies horde with 3 shotgun shells.

So by now, I’m sure you understood that the shotgun is a good weapon to start, and the pistol will be more deadly at end level, because it has a larger capacity, less recoil, makes less noise and way better range/critical chance than the shotgun.

The glorious aiming skill

While making my changes to weapons, I saw that the aiming skill barely modify the hit chance, damage and stuff, well, that’s the past.

Aiming skill will now influence a LOT of things! Here’s a list :

  • Hit chance! Like really? It require skill to aim correctly? Jeeze Devs nowaday…
  • Critical chance! Yup, it’s not a FPS : “aim for head = head shot”, we’re in isometric world, so I can add a skill modifier to this (remind you of Fallout?)
  • Range ! Range is now also influenced by aiming skill, at least for the pistol.
  • Angle! Well ok, that may sound weird, but because we’re in an isometric world, aiming can be hard, so now, with a better aiming skill, you won’t have to be at the perfect angle for a straight shot (again, specially for the pistol).
  • Rate of fire! Well, I’m still trying to know how the great shooter can shoot faster than others (maybe it’s a combination of aiming + strength ?)

It’ll mean that you can avoid being violently murdered by a guy with a pistol if he can’t really aim with it, you could try to run toward him with an axe and take him down before he gets you, and with a bit of luck you may get an axe to his head!

Information about

Project Zomboid

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

Details

Mass Effect - 7 Deranged Renegade Moments

by Couchpotato, 06:07

Outsidexbox has a new video for Mass Effect where they talk about the seven most Deranged Renegade Moments in the series.

As the last generation of consoles recedes into the distance, Show of the Week takes its eyes off the road to the future of videogames, peers over one shoulder because it has a shoulder in this metaphor, and looks back to the Mass Effect trilogy: as glorious an RPG space opera as we could have have hoped for. Join us to salute BioWare's sci-fi saga and recognise Shepard's most violently erratic Renegade interrupts.

As a science fiction fan with a taste for RPGs, a soft spot for romantic subplots and a fantasy about having my own spaceship, I am someone whose interests were laser-targeted by Mass Effect. It stole my heart in 2007 with the original game and never gave it back, so I can't wait for what comes next for the Mass Effect series. For now, I'm more than happy reliving the Mass Effect glory days on Xbox 360.

Show of the Week commemorates the near-irresistable options for interrupting conversations in Mass Effects 2 and 3. Of those options, these Renegade interrupts were the most entertaining for lurching between Commander Stern But Fair and Commander Borderline Psycho. Watch out for spoilers.

Information about

Mass Effect

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

Details

Dragon Fin Soup - Post-Funding Update #26

by Couchpotato, 06:03

The latest post-funding kickstarter update for Dragon Fin Soup has news from developer Grimm Bros about adventuring sheep, murderous mummies, and a new Wiki.

Adventuring Sheep, Murderous Mummies & New DFS Wiki... Oh My!

Gameiki is a new game wiki site that focuses on indie developers.  They have done a great job building out the initial wiki for us, adding over 140+ pages of content! The Dragon Fin Soup Wiki is now starting fill up with all sorts of goodies, lore and subtle details about the world of Dragon Fin Soup. Gameiki diligently researched and gathered information from all of our news updates, gameplay videos and dev diaries to date. 

The Dragon Fin Soup wiki is also integrated/linked with our DFS forums, online store, and Twitter so you can easily keep connected to our latest news & forum discussions. Check it out!

Crowdfunding Update 

Grand Total raised to date: $125,940 (Including Adjustments & Add-ons)

Development Update 

It has been a great week and the team was able to get a LOT of things done. 

Diagonal Walking was added to keyboard and pad controls both as 4 separate keys and also by pressing 2 of the up/down/left/right keys. A new option was added to the config where you can now toggle auto attack on or off. Traditionally, many RL games trigger attack with the directional buttons; in our game, however, since we have tall walls and tall props, you can often accidentally attack things when you walk around. With the auto attack mode off (by default), you now have to press an attack button on your joypad or keyboard to perform an attack, like in an action RPG, basically. Opening doors still works with the directional keys and the mouse controls have not changed since they work differently all together. 

New sprites were created for the Playable Sheep (aka “Adventuring Sheep”) and we have also added more playable monsters to the labyrinth and survival mode. Now you can be a murderous Mummy out for carnage :D

We know we have not yet reached the next stretch goal but we now added the playable undead characters anyway! Enjoy, and we hope to see you on our forums - http://grimm-bros.com/forum/

Information about

Dragon Fin Soup

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

Details

Sunday - July 13, 2014

Unrest - Video Preview @ IndieRPGs

by Couchpotato, 21:34

IndieRPGs'com Craig Stern takes a look at the funded kickstater game Unrest.

My thoughts?

Well, a little under an hour in, it’s actually quite hard to say. Unrest strikes me as a slow-burner, even by RPG standards, and I don’t think I can reasonably reach a conclusion about it without playing it a good deal more.

I can say this much: the game world is deeply interesting, and I’m very curious to see how the rest of the story plays out. The dialog is engaging, and seems to take place in the context of a well fleshed-out conversation system.

Information about

Unrest

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

Details

The Witcher 3: Wild Hunt - Tech Analysis Report

by Couchpotato, 13:54

Eurogamer is hosting a new Tech Analysis Report for The Witcher 3: Wild Hunt that was done by Digital Foundry. So if your curious about the games tech give it a read.

Ranking among the cream of the crop of PC developers working today, CD Projekt RED has shown a no-compromise approach to every project it's set its mind to. Case in point: the sublime Xbox 360 edition of The Witcher 2 didn't simply cut back the original PC code, but instead had code rewritten from scratch to push the console aesthetic in a new, arguably improved direction. But with The Witcher 3 being developed on Xbox One and PlayStation 4, can we once again expect an off-shoot of the PC experience, or something closer to parity? And indeed, how is the team looking to get the most out of PC development?

Information about

Witcher 3

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

Details

Liege - Post-Funding Update #28

by Couchpotato, 13:51

John Rhee of Coda Games has released a new post-funding development update for his funded RPG Liege. Things are looking good, and I can't wait to plat the finished game.

Update - 07/10/14

Hi everyone! 

Since we're moving further into development, I'll be switching from our usual art/sound/dev breakdown and starting instead with: 

Gameplay Video

For this update I wanted to give you all an extended look at the game running so you'll have a better sense of how it's all coming together. Those of you who prefer to wait to experience the game first-hand may want to stop here!

Though individually they're not very interesting to watch, the sequence of battles in the video are carefully designed as a progression to teach the players the game's basic combat mechanics. Designing a tutorial for a tactics RPG without any text is tricky business, but I think we'll get there as we continue to tweak based on your feedback during testing (more on this below). 

Apart from the tutorial stuff, one point I didn't discuss much in the video is the concept of bannermen, which are playable units not in the main cast. In the video, Alec and Marcus are bannermen who can either be saved or killed (in my play-through, due to my actions, Alec made it while Marcus didn't). If a bannerman survives in battle, he'll continue to appear in future battles as an ally you can develop. Additionally, he'll persist in the world as an NPC while you explore, so you might witness events like his reunion with his kin when your party arrives at his home town. 

Since we're not placing heavy emphasis on equipment and loot, this concept is shaping up to add a lot more depth and replayability to the game. It's also turning into an interesting way to scale the game's challenge level, since novice players can focus on keeping the main cast alive to progress through the story, while advanced players can aim to save as many bannermen as possible.

Alpha & Beyond 

A playable build for our alpha backers with the first few chapters of the game will be ready by the next update. Over the next few months I'll be sharing updated builds with additional content on a regular basis (save data will persist across updates). To help keep things manageable on our end, initially the test builds will be available for PC, Mac, and Linux. As we get further into testing, I'll be making additional announcements regarding testing on our other platforms. 

With the engine port, art overhaul, and scope of the game growing in the last few months, we've had to move the game's release date to sometime near the end of the year. The added time should give us a chance to really take the game as far as we can. For those of you who can't wait to start playing, hopefully having access to the latest build will be enough to keep you occupied.

Information about

Liege

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

Details

Divinity: Original Sin - Review Roundup #2

by Couchpotato, 13:47

Here is the next round of reviews for Divinity: Original Sin that I could find this week.

PCGamesN - 9/10

When I play Divinity: Original Sin, I’m back in my parents’ study, gleefully skipping homework as I explore the vast city of Athkatla. I’m overstaying my welcome at a friend’s house, chatting to Lord British. And it’s not because the game is buying me with nostalgia, but because it’s able to evoke the same feelings: that delight from doing something crazy and watching it work, the surprise when an inanimate object starts talking to me and sends me on a portal-hopping quest across the world. There’s whimsy and excitement, and those things have become rare commodities. Yet Divinity: Original Sin is full of them.

Eurogamer - 9/10

I have no hesitation in recommending Original Sin to RPG fans old and new, provided that you're up for a challenge from very early on and don't expect to romp through, Diablo-style. While Skyrim is obviously more freeform and immersive, and the likes of Mass Effect are more cinematic, Divinity: Original Sin is hands down the best classic-style RPG in years. It's obviously not Ultima 8 in name (and that's probably for the best, because the Ultima 8 we got in reality was bloody awful). It is, however, in every way that counts, the best successor ever to those classic journeys to Britannia, and a triumph on its own terms as a modern RPG with no shortage of fresh ideas.

PC Gamer - 87/100

One of the joys of playing Divinity: Original Sin is rediscovering things that RPGs used to do well and eventually lost—creating new experiences in an old mould. That's the nostalgic sentiment that drove it to success on Kickstarter. But what's really exciting about the game is that it proves that traditional RPGs have a lot to teach present-day designers. Freedom, simulation, depth, and respect for the player's choices. There's power in that old blood.

Hooked Gamers - 9.5/10

Long in the making, Divinity: Original Sin offers the beautifully deep intricacies of an old-school RPG that does not in any way feel old-fashioned. What a great and unique experience.

Rock, Paper, Shotgun - No Score Given

The journey has been a long one and I’m pleased that the ending is a happy one. At the beginning of these thoughts I said that the role of critic can be kind and fulfilling. That’s because for all of the ideas that I admired in that early build more than a year ago, I suspected that the best of them might fall apart as the game grew in size and complexity. Against strong odds, Larian have fulfilled the early promise and the extra time, effort and money has all been invested wisely. The sausage has become a steak, succulent and flavoursome, and I have a new toy to play with and return to over the coming months and years.

Information about

Original Sin

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

Details

CivCraft - Alpha & Steam Early Access

by Couchpotato, 13:37

Larkon Studios shares information that CivCraft: Legends of Ellaria will be available for Alpha testing on Steam Early Access soon.

CivCraft - Legends Of Ellaria Alpha Stage

Over the past few weeks we continued our development and are on our way to publish CivCraft on Steam as an Early Access as soon as possible.

We know you are waiting to access to CivCraft, and are working on it’s development day and night, and will post weekly updates on our progress.

Since CivCraft is a community project, we invite you to participate in our community forums and suggest features or ask questions.

And as always, we ask you to spread the word in any way you can.

Cheers, Larkon Studio

Information about

CivCraft

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

Details

Age of Wonders 3 - Development Updates

by Couchpotato, 13:33

Since my last post about Age of Wonders II Triumph Studios has released three more updates on the games website. So sit back and get ready to read three updates.

The first update is about a new game feature called Mystical City Upgrades.

The goal with this new feature is to make cities a lot more unique. We got some feedback that right now city upgrades could use more diversity. The class structures vary per class of course, and the tier 3 unit building is different for each race. Then there’s the Harbor which you can only build if the city is located next to water. But you wanted more, and we heartily agree!

The second update talks about the New Disjunct Spell Mechanics.

Age Of Wonders 3 has many spells that that you can cast to strengthen their empires, enchant their cities and swing the tide of battle in their favor. Many of these spells can be removed by your enemies however, if they research an ability called Disjunction. Disjuncting a spell is simply a case of paying the same amount of mana that a spell cost to cast in order to Uncast it, removing its effects from the world.

Under the new rules, all players will have the ability to disjunct other player’s magic from the start of the game without needing any special research, however disjunction is no longer guaranteed to succeed.

The final update is about the developer hosting a Multiplayer Tournament.

With the World Cup nearing its conclusion; we have another great international sports event to look forward to: The Age of Wonders III Summer Tournament 2014! 

Community member BloodyBattleBrain is the instigator and will lead the organization. The exact rules will follow, they are partially dependent on the amount of players and your feedback of course. Triumph will contribute prizes.

The plan is to start the tournament July 15th,  If you wish to participate as a contestant, please post in the comments below!  Any suggestions on the tournament format are also welcome!

Information about

Age of Wonders 3

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

Details

Cheat Code Central - GOG & Abandoning DRM

by Couchpotato, 13:23

Cheat Code Central has a short article from one of their editors about abandoning DRM, and using GOG instead of Steam. So what do you guys think?

Here's a confession for you: I don't use Steam. In fact, I refuse to. Besides only having a medium-powered laptop that can't handle much of anything available for consoles, I am also staunchly opposed to DRM. I'm sure Valve has only the best of intentions for their customer base and consumers in general, but DRM is DRM. If I buy something, I want to own it. I know that's an antiquated notion in 2014, but that's just how I am. Luckily, that's where services like GOG come into play. If I'm going to buy digital, I don't want to have a mandatory online connection just to play.

Information about

GOG

Details

Dragon Age: Inquisition - Preview @ PC Gamer

by Couchpotato, 13:19

PC Gamer is the next site this week to releases a preview of a short gameplay demo from Bioware. So without wasting any more time here is a small sample.

For a game with a “dragon” in the title, battles against those creatures need to be a spectacle. Thankfully, the one I fought was promising. As I approached the dragon down a valley, he flew above and bombed me with giant fireballs that sent debris flying, and streams of fire that were some of the best effects of that type I’ve seen. I spent most of the battle dodging his attacks and firing spells and arrows at him in real-time without overthinking it, and paused the action occasionally to take advantage of Inquisition's new ability target specific body parts in order to hobble his rear legs, for example.

No demo would give us a thorough understanding of Inquisition's story, but I’m intrigued by what I saw of its approach to storytelling. In addition to its colorful mythology, diverse cast of characters, and the dialogue options that are staples of BioWare RPGs, Lee told me that my decisions will have a physical effect on the world. He said I’ll be able to build bridges that lead to new areas, drain massive lakes to reveal dungeons and destroy the fragile economy of a nearby fishing village, and other radical impacts I could have on the landscape and population.

Information about

Dragon Age: Inquisition

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

Details

Mass Effect IV - 10 Things That Will Kill It

by Couchpotato, 13:16

What Culture has posted another of their infamous lists that takes a look at Mass Effect IV, and talks about tens things they think will ruin the game.

The Mass Effect franchise has fast become one of the most popular action-RPG franchises of all time, and a legendary sci-fi series in its own right. The first two games were critical (and commercial) darlings, while Mass Effect 3 was still a worthy entry despite not quite meeting the high expectations. Bioware’s creative universe, inhabited by bizarre creatures and filled with incredible locations, has resonated with fans worldwide.

Thanks to the series’ cult-like following, Mass Effect 4 is by far and away one of the most hotly awaited sequels of all time. While the game has been officially announced, EA and Bioware have been extremely tight-lipped with regards to the project, with only a few titbits of information being shared here and there.

For example, they’ve made it clear that Shepard’s story has ended, and the fourth entry won’t be a direct continuation of the original trilogy. Of course, we also don’t know whether that means it’ll be taking place a few years after Mass Effect 3, just with new characters, or if it will be set hundreds of years later.

Either way, Bioware need to take some lessons from the more questionable aspects of Mass Effect 3, if they want the franchise to live on beyond the fourth game. In this list, we’ve put together a list of 10 things that would totally kill the franchise if they were included in Mass Effect 4.

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