Your donations keep RPGWatch running!

All News

You need to be logged in to filter news.
Sunday - January 24, 2016
Saturday - January 23, 2016
Friday - January 22, 2016
Thursday - January 21, 2016
Show older news or news at:

RPGWatch

2016-02-01

Game of the Year Awards 2015 - Most Promising RPG

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

RPGWatch

2016-01-28

Game of the Year Awards 2015 - Best RPG

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

Recent articles










Picture Watch

Project Phoenix
Box Art

Poll Watch

What are your resolutions?
I don't do resolutions
69.09%

I had them, but failed already
9.09%

I'm still going strong with mine
14.55%

I'm still thinking about it
7.27%

Vote

Recently Released

Feb: XCOM 2
Feb: Sorcery!
Feb: Aveyond 4
Feb: Tales of Symphonia
Jan: Crashlands

Expected Releases

Feb: PoE: The White March 2
Feb: Acaratus
Feb: Balrum
Feb: Disgaea
Mar: Dishonored 2

Sunday - January 24, 2016

Star Traders 2 - Trese Brothers Interview

by Hiddenx, 11:38

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

[...]

Back To The Future

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

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

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

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

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

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

[...]

 

Star Traders 2

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

Details

Crashlands - Review @ PC Gamer

by Hiddenx, 11:24

PC Gamer has reviewed Crashlands:

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

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

[...]

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

Score: 73/100

Crashlands

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

Details

Ubisoft - We Care About the PC...Really

by Aubrielle, 01:25

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

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

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

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

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

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

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

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

...

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

More information.

Ubisoft

Details

Witcher 3 - Solving a Problem Like Geralt

by Aubrielle, 01:13

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

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

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

More information.

Source: Rock, Paper, Shotgun

Witcher 3

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

Details

Endless Legend - Free Exclusive Heroes

by Aubrielle, 01:08

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

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

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

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

More information.

Source: PC Gamer

Endless Legend

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

Details

Dex - Enhanced DRM-Free Release

by Aubrielle, 01:02

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

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

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

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

More information.

Dex

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

Details

Saturday - January 23, 2016

The Tower Prophecy - Kickstarter Update

by Hiddenx, 16:17

Interesting info about the Churchill tower:

loading...

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

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

Thanks Farflame!

The Tower Prophecy

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

Details

Project Resurgence - Kickstarter Update

by Hiddenx, 16:10

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

Hey hey Nectarines,

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

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

[...]

Combat System Breakdown

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

Design Philosophy

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

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

 

Kickstarter Games

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

Details

Delta Legend - Kickstarter Update

by Hiddenx, 11:04

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

Midnight Special

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

[...]

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

Kickstarter Games

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

Details

BioWare - David Gaider Leaves

by Aries100, 03:14

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

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

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

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

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

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

BioWare

Details

Heart Forth, Alicia - Update #40

by Aubrielle, 01:43

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

The Talebook

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

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

More information.

Heart Forth, Alicia

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

Details

Soul Saga - Releases in June

by Aubrielle, 01:29

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

Happy New Year, Friend!

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

June 2016!

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

EXCITING!!!

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

Beta

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

Mithos' Airship

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

Airship Exploration

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

loading...

More information.

Soul Saga

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

Details

Darkest Dungeon - Endgame Content Review

by Aubrielle, 01:15

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

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

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

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

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

More information.

Darkest Dungeon

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

Details

Children of Zodiarcs - Funded Successfully

by Aubrielle, 01:13

Children of Zodiarcs has met its Kickstarter funding goal.

More information.

Children of Zodiarcs

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

Details

Mass Effect - Soundtrack Vital to Success

by Aubrielle, 01:07

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

loading...

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

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

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

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

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

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

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

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

More information.

Mass Effect

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

Details

Elder Scrolls Online - Creative Director Speaks

by Aubrielle, 01:01

Elder Scrolls Online's creative director, Rich Lambert, tells us a little more about the upcoming Thieves Guild DLC.

Thanks to Couch for tonight's news.

The Thieves Guild will be Elder Scrolls Online's first DLC of 2016, and it's shaping up to be pretty massive in terms of content included. We caught up with ESO's Creative Director, Rich Lambert to ask a few questions about the recent info dump on the content pack.

MMORPG: Will the Maw of Lorkhaj (a new 12 player Trial) be scaled so that players of all levels can try it?  

Rich Lambert: Yep – the Maw of Lorkhaj will scale like our dungeons do. The leader of the group determines the level of the Trial. Note – in order to get on the leaderboard, the leader must be VR16 and the trial difficulty be set to Veteran. It’s also our very first Trial that has both a Normal and Veteran mode!

MMORPG: What's this about Trespassing? Explain!

RL: We’ve added in more criminal activities into the justice system. Specifically:

Trespassing - Certain locations in Abah’s Landing are off-limits where just being seen there is considered a criminal act. These locations are accessible via clearly labeled entrances that make it clear you will be trespassing. While doing so, the on screen justice indicator will notify you of your illicit status.

Criminal Mischief – A bunch of different actions fall under this criminal category. (forgery, vandalism, etc) While you are on quests or exploring Hew’s Bane these actions will be highlighted in red before performing them to indicate their criminal implications. Being witnessed performing criminal mischief will incur bounty, just as with other crimes.

Bounty Pardons - Given the Thieves Guild has certain “connections” they may at times reward their members with documentation which conveniently erases some of your accrued bounty.

MMORPG: Can you preview any of the skills we'll see in the Thieve's Guild line?

RL: For Thieves Guild skill line we’ve added in all new passive skills. The focus of this line is to improve your toolset as a thief – the easier it is to either escape the law or reduce being noticed during criminal activities, the easier it is to be a successful thief. A really good example of this would be Clemency, which is the ability to sweet talk your way out of being arrested by a guard for a limited amount of time.

MMORPG: What are the benefits we'll see with a 64-Bit client?

RL: Players will see some pretty significant stability improvements (i.e. – less crashing or stuttering) as well as overall performance improvements as the 64-bit client will be able to take advantage of larger memory pools.

More information.

Source: MMORPG.com

Elder Scrolls Online

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

Details

Friday - January 22, 2016

Witcher 2 - Available for Free on Xbox One

by Myrthos, 12:31

CD Project Red are making The Witcher 2 available for free on Xbox One for a limited time and only if you happen to live in one of the five listed countries.

CD PROJEKT RED, creators of The Witcher series of games, announce that The Witcher 2: Assassins of Kings, prequel to the award winning The Witcher 3: Wild Hunt, is now available on Xbox One via backward compatibility and is free to download for a limited time.

The Witcher 2: Assassins of Kings spins a mature, thought-provoking tale to produce one of the most complex and unique RPGs ever released on consoles. In addition to its epic story, the game features a complex combat system that uniquely combines dynamic action and tactical depth.

Free download of The Witcher 2: Assassins of Kings is available in the U.S., Canada, United Kingdom, France and Germany.

The giveaway is from January 21 (6 a.m. PST) through February 5 (12 a.m. UTC). 
Visit here for more information on Xbox One backward compatibility.

Witcher 2

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

Details

Insomnia - Needs More Money

by Myrthos, 12:21

In a de development status update for Insomnia we learn that they will launch a new Kickstarter campaign to raise additional funds in order to be able to finish the game.

Throughout 2015 we have spent $140.000 of our own funds additionally to $92.000 you helped us collect at Kickstarter. Believing in us and supporting InSomnia made you our heroes forever. You helped us understand we are moving in the right direction.

Currently we spend around $18.000 per month out of our own pockets and unfortunately we won't longer be able to continue these investments after this March hits the calendar. We still need at least $80.000 to complete the game without any loss in effectiveness and time so our team can release it until September 2016.

This leads us to a necessity of launching a new crowd-funding campaign for InSomnia in February to make this game come to life asap. During the next month we will also release an updated InSomnia demo for all promised platforms (including Windows, Mac and Linux) to showcase you the overall progress of the game. Expect a better level design, new guns and other 3D marvels along with the improved controls and even a global map.

With this being their current status:

  • we have transfered the game to Unreal Engine 4 and produced 70.000 lines of code
  • our team has developed an internal system of 3D-model quality control and gave life to more then 3.500 game objects including the elements of architecture, characters, equipment and weapons (all models made for our previous engine Ogre3D in 2014 were rebuilt from scratch) 
  • at this very moment we have finished working on 5 large and 7 middle-scale locations, 10 small levels meant for spontaneous encounters and generated quests, 2 of 3 global maps for station sectors and general global map of Object 6 as a whole
  • now we have almost twice as many of dialogs and dialog trees variations than we did before, increasing the overall word count up to 150.000 with the additional 300.000 words ready to be implemented
  • gameplay time increased up to 30-40 hours vs 15-20 which were stated initially

Other than that our team became 4 times bigger with 22 internal and 24 external developers which made us move faster and more effectively than ever before.

Thanks Morrandir.

Kickstarter Games

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

Details

Pillars of Eternity - Beta 3.0 and Translations

by Myrthos, 12:14

A new beta for Pillars of Eternity has been made avaiable on Steam in preparation for the launch of The White March - Part II.

The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be.

Here is a small list of features and changes that we would like feedback on:

  • The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses?
  • How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries?
  • Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place?
  • Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)?
  • Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them?
  • Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting?
  • The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua.

For a more in-depth look at some of the changes and fixes, head over here and check it out.

In addition the localization builder modding tool is discussed, which allows modders to translate the game in currently not supported langauges.

loading...

And there are these notes:

Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly.

Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future.

Pillars of Eternity

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

Details

Underrail - Has a Weird XP System

by Silver, 11:51

@Eurogamer they discuss the Underrail XP system and how it rewards thoroughness.

I'm a big fan of role playing games, be they digital or pen and paper. Occasionally, however, I develop a profound sense of torpor - RPG fatigue if you will - that's invariably brought about by the same thing: XP grinding.

While character development is one of the things that make RPGs so exciting, the endless grind for seemingly arbitrary parcels of experience points does get tiring. More than once I've found myself doing a quest in an RPG not out of genuine interest, but so I can watch a number that doesn't make me happy flash up on the screen for a moment. Which is exactly why I found Underrail so refreshing.

Underrail, an isometric RPG that launched late last year, has an XP system based around oddities. Oddities are strange artefacts that can be found in the world and on certain enemies. Aside from completing quests, they're the only way to gain experience; miss them, miss out. In their frequently grisly nature (rathound ear, anyone?) they take on an eldritch quality that helps enhance the subterranean world of Underrail. They also make it less about you and your nifty skillset, mr, mrs or ms protagonist, and more about the game world itself.

Have a look in the video below. Sorry for being rubbish at turn-based combat.

loading...

Underrail

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

Details

Necropolis - Release set for 17th March

by Silver, 11:22

@Eurogamer Necropolis is set for a 17th March release while preorders will go live on the 2nd of February.

[...]

Excitingly, the developer also announced that Necropolis will feature four-player co-op.

"Everyone thought the game was a blast when we played it single-player, but we were blown away by how fun it is to attack the Necropolis with our friends," said Harebrained Schemes studio manager Mitch Gitelman. "If you think hanging out with your friends and whacking on monsters sounds like fun, then this is the game for you."

Necropolis features third-person Demon's Souls-inspired combat with a stamina meter, blocking, dodging, light & heavy attacks, magic and the like. As its roguelike heritage suggests, levels are procedurally-generated with geography, monster layouts, items and more rearranged with every playthrough.

Source: EuroGamer

Necropolis

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

Details

General News - 15 Upcoming Indie RPGs

by Hiddenx, 01:35

JPGames made a nice list about upcoming indie RPGs:

15 Upcoming Indie RPGs To Keep An Eye On

  1. Americana Dawn
  2. Arcadian Atlas
  3. Boot Hill Heroes
  4. Cosmic Star Heroine
  5. CrossCode
  6. Death Trash
  7. Edge of Eternity
  8. Hyper Light Drifter
  9. Melancholy Republic
  10. Secrets of Grindea
  11. Shiness
  12. Soul Saga
  13. Unraveled: Tale of the Shipbreaker’s Daughter
  14. Unterwegs in Düsterburg Remake
  15. Zirkonia

General News

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

Details

Kenshi - Finally Entering Beta

by Aubrielle, 01:31

After long years of development, Kenshi is finally approaching beta.

You may have noticed we have been very quiet over the last few months without releasing any updates.  The reason is we are on our final run to the beta release with the new world map!

This means all core features and content will be in the game and we can finally focus entirely on stability, bug-fixing and polish.  (Features and content may still be added in the future, but not until after a full stable 1.0 release)

I won't give an exact date for the beta release because it will depend on how smoothly things go, but it will be in a few weeks from now, probably early February.  Here are the details:

NEW WORLD (0.80.0)
Due to the sheer size of the new map the first release will be restricted to a certain area only.  This area will gradually expand with more updates, but the main focus now is going to be on stability and polish.

Content:

  • Entirely new world map.  More detailed and polished, new factions, new content, things to explore.  Its' like Kenshi 2.  Crazy.  I should have called it Kenshi 2 and charged for it again, but I didn't.  Damn.
  • Entirely revamped research tech-tree, new technologies and balance.
  • Totally new buildings.  Multiple floors, and you can mount turrets on the rooftops.
  • New power system.  Generators require fuel, wind power fluctuates with the wind strength, batteries compensate for fluctuations.
  • Revamped farming system and different crops.
  • New animals, and new races with own strengths and weaknesses.
  • There's water now.  Rivers to cross and oceans to drown in.
  • Camping- You can build easy camp beds and fires for survival when travelling
  • Bandit camps, somewhere for them to retreat to and stage assaults.
  • Kenshi

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

    Details

    Children of Zodiarcs - New Preview

    by Aubrielle, 01:25

    Cliqist features a short preview of tactical JRPG Children of Zodiarcs.  CoZ is doing really well on Kickstarter right now, and is being backed by the Square Enix Collective.

    Children of Zodiarcs begins its Kickstarter pitch by asking “Do you wish there were more indie games inspired by Final Fantasy Tactics, Shining ForceTactics Ogre, and the best of Tactical JRPGs?”  As a matter of fact, I do. I also like “story-driven” games with “unique, memorable characters” so my interest levels are high for this one.

    It’s an interesting twist on the use of dice in many RPGs where your roll determines success or failure. Here, the dice “reflect varying degrees of success and alternate outcomes”. Once you’ve rolled your dice you can then pick the ones you would like to re-roll in order to fine-tune your bonuses. The idea, of course, is to try to move the emphasis away from luck and towards tactical planning, which makes sense in a tactical JRPG.

    It’s an interesting twist on the use of dice in many RPGs where your roll determines success or failure. Here, the dice “reflect varying degrees of success and alternate outcomes”. Once you’ve rolled your dice you can then pick the ones you would like to re-roll in order to fine-tune your bonuses. The idea, of course, is to try to move the emphasis away from luck and towards tactical planning, which makes sense in a tactical JRPG.

    More information.

    Children of Zodiarcs

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

    Details

    Torment: Tides of Numenera - Beta Test Live

    by Aubrielle, 01:18

    If you've been waiting for your chance to get in on Torment's beta, your wait is over (well, so long as you're in the right backer tier, anyway).  There's also new info on companions, and a special comic by Pat Rothfuss.

    tl;dr: Beta test released, companions with Colin, IGN stream

    Hello everyone,

    Chris Keenan here!

    Today we are absolutely thrilled to announce that the Torment: Tides of Numenera beta test is now available to all applicable backers! This also brings what is likely to be the final part of the Road to Beta series of updates, though we will of course be sharing more details with you going forward throughout development.

    If you pledged at a level which comes with beta test access, you can get your Steam key by logging in with your Torment account, visiting the Rewards page, and clicking the "Manage Keys" button you see there.

    While your beta test downloads, please be sure to check out our Beta Release Notes, which covers some known issues and contains notes on a few game features. And remember, the Beta Test Access add-on is still available to all backers who want to join in and experience the game first-hand before final release.

    ...

    One of the defining elements in the original Planescape: Torment wasn't just its weird and wondrous world, but also its characters. Players remember many of the game's companions today for good reason, and with Torment: Tides of Numenera we are hoping to create deep, nuanced and interesting characters who you will be able to connect with, and in some cases, change.

    Previously, we have been a little quiet on sharing our characters with you, in large part to avoid spoiling them. However, with the beta release now available, we thought it was an ideal time to introduce a few.

    I'll be turning things over to Colin to give you a quick bio on some of the fine folks you can expect to journey with while exploring Sagus Cliffs. Of course, this isn't a full list of companions in the final game – it's not even a full list of companions in the beta.

    As a warning, there are spoilers contained below, but nothing that will go beyond what you will see in the beta.

    More information.

    Source: InXile Entertainment

    Torment: Tides of Numenera

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

    Details

    Elder Scrolls Online - Thieves Guild

    by Aubrielle, 01:12

    Bethesda has released a first look at ESO's upcoming DLC pack, Thieves Guild.

    Thanks to Couch for tonight's news.

    loading...

    Thieves Guild DLC Game Pack Features & Content

    • Join the iconic Thieves Guild for the first time in ESO
    • Hew's Bane, a new zone available to characters of all levels and home of Abah's Landing, the Thieves Guild headquarters, located in the southern peninsula of Hammerfell
    • Hours of exciting new story content and quests that will take you through all your favorite areas of Tamriel
    • A challenging, new 12-player trial: Maw of Lorkhaj
    • Formidable new group bosses and delves to conquer
    • The addition of new criminal activities
    • A new passive skill line exclusive to members of the Thieves Guild
    • Unique costumes, motifs, and item sets inspired by the devious Thieves Guild

    Base Game Patch Features & Content

    • A 64-bit client for PC and Mac
    • Improvements to grouping including incentives and cross-alliance grouping outside of the Grouping Tool
    • Tons of combat and gameplay balance changes
    • Scrolling combat text (SCT)
    • Improvements and updates to Cyrodiil and its campaigns
    • Access to content from other alliances in any order you choose upon reaching Veteran Rank 1
    • Prioritization of animations during combat
    • Improved facial animations for Mac
  • …and more!
  • Source: Bethesda Softworks

    Elder Scrolls Online

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

    Details

    Crashlands - Release Day

    by Hiddenx, 01:05

    The action RPG Crashlands has been released on Steam:

    Craft, battle, and quest your way through Crashlands, a story-driven Crafting ARPG overflowing with sass!

    Become Flux Dabes, a galactic trucker whose latest shipment gets derailed by a chin-strapped alien menace named Hewgodooko, leaving you stranded on an alien planet. As you hustle to retrieve your packages you’ll become enmeshed in a nefarious plot of world domination, which will require all of your wits and both of your glutes to overcome. Learn recipes from the local sentient life, make new friends, uncover ancient secrets and deadly bosses, tame everything and build yourself a home-away-from-home as you learn to thrive on planet Woanope.

    Key Features

    Expansive Crafting System
    Unlock over 500 craftable items as you explore the world and learn its secrets!

    Self-managing, Infinite Inventory
    In Crashlands, your inventory is infinite, manages itself, and retrieves your tools when you need them, so you can focus on adventuring, questing, and building. You'll never have dig through your bag or return to your base to free up inventory space!

    RPG-Style Character Progression

    Become more powerful through creating ever-more-amazing items! As you grow in power, you can venture to new regions of the world, meet strange characters, discover new stories, and encounter new and interesting enemies.

    Skill-Based Combat

    Learn the attacks of the enemies you encounter, and use your skill, agility, and wits to defeat them! You can even augment your fighting prowess with the power of the dozens of gadgets you can craft. Set your enemies on fire, stun them, slow down time, and more!

    Intuitive Base Building

    Building a base in Crashlands is so simple it feels like fingerpainting. You can create beautiful, sprawling bases in minutes!

    Tameable Creatures
    Every creature in Crashlands can become a trusty combat sidekick. Find an egg, incubate it, and hatch your very own adorable or hideous bundle of joy. You can even craft special items to grow and empower them!

    Huge World... with Huge Problems

    Four sentient races, three continents, an epic bid for the future of the planet, and you - trapped in the middle, trying to deliver your freakin' packages. Take your time to dive into the sidestories of the characters you meet or just rush headlong into making that special delivery. With hundreds upon hundreds of quests, there's a lot to do and discover on planet Woanope!

    Crossplatforminess

    Don't want the fun to stop? Crashlands is also available on mobile - the exact same game, with your cloud-synced progress - so you never have to stop!

    loading...

    Crashlands

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

    Details

    Thursday - January 21, 2016

    XCOM 2 - Long War Studios to make Mods

    by Silver, 22:49

    At the XCOM site there has been an announcement about a partnership between Firaxis and Long War Studios. Expect more details on the mods soon.

    We are happy to announce Long War Studios, the developers behind the Long War total-conversion mod for XCOM: Enemy Unknown and XCOM: Enemy Within, has partnered with Firaxis Games and 2K for XCOM 2.

    The Long War Studios team, which is comprised of John Lumpkin, Rachel "Amineri" Norman and James "JCLewis" Karlson, is currently hard at work on multiple mods for XCOM 2. These mods are currently slated to be available at launch on February 5, 2016. We'll have more information about the content of these mods soon.

    Going to PAX South? Don't miss the Firaxis Megapanel on Saturday, January 30th at 12:30pm CT (10:30am PT/1:30pm ET) for EXCLUSIVE live gameplay of XCOM 2, as well as information on the mod tools from the developers and Long War Studios' John Lumpkin. Not at PAX South? You can watch the panel LIVE at http://twitch.tv/pax.

    XCOM 2

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

    Details

    Avernum 5 - The Morality of Cheating

    by Myrthos, 13:22

    Rachel Presser asks herself the question about the morality of cheating when she felt it was the only thing left to do when she went through Avernum 5.

    And it made me think. In a majority of video game worlds, you truly get ahead based on merit. You can grind your stats until you’re strong enough to get past a certain area or fight that boss battle, as well as do enough looting and questing to afford the supplies and training you need for these battles. That’s honestly how a lot of Spiderweb games are: you don’t need to cheat but it’s a lot harder if you don’t do it. In previous Avernum games, it was difficult to beat them but not totally undoable.

    This time? This shit was straight up impossible. How was I supposed to both find the right route as well as clobber all these Darkside Loyalists plus all their warped wolves then eventually their wizard and worse yet, dervish, when I had but one potion left?!

    There was no way I was going to get past this part of the game, let alone beat it, unless I typed in cheat commands to replenish my health and spell points and get 1337 powerups before battles, plus send me back to Blackchasm Outpost if I really got in a jam I where I couldn’t leave the workshop the way I came (barely doable in the sentinel workshop based on the layout, but literally impossible by design to do in the Anama Lands once the Darkside Loyalists invade.)

    I could finally stop cheating when I made it to the Azure Gallery and was able to find potions plus go back and forth to town to heal between battles, but warily kept my fingers on Shift-D in case I needed it again just because I wanted to move forward with the story and not spend hours fighting when I have two businesses and a social life to get back to in the real world. While I did comment to myself numerous times that there were no way I could’ve won these battles without cheating, it didn’t diminish my enjoyment of Avernum 5.

    But it begs the question: is it wrong to cheat when life gets hard? Or flat out impossible?

    Avernum 5

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

    Details

    Witcher 3 - Best 13 Mods

    by Myrthos, 13:17

    Let's do another list. This one is about the best mods in The Witcher 3, according to PC Gamer, listing 13 of them. Here are the frist three on the list.

    Absolute Camera

    Unhappy with the camera placement while you're running, fighting, riding, or swimming? Absolute Camera doesn't just change the camera distance and angle but gives you over a dozen completely customizable options for camera placement during Geralt's many activities. In the video above you can get a look at just how flexible the new camera tools are.

    PhotoMode

    Want to take some awesome screenshots of Geralt in action? This mod provides a toggle button that lets you freeze the game at will, then fly your camera around in 3D space to line up the perfect picture. There's also a toggle for making yourself invisible (good for landscape shots), and an option to spawn fog and mist to make your shots more atmospheric.

    Friendly HUD

    The Witcher 3 isn't just a great game, it also contains a great game: Gwent, a collectible card game Geralt can enjoy during his adventures. In fact, it's not unusual to hear that players would rather indulge in a Gwent fix than kill monsters. Now, you can do both! This mod replaces all combat with games of Gwent. You even earn similar loot and XP rewards for winning a game.

    Witcher 3

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

    Details

    Shiness - Interview @ WCCFTech

    by Myrthos, 13:10

    WCCFTech talked to Enigami’s CEO Hazem Hawash, to talk about their action RPG Shiness.

    • Shiness is officially described as a half-open world RPG, can you explain what that means exactly?
    • In Shiness, you can explore vast environments, like The Plains of Meonis, which is one of the main areas of the game where you can complete many quests or secondary objectives. Or discover narrow places like the dungeons, which are more similar to those you can cross in the Zelda games. Numerous enigmas and exploration phases await you!
    • Will it be possible to level up and upgrade/customize skills RPG style? If so, is there a level cap?
    • For sure! Shiness got its own skill system! You can customize all of your characters stats by equipping them with the items you’ll find during your journey. The level cap of each character will be fixed at 50.
    • Will there be proper boss fights in Shiness and if so, how many?
    • There are different bosses in Shiness, but we’d rather not tell you how many to keep the surprise! One thing is certain: we do our best to make the boss battles as epic as possible!

    Shiness

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

    Details

    Banner Saga 2 - Update #60

    by Aubrielle, 01:01

    Banner Saga II gets another update and another character.

    Very pleased to let you all know that we’re working hard on wrapping up development on Banner Saga 2. As we get toward the end we’ll start sharing more information about the game, but at this point here’s what we can tell you: 

    • Combat Changes - Over the past few years we noticed and heard all of the feedback regarding combat in The Banner Saga, so improving that experience has been on the top of our list. We’re adding things to the battle boards to make them more interesting, adding in objectives to certain combat scenarios, vastly increasing the unit and ability diversity, and telling more story via the battle board this time around. 
    • The Story Continues - You’re going back to the same world but you’re going to see more of it and experience a host of new characters. We hope you import your saved games from The Banner Saga because doing so will make sure your choices, characters, items and ranks all carry over to Banner Saga 2. 
    • Keeping the Bar High - We set a high quality bar for ourselves with the launch of The Banner Saga, and nothing has changed as far as that standard is concerned, except that we like to think we’ve raised the bar just that bit little higher for Banner Saga 2.

    One character you’ll encounter early on is Folka. Folka is a shieldmaiden, gets involved in combat up close and personal, is a true force to be reckoned with and is our first female melee character.

    Folka’s size, mind for strategy, and gall make her the unofficial second-in-command of the Ravens, the infamous mercenaries led by the last varl berserk, Bolverk. From a frozen region where a family’s worth is measured daily by the trees they fell, Folka knows hardship and loss better than most, yet still finds reason to fight on. As the only human alive who has challenged Bolverk’s orders and gained his trust, the other mercenaries go to her to make requests. Her strong personality keeps most of the men around her at arm's-length, whether she wants that or not.

    More information.

    Source: Stoic Studio

    Banner Saga 2

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

    Details

    General News - Fewer Side Quests?

    by Aubrielle, 00:57

    Do you think open-world games would benefit from fewer side quests?

    How many of the games you’ve bought last year have you’ve played until the end credits?

    I recently wrote about slowing down and enjoying the games you have, as opposed to joining the rush to playing the latest “must have” title before it was spoiled through social media and the like. To me though, this is only half of the issue.

    Looking at the games that I’ve seen through to the end credits, excluding the review titles I’ve been assigned, my completion list is embarrassing to say the least. The Order: 1886, Until Dawn, and Transformers: Devastation are about all I managed to finish in 2015, while the year before, it was the likes of The Last of Us and Tomb Raider on the PS3 that went the distance. I had a damn good time playing through them, and looking at them now, I see a common factor running through them all. They do a fine job of keeping themselves relatively linear and to the point, and none of them rely on open world, sandbox, side-quest filler to “enhance” the experience.

    I’m a gamer of advancing years and short of free time. I’m able to snatch an hour or two every three or four days at the very most if I’m lucky. I’m not alone as well, it’s a common theme for my older demographic to simply not have the time to spend on trivial pursuits like 80-hour gaming sessions, especially when partners and children and dull reality television demands your time instead. I’m never surprised to hear my more time fortunate gaming friends rattle off a list of games they’ve spent thirty or so hours in, and feel like they haven’t scratched the surface or already have the game world map lighting up like a Christmas tree every time they press start with a list of possible quests they can undertake.

    More information.

    General News

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

    Details

    Dragon's Dogma: Dark Arisen - You Must Play

    by Aubrielle, 00:52

    Vice chimes in on why you absolutely must play Dragon's Dogma: Dark Arisen.

    When Dragon's Dogma first popped up in 2012, there didn't appear to be much reason to get excited. During the days of the Xbox 360 and PS3 we were frankly inundated with bland over-the-shoulder shooters and action RPGs, and Capcom's oddly flat-looking offering didn't appear to be anything different.

    But underneath the muddy veneer hid an admittedly fairly ropey game that was still quite genuinely worth getting psyched about. Four years later, and a swanky re-release on PC (in its Dragon's Dogma: Dark Arisen guise, albeit now supporting 4K resolution and looking delicious) has people like me popping out of the woodwork to defend this gorgeous flawed-gem of a game, which having finally waved goodbye to many technical issues that plagued it originally is now the definite version to play. Here are five reasons why it's worth your attention.

    More information.

    Dragon's Dogma: Dark Arisen

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

    Details