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Friday - August 14, 2015
Thursday - August 13, 2015
Wednesday - August 12, 2015
Tuesday - August 11, 2015
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21.98%

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Friday - August 14, 2015

Witcher 3 - Mod Tools: What Can We Expect? @ Gamespot

by Hiddenx, 21:36

Randolph Ramsay (Gamespot) interviewed CD Project Read about the upcoming mod-tools for The Witcher 3:

[...]

Let's go into some detail. What will players be able to do with the mod tools? Does it go beyond the cosmetic?

First of all, the modding tools we are releasing are not an editor. They’re meant for people who are somewhat experienced with modding software and are designed to make creating mods easier. They give access to game files and allow for easy extracting, compilation, and decompilation of resources. Beside visual changes, like modifying textures and models, they will allow to change UI assets and script files. The majority of gameplay-related mechanics are written in scripts. Having access to these scripts will allow to create even more ambitious and complex modifications. If you’re not a modder and you’re wondering about real life applications, in short, all this means that from now on, people will be able to put their own textures on models to make them feel more personal (or cool, or whatever they wish!), or, say, substitute Roach’s model with a unicorn (and ride it towards the setting sun). You will be able to use these mods when they get published. Also, we hope the community builds on these resources and, who knows, maybe some people who haven’t ever dreamt of modding will start doing so? There might be future devs among you!

Let's talk about how people will be able to share/access mods. How will they be able to do that? And why did you decide to do it in that way?

There are several places on the web gamers can access The Witcher 3: Wild Hunt mods. Nexus Mods is what we see as a very prolific community right now--you can download Wild Hunt mods from there already and we hope more will come after modders get to play with the tool.

[...]

Witcher 3

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

Details

Baldur's Gate - Blathering

by Hiddenx, 18:53

RPGWatch member Lilura started an article series about Baldur's Gate a few weeks ago.
Even if it is called "Blathering" it is more a well written comprehensive analytical review.

So I decided this belongs into the news - 3 parts out of 10 are already released:

Baldur's Gate Blathering - Part I

Baldur's Gate Blathering - Part II

Baldur's Gate Blathering - Part III

Baldur's Gate Blathering

Welcome to my Baldur's Gate review thing-a-mee! The following comments, criticisms and pro-tips pertain to BioWare's first RPG - Baldur's Gate (1998) & Tales of the Sword Coast (1999), patched to 5512; so, what follows is based on the original release and expansion only. While fixes, tweaks and various ambitious mods have long-existed that address glitches, bugs and change the game-play, my concern is just with Baldur's Gate (& TotSC) as BioWare released it, "warts n all". Much of what I write here is from a somewhat fuzzy memory, so if I get something blatantly wrong please don't hesitate to jump down my throat, so that I can correct it before I mislead too many... ok, let's get on with this! [...]

Baldur's Gate

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

Details

Earthlock - Status Update

by Myrthos, 14:40

In a new status update for Earthlock: The Festival of Magic we are informed that they have won a 13.5K$ award, have enlisted a few new team members, are on track for a september alpha/beta release on Steam, planned to release the game in February-April, have a budget of just below $2M and they are progressing with this:

Tons of more monsters, animations and characters are making their way into the game. It’s really fun to see the weekly changes. Our outsourcing partner Original Force are still delivering high quality, albeit a little behind schedule. It’s not really a problem yet and we’d rather have high quality work.

Our new 3D environment artist, Matthew has gotten into the way we work now so we are getting lots of new environments into the game as well.

Eiko is working on several new scores.

Thomas is still working on combat abilities, skills and monster balancing, Eivind and Kenny are implementing the code to support this.

Frits and Fredrik are pouring out cool textures for the characters and monsters as well as concept art for unfinished areas. It is quite obvious that the Artbook is going to be pretty thick when we are done.

Magnus and Frits has made some minor changes to the story, tweaking the experience for the better. Fredrik is working on implementing the story changes into the game.

Bendik is working with publishers, investors and recruitment.

Thanks Christoph.

Earthlock

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

Details

DA:Inquisition - The Decent: Review @ IGN

by Hiddenx, 06:45

Meghan Sullivan (IGN) has reviewed the new DLC The Descent:

Dragon Age: Inquisition - The Descent is a challenging yet ultimately unsatisfying experience. While surviving hordes of Darkspawn and obtaining high-level equipment feels rewarding, the new story, new characters, and new environments are flat and uninspired, making this expansion feel more like filler than fun. [...]

Rating: 6.3/10 -> okay

The Descent is a challenging yet unsatisfying experience that raises more questions than it answers.

    + Good loot
    + Challenging

    – Muddled story
    – Bland environments
    – Slightly repetitive

 

DA:Inquisition

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

Details

Sword Coast Legends - Monster Showcase: Mind Flayer

by Hiddenx, 06:24

The Mind Fayer of Sword Coast Legends is presented in this video showcase:

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Coming to Sword Coast Legends: Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when thinking creatures come near.

In eons past, illithids controlled empires that spanned the planes. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.

Since the fall of their empires, illithid collectives on the Material Plane have resided in deep in the Underdark.

Sword Coast Legends

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

Details

Chaos Reborn - An Argument for Luck

by Silver, 02:55

Julian Gollop talks about the importance of luck in his games. Particularly his new game Chaos Reborn.

One of Chaos' most prominent mechanics is the reliance on random number generation; every spell you cast has a chance of success, and a chance of failure. The bigger and more powerful the spell, the more unlikely it is to actually manifest, which turns every attempt to cast something an exercise in risk management.

Source: Gamasutra

Chaos Reborn

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

Details

Thursday - August 13, 2015

CivCraft - Funded and AMA Chat on Reddit

by Myrthos, 23:48

An Ask me Anything chat will be hosted on Reddit this Sunday for CivCraft, the game that has just reached it's goal on Kickstarter.

As we're at the end of our campaign's start, we're very excited to see the steady stream of backers and people who like our concept.

In the meanwhile, we want to give you the opportunity to ask us any questions, so we're hosting an AMA chat (Ask Me Anything). You can ask us about us, CivCraft, game development... well, you can ask anything you'd like.

So see you at Sunday 10am (Pacific time), at https://www.reddit.com/r/IAmA/ (We will post the exact link when the AMA will start).

And about being funded:

We're Funded! Thank you for your pledge and support, we've reached our initial goal in four days!

The last four days have been a roller-coaster, as we didn't know what to expect. We can now announce that Siege Weapons and cavalry are unlocked and will be added to your Early Access.

Since you are the first comers, every one of our backers (who were with us when we reached the initial goal) will receive a unique living and talking magical sword to help you on your adventures in Ellaria!

And so, our next stretch goal is the espionage pack, as the espionage pack brings a true meaning to "Win the Battle Before It Has Begun". There will be times when you'll have to decide when to go to war, and when to eliminate your opponents before they have the chance to win you in battle. In the espionage pack, you will be able to recruit spies In your tavern and send them to spy on your opponents, as well as to assassinate dangerous opponents. The espionage pack will also introduce a new "Stealth Mechanism". This mechanism will allow your character go to stealth mode and sneak past guards, climb walls and infiltrate to dangerous areas. We will post an update about the espionage pack very soon

CivCraft

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

Details

RPGWatch - Divinity: Original Sin 2 Poll

by Myrthos, 23:30

A new poll was long overdue, so here is one to check if you are excited about the prospect of a new Original Sin game.

RPGWatch

Details

Skyshine's BEDLAM - Preview @ AngryJoe

by Hiddenx, 22:54

AngryJoe and OtherJoe preview the upcoming rogue-like, turn based strategy game Bedlam:

loading...

 

Skyshine's BEDLAM

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Roguelike
Platform: PC
Release: In development

Details

Halfway - Review @ IGR

by Hiddenx, 22:28

Kit Goodliffe (IGR) has reviewed the tactical sci-fi RPG Halfway:

Halfway – What We Think:

Halfway’s story is set in a future where interstellar travel has been achieved through the invention of a faster the light drive technology. Unfortunately ships are starting to mysteriously disappear while using this advancement and it’s beginning to look like something strange is happening when vessels are in transit. You control a group of people onboard a starship which encounters this phenomenon. You must lead them in a fight for survival whilst unraveling the truth of what is happening to ships during their long distance journeys. [...]

Halfway manages to craft an engaging scenario within which its action can take place. The combat itself is enjoyable and while some may find the difficulty to be a little bracing the challenge is well-balanced. Supported by some impressive art and music, Halfway’s survival story aligns neatly with its gameplay and makes for a worthy entry in the turn-based tactics genre.

Rating: 4/5

 

 

Halfway

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

Details

RPGWatch Feature - Hard West Gamescom Preview

by Myrthos, 22:21

Hard West has a succesful Kickstarter campaign and is now close to completion as it is schedule for release this fall. I had the opportunity to visit the developers during Gamescom and this is what I wrote up about that visit.

Hard West is a turn-based tactical game that takes place in the wild west with supernatural powers, satanic cults, arcane rituals, spirits and demons. The game had a successful Kickstarter campaign and I got the game explained to me by Kacper Szymczak, Lead Designer at Creative Forge Games.

A video was shown in which we were informed that the Grand Inquisitor destroyed the secret order. He hunted down and killed every last member. All to proof his allegiance. There was only one loose end, a witch named Cassandra who is now running for her life. She was captured and about to be hanged, but as she could see the future, she knew that this day was not her last one.

Hard West

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

Details

Torment: Tides of Numenera - Sagus Cliffs, Interfaces, Character Generation and Pax

by Myrthos, 21:58

In the 46th update for Torment: Tides of Numenera we learn that there will be a Classic RPGs Forever panel at PAX:

First and foremost, if you happen to be attending PAX Prime in Seattle in a few weeks, be sure to check in on the CLASSIC RPGs FOREVER! Panel on Sunday, August 30th at 11 AM in the Sasquatch Theater. It will feature not only DoubleBear's Annie Mitsoda, Obsidian's Josh Sawyer, Harebrained's Mitch Gitelman, and Larian's Swen Vincke, but also our very own Design Lead Adam Heine! Don't miss it!

The Sgus Clff content:

Beyond being rich in content, Sagus also has a high degree of reactivity. It is a a very work-intensive area to write and implement but is a strong depiction of just how weird and wondrous the Ninth World is. We’re about halfway through its writing, but because of the interconnectedness of much of the content, it can’t yet be played through as one complete area. Over the next several weeks, we looking forward to having enough content complete that we can experience the city of Sagus Cliffs and begin iterating on its design content.

User interface:

As conversations are the core of TTON’s gameplay, the first interface we developed (around a year ago) was the Conversation UI, as seen in the First Glimpse video. We began creating our interfaces using a popular and powerful interface plug-in known as NGUI. Leading up to Unity 5 (late last year), Unity released an improved native user interface layer, UGUI. We assessed it at that time and determined that UGUI would solve several technical obstacles we had encountered, so we decided to switch over. Currently most of our interfaces use UGUI, but our Conversation UI remained with NGUI, while our engineers focused on support for Crises, animation, and various other features required by the team. (In fact, at least the first Alpha Systems Test will be released with this NGUI version of the Conversation UI, but we have plans for an even better one.)

And narrative character creation:

In the first Torment, character generation was unusual for a CRPG at the time, especially one in the Dungeons & Dragons lineage. When you hit New Game, you were given 9 points in each stat plus 21 additional points to distribute as you desired. That was it. You didn't do anything else before jumping into the game – no class, feats, talents, or alignment. Everything else was either predetermined (name, gender, appearance) or determined through gameplay (class, skills, and alignment).

In Tides of Numenera, we are taking that even further, handling as much character generation through gameplay as we reasonably can. The results so far are pretty cool, but it's a challenging for a couple of reasons.

First, TTON has a lot more to teach than PST. This is a challenge because it's hard to teach rules and systems through conversation, especially without breaking the fourth wall (which we are loathe to do). And while many players knew at least the basics of AD&D before playing Planescape: Torment, we have to assume that a larger portion of players won't know Numenera's rules.

Second, TTON has more starting choices to make than PST. Although both Torments have three classes, Tides of Numenera offers many additional choices in the form of your Descriptor and your Focus (more on these later).

Torment: Tides of Numenera

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

Details

Wave of Darkness - Version 1.2 Patch Notes

by Myrthos, 12:15

The patch version 1.2 for Wave of Darkness has gone live and brings us five new quests and some fixes:

  • Nils' Quest #1 - Forest Bane
    We have added Nils' Quest #1 - Forest Bane to the game. NPC for this and few next quests is shared so that is also completed. Starting location is being prepared for this. Scripting, rewards and everything else is completed.
  • Nils' Quest #2 - Carcass in the Woods
    We have added Nils' Quest #2 - Carcass in the Woods to the game.
  • Nils' Quest #3 - Wild Hunt
    We have added Nils' Quest #3 - Wild Hunt to the game.
  • Nils' Quest #4 - Smash and Run
    We have added Nils' Quest #4 - Smash and Run to the game.
  • Nils' Quest #5 - Dark Sisters
    We have added Nils' Quest #5 - Dark Sisters to the game.
  • Forgotten Temple map icon
    Forgotten Temple [932,1213] location had wrong map icon. This has been fixed.
  • Mass Sepultre map icon
    Mass Sepultre [1472,122] location had wrong map icon. This has been fixed.
  • Wooden Bridge map icon
    Wooden Bridge [202, 413] location had wrong map icon. This has been fixed.

Wave of Darkness

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

Details

Divinity: Original Sin II - 8 Do's and Don'ts @ The Escapist

by Hiddenx, 07:42

The Escapist has put together 8 suggestions for the upcoming Kickstarter RPG
Divinity: Original Sin II:

8 Do's and Don'ts for Divinity: Original Sin II

Without question, Divinity: Original Sin was one of the best RPGs of 2014. Developed by Larian Studios, the Kickstarter-backed game launched in late June, and was soon receiving solid reviews from around the internet. This morning, Larian announced a sequel, and although the first game was quite good, we do have a few suggestions for them on how to make the second game even better.

  1. DO: Add a Little More Guidance
  2. DON'T: Lose the challenge
  3. DO: Get Rid of the Rock-Paper Scissors Conversation Game
  4. DON'T: Abandon the humor
  5. DO: Make the quest journal clearer
  6. DON'T: Be Afraid to Take Risks
  7. DO: Fix the Inventory System
  8. DO: Keep the mod tools

Divinity: Original Sin II

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

Details

Wednesday - August 12, 2015

RPGWatch Feature - Spellforce 3 Gamescom Early Look

by Myrthos, 23:27

At Gamescom I was introduced to the prequel to Spellforce 1, named Spellforce 3. There were no videos to show, only a few screenshots and a bunch of artwork, but from what I was told the game looks interesting, blending RPG, strategy and economy aspects. Read all about it!

Their main reference for Spellforce 3 is Spellforce 1 and not the second installment of the series, which I think is a good thing to do. The game is a prequel to Spellforce 1 and takes place some 500 years before the events of that game. This allows them to tell more about the lore of the Spellforce universe for which there were already references in the two previous Spellforce games.
This also means that some elements available in Spellforce 1 are not yet invented and obviously, the continent is still in one piece.

They are aiming to bring as much details to the world as possible, which is something Spellforce 2 had less of than Spellforce 1. The Spellforce series have always been a combination of RPG and strategy with a bit of economy added to it. To this, two parts are changed, the strategy and economy parts as these have become too easy in Spellforce 2, which is why they want to increase the depth of these two systems.

Spellforce 3

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

Details

CivCraft - The Game Lore, Part 1

by Myrthos, 23:15

The Kickstarter for Civcraft has almost achieved its goal and still has some 30+ days to go. In today's update they bring us the first information on the lore of the game.

Kael’s heart raced. Footstep after footstep fell crunching dead weeds and dirt as he climbed the steep incline. He hadn’t slept very well the night before but whether that was due to anxiousness or anticipation he did not know. His arms and legs burned but he was filled with the adrenaline that came with battle. He savored it as it filled his blood. Bow in hand, he charged up the hill.

The first one jumped towards him, massive two-handed sword raised like some crazed reaver flying through the air. Kael drew and loosed an arrow that punched through the attacker’s armor, dropping him mid-flight. He slung his bow and drew his sword as another jumped at him. Kael met him with a shoulder before he could bring his blade down, knocking him to his back. He slid the point of his blade through the warrior’s neck and looked up the hill at the rest of his attackers.

This hill held a crucial vantage point overlooking the entire pass and the movements of both armies. The warriors who had taken the hill had done so in the dead of night, evading detection by Kael’s own scouts. There was only one faction left that had the skill to take such a valuable position without raising an alarm, the royal scouts from the Amerdan clan. They were well trained, but Kael was the king, trained from birth in the fine arts of magic and combat.

Kael noticed their sigil sewn on the outside of their cloaks. This would explain why his army had encountered a well-calculated catapult barrage early in the battle. The precision of the attack took Kael by surprise at first, but, having studied the battlefield thoroughly, he was able to figure out where the attacks were coming from and launch his own counter attack, smashing the enemy to splinters. He then organized a party comprised of his best warriors to retake the hill while the army met the rest of the Amerdan clan on the battlefield.

The band of royal scouts on the hill was dwindling. With renewed confidence, and his warriors at his back, Kael pressed on. He met his final enemy at the top of the cliff that overlooked the battlefield; with his worn armor and faded cloak, he had the look of a seasoned officer. Kael met him with a viscous overhand swing, locking his blade with the scout’s falchion. Both warriors made an effort to wrench their weapons away but the effort ended with sword and falchion clattering to the ground . The scout drew a dagger from his sleeve. Kael side-stepped his first lunge and grabbed his arm. For a moment they struggled over the knife and Kael felt his arms quiver as his enemy pushed. He saw the man smirk triumphantly as if he knew he had the upper hand. His enemy’s sudden smugness ignited Kael’s adrenaline and he threw his forehead into the man’s nose. He heard a crack of bone and the man reeled in a spurt of blood, holding his face. Kael leveled a shoulder sending him plummeting to the valley floor.

Thanls Christoph.

CivCraft

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

Details

Exoplanet: First Contact - Kickstarter Launched

by Myrthos, 23:11

Farflame let us know that the Kickstarter for Exoplanet: First Contact, a RPG based on Wild West in space, has been launched.

Exoplanet: First Contact is a single-player, story driven action RPG set in a Space Western universe. Here, real and fictional technologies meet the cruel and unforgiving, yet romantic reality of the Wild West.

You are Jack Sharp, a daring adventurer, stranded on a dangerous, wild planet known as K’Tharsis. K’Tharsis is a former mining outpost, gradually becoming a ghost colony as the Antigravium Crystal Rush is over and the inhabitants struggle for survival.

Exoplanet is inspired by games, movies and fictional worlds that changed the team’s vision of the RPG experience. We mixed the best of TESIII: Morrowind, Gothic, Fallout with the Firefly TV-series and the Dune Universe. These are the main ingredients defining the look and feel of Exoplanet.

Nostalgia alone isn’t the best foundation for a new universe, and that is why Exoplanet: First Contact is made with modern technology and hard-core game design.

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Exoplanet: First Contact

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

Details

Divinity: Original Sin II - Kickstarter Starts Aug 26th

by Gorath, 15:01

Larian officially announces Divinity: Original Sin II and a Kickstarter campaign for it.

Divinity: Original Sin II Coming to Kickstarter

Vote for Your Favorite Rewards

Prototype Playable at PAX Prime


Larian Studios today announced its most ambitious RPG ever - Divinity:Original Sin II, the sequel to “Gamespot’s PC Game of the Year,” Divinity:Original Sin.

Eager to involve the RPG community as early as possible, Larian Studios will be returning to Kickstarter on August 26th.

Fans can now suggest which rewards they would like to see offered during the Kickstarter campaign by voting and offering feedback on www.divinityoriginalsin2.com.

A prototype of Divinity: Original Sin II will also be playable at PAX Prime, highlighting some of the game’s unique features!

In addition to being among the first to go hands-on with Larian Studio's upcoming RPG, attendees will have the chance to meet the developers and win (some very cool) prizes.

Come meet us at PAX Prime in Booth #6011.

More information on Divinity:Original Sin II will be unveiled on August 26th!

Vote for Kickstarter Rewards and Sign up for Updates Here
http://divinityoriginalsin2.com/

Edit: In his blog Swen had something to say about the new game as well.

I’m so glad I can finally talk to you about this! It was getting hard to talk about what we’re doing without actually saying what we were doing, so I’m really relieved that it’s finally in the open and that I can share my excitement for this.

In case you missed it, I’m of course referring to our recent announcement that we’ll be returning to Kickstarter with Divinity: Original Sin 2; our biggest and most ambitious RPG to date — one that will either sink us, or go on to be remembered as our best game ever!

 

Divinity: Original Sin II

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

Details

DA:Inquisition - DLC 'The Descent' Release Day

by Hiddenx, 07:13

Today is the release day of the new DLC The Descent for Dragon Age: Inquisition:

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Mark your calendars because a brand new single-player adventure is coming Tuesday, August 11! In Dragon Age: InquisitionThe Descent, you will venture deep below the surface to discover the source of mysterious earthquakes threatening Thedas.

Explore the legendary Deep Roads, but ensure that you come prepared. A perilous journey awaits underground, where vast, darkspawn-infested caverns will challenge the Inquisition like never before.

Meet memorable new characters, learn more about dwarven history, and collect epic loot as you fight to solve one of Thedas's greatest mysteries. Hidden danger lurks within the Stone, Inquisitor. Good luck!

Dragon Age: Inquisition – The Descent releases on August 11, 2015, for PC, PlayStation 4, and Xbox One. EA Access members save 10%.


DA:Inquisition

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

Details

Master of Orion Reboot - Developer Diaries #1

by Hiddenx, 06:53

WG Labs' first episode of their developer diary for the Master of Orion Reboot project:

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In the very first Master of Orion Developer Diary, learn more about the rich legacy of Master of Orion and what made it one of the most influential strategy games of all time. Developers from the original Master of Orion and the upcoming game share the approaches and influences used in bringing this legend back to the gaming masses. Get an inside look at the game’s creation, from its orchestral score, design, lore, and much more.
Stay tuned for future episodes to learn even more about the WG Labs’ re-boot of the classic Master of Orion!

Non-RPG General News

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

Details

Deus Ex: MD - Boss Battle Clarification

by Silver, 06:07

There has been some confusion about the boss battles in the new Deus Ex: Mankind Divided game. An excerpt from the interview at Eurogamer.

By Robert Purchese Published 11/08/2015

There's been some confusion: you cannot talk through all boss encounters in the new Deus Ex, Mankind Divided. There are debates with key figures, such as the one shown in the 25-minute E3 gameplay video, but they're a separate thing. Boss encounters require some form of action. Boss encounters and 'debates' are two distinct types of gameplay.

Gameplay director Patrick Fortier explained this key point to me in length at Gamescom last week, and his explanation can be read below. I also discovered developer Eidos Montreal will use outsourced help to build Mankind Divided, but, and this is a key but, the boss encounters themselves are being made in house. Fortier had a lot more to say about that as well.

Source: EuroGamer

Deus Ex: MD

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

Details

RPGWatch Feature - The Technomancer Gamescom Preview

by Myrthos, 00:20

At Gamescom I visited Spiders for them to show and tell me what The Technomancer was all about.

The Technomancer is taking place two centuries after the first people came from Earth to settle on Mars and One century and 30 years after a huge cataclysm caused Mars to be disconnected from Earth. Since that moment the settlers on Mars were completely isolated and, as they do not have any natural resources on Mars, they are re-using the existing materials, such as wood, plastics and metal as good and bad as it goes, but as part of the technology is lost they can't repair all of the items anymore. Life is not easy on Mars.

The Technomancer

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

Details

CivCraft - Laying Siege

by Myrthos, 00:17

Over halfway to their goal the Kickstarter campaign for CivCraft brings us an update about sieges and the different weapons used.

Trebuchet

No good siege is more epic than with the Trebuchet, as the Trebuchet is bigger and shoots faster, with more accuracy and larger shots. The Trebuchet is a more expensive variant of the catapult and cannot be moved after it was deployed. However, once deployed, it can hurl massive projectiles at a city or an army. you can load a Trebuchet with scatter shots, fire shots and single massive shots, as well as the choice between shooting stone projectiles or iron projectiles.

Thanks Christoph.

CivCraft

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

Details

Mooncrest - Kickstarter Campaign Canceled

by Myrthos, 00:13

The Kickstarter campaign for Mooncrest has been canceled.

Almost 1,400 backers, $48K raised, and 11% toward our goal is great and we’re extremely thankful to all of the people that believed in us and wanted to see this succeed. Sadly it’s a long way from what we needed to be successful. This past weekend, we came to the realization that we weren’t going to make it and we felt canceling was our best course of action.

We described Mooncrest as a game designed in a way that you would own your victories and own your failures. This is something we were all excited about in starting up an indie company and not having to answer to a publisher. At the end of the day there were a lot of missteps along the way, and we got nobody to blame but ourselves.

Coming out of the gate things looked great, but a weak project video, coupled with poor messaging, and no ingame footage was the death of us. I planned on doing a full postmortem on our experiences with Kickstarter, but at this point we’ve examined and re-examined everything so many times I'd rather focus on the positive and move on. There was a ton of information we learned from running this Kickstarter, and if there are people out there who are interested in knowing more we may revisit that at a future date as I'm sure it would be of help anyone who wants to run a campaign.

Our future plans are to lick our wounds, address all of the criticisms/complaints we received, and move forward with another Kickstarter once we’re ready. Our focus will be on having a pitch video that actually, ya know, pitches the game, having ingame footage to show, and just going more in depth on what we have in place to see this game through production and to release.

We will see you all again soon! To keep up with our progress, you can like us on Facebook, follow us on Twitter, sign up for our newsletter, or visit our website. Thanks again for all the support and well wishes. Much love goes out to all our backers out there.

–KnightMayor

The greatest test of courage on earth is to bear defeat without losing heart.”
–Robert Green Ingersol

Thanks Christoph

Mooncrest

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

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Tuesday - August 11, 2015

Gamasutra - Excerpt of the book Dungeon H@cks

by Hiddenx, 23:21

If you like Rogue-likes this could be interesting for you:

At Gamasutra you can read an excerpt of David Craddock's book Dungeon H@cks:

Dungeon Hacks is a standalone book authored by David L. Craddock and published by Press Start Press. The book chronicles the making of and culture surrounding seminal roguelike RPGs such as Rogue, Hack, and Moria. If you enjoy this excerpt, you can pick up the full edition of Dungeon Hacks in paperback, as an audiobook, or on popular e-reading platforms like Kindle and iBooks.

Gamasutra

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Mount & Blade II - Gameplay Features Explained

by Hiddenx, 23:01

In their blog #11 TaleWorlds explains the gameplay features of Mount & Blade II: Bannerlord in great detail:

Hello All!

As many of you may have noticed, we have been rather busy! Last week, we visited Cologne, Germany to attend Gamescom, the largest game conference in Europe. While there, we took appointments to demonstrate some Bannerlord gameplay to the world's media. Along with this, we released a few videos which were used as part of our presentation.

It has been great to see the excited response to the clips and we're very pleased that your feedback has been so positive! Of course, the game is still very much in development and so we had to make decisions about what to put in the videos and how it would be presented.

Here, we have compiled some of the highlights, along with a small smattering of new footage, which we want to present to you the community, along with a little explanation about some of the features. [...]

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Mount & Blade II

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

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System Shock 2 - Retrospective Review @ US Gamer

by Hiddenx, 21:14

Jeremy Parish (US Gamer) takes a look back at System Shock 2:

System Shock 2 Proved the FPS Could be More Than Doom Clones

[...]

It was Ultima Underworld that served as the inflection point for System Shock and its sequel, System Shock 2. Developed by Blue Sky Productions, Underworld had debuted nearly a full two years before DOOM, and it simplified the rules and mechanics of Ultima in order to make them work in the context of first-person action. While not really a shooter in the modern sense — melee weapons were far more common than missile attacks, and the computer tallied attack damage with virtual dice rolls — it nevertheless feels like a proto-FPS in many ways. Yet, at the same time, the window on the action is surrounded by a classic RPG frame that depicts icons for various actions, a text window, inventory items, and a breakdown of the protagonist's gear and stats. Compared to what DOOM would bring, Ultima Underworld felt glacial and cumbersome... but it was also deep and substantial, succeeding in a completely different respect from id's hit.

[...]

System Shock 2

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

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