Stardew Valley Review
Purpleblob goes down on the farm with Stardew Valley.
» Continue reading the article...
Black Desert Online
Black Desert Online Review
Aubrielle sets out to uncover why Black Desert Online isn't your average MMO.
» Read the article
Mega Bucks AAA+
Noticeably well funded
Fairly well funded
Cheap and cheerful
Monday - June 13, 2016
Bethesda E3 - Fallout Addons/Skyrim Remastered
Consider the rumours confirmed as Bethesda Game Studios Director Todd Howard confirmed that Skyrim will be remastered for pcs and next-gen consoles. For pcs it is a free upgrade if you own all dlc. Additionally Fallout 4 addons were announced as well as a big update for Fallout Shelter.
Watch as Bethesda Game Studios' Game Director Todd Howard shares the latest content for Fallout 4 and Fallout Shelter, PLUS the official announcement of Skyrim Special Edition.
At the BE3 Showcase, Bethesda Game Studios revealed three more add-ons, with the first Contraptions Workshop available on June 14th. Get the full scoop on Contraptions Workshop, Vault-Tec Workshop and their final add-on, Nuka-World.
Also from the Wasteland, Bethesda Game Studios is working on big changes for Fallout Shelter. Update 1.6 will introduce Quests to Fallout Shelter, with an all-new combat system, new characters, enemies, and locations to explore. Plus, the surprise announcement that Fallout Shelter is coming to PC. Both Quests and Fallout Shelter for PC will arrive in July.
Finally, one of the most beloved games of the last generation (and all-time), Skyrim Special Edition, brings the epic fantasy to life in stunning, remastered detail , with all the official add-ons included. Skyrim Special Edition will release for PlayStation 4, Xbox One, and PC on October 28th 2016 , and will support full PC Mods on console.
A House of Many Doors - Gods and Worship
In this recent update for A House of Many Doors more information is provided on the gods in the game and how they play a role.
The gods of the House are very real indeed, and make their existence known. In the Cities, however, ordinary people are only permitted to worship the nine Sanctioned gods.
Over the course of your travels, as you make your mark on the House, the gods will grow intrigued. When you do something worthy of interest, perhaps by completing a story or simply catering to that god's particular eccentricities, you will accrue their Divine Scrutiny (or, if you displease thrm, Divine Reproach). Earn enough Scrutiny, and you may ask the god for a favour. Attract enough Reproach, and become cursed.
But what if you actively seek to earn a particular god's Scrutiny, rather than simply letting it accrue naturally? Well, to me that sounds you're on a divine mission.
A House of Many DoorsSP/MP: Single-player
Release: In development
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Indiegogo Games - Edge of Twilight
Black Rune spotted the Indiegogo campaign for the Action Adventure Edge of Twilight:
(English at 1:42)
The Edge of Twilight series is a multiplatform, diverse-genre series of Steampunk games. "Edge of Twilight - Return to Glory" is a 3rd person action adventure game developed for the PC, Consoles and Nvidia Shield platforms presenting a unique post-apocalyptic, steampunk fantasy world that has been split into separate realms of Day and Night. Players take the role of Lex, an outcast bounty hunter who finds himself caught amidst the clash of two polar opposite civilisations, the industrial Atherns and the spiritual Lithern, the result of impetuous greed for a solitary source of energy.
Indiegogo GamesSP/MP: Unknown
Release: In development
Sunday - June 12, 2016
Stygian - Cultic Games Interview
Here's a RPG-France interview with Cultic Games who are running a Kickstarter campaign for the RPG Stygian right now - a snippet:
A Detailed Interview with Cultic Games and More!
Lovecraft's universe is unique, and is an infinite source of inspiration for video games, art or movies. Why did you want to make a roleplaying game in this world?
Since the first time I read Lovecraft (I guess I was around 10 when my older brother gave me the book, I still blame him for the weird dreams :)) the storytelling style, the themes of facing the incomprehensible and the fragility of human beings against these cold ancient entities left their deep mark on me.
Besides I always wondered why CRPGs were confined to certain settings and themes in the last decades. Think about "Ultima: Martian Dreams" or SSI's "Dark Sun" games or "Albion" from Thalion Software. They are all wonderful and fresh games opening new horizons to RPG gamers. Then somehow games like that started to disappear. Of course there are business reasons behind this. These kind of games require taking a certain kind of risk for the publisher. "Orcs and Elves sell, right? Why change the formula?"
We're living in the indie age now. The gamers are your publishers and you can obtain the template codes of an inventory system from Unity Asset Store. There is breathing space for passion to prevail against established business systems. So why the hell not?
Release: In development
Fabular - 80% funded
Kickstarter GamesSP/MP: Unknown
Release: In development
Banner Saga 2 - Review @ Gamer Professionals
Gamer Professionals reviewed Banner Saga 2:
Banner Saga 2 Review (PC)
After the great success Stoic Studios had with The Banner Saga, they brought us part two on April 19, 2016. Taking place almost immediately after the first game Banner Saga 2 brings us back to familiar faces, artwork and that amazing music score. That’s just the beginning as Stoic has listened to their fans and what content to improve on. Let’s go through what was added to the second Banner Saga, part two of a trilogy.
First and foremost, if you have completed Banner Saga you may import your characters, items, levels and choices. Through testing I have found this to be the preferable option. The edge you get from importing a save is well worth it. Some of the items and characters won’t be available without an imported save.
To wrap this up, The Banner Saga 2 went beyond my expectations. The masterful way of melding story, lore, and music into a tactical RPG is simply wonderful. Artwork that had already impressed many was improved both obviously and in minor detail. Storytelling has become more fluid while making battle less of a grind. Lastly, the way Stoic meshed the first and second Banner Saga games was brilliant. Much like any of Telltale’s games, your choice effects how things play out in a major way.
Banner Saga 2SP/MP: Single-player
Opinion - Why Video Games are Bad Role Models
If you were thinking of eating turkey from a dumpster or planning to enjoy some irradiated salisbury steak, you might want to rethink that. GameInformer tells us why living like you're in a video game might not always be a good idea.
If you were to attempt half of the things commonly occur in video games, at best you would get dirty looks. At worst you would be imprisoned for life or end up dead. From eating food found in the street to disobeying traffic laws, committing mass murders, and lighting yourself on fire, there are a few lessons we shouldn’t take away from video games.
We collected some of the worst ideas video games have tried to put in our minds as a cautionary tale of what not do from day to day.
Source: Game Informer
Total War: Warhammer - PixelDynamo Review
PixelDynamo reviews Total War: Warhammer and gives it an impressive score of 8.8.
Total War’s mechanics and the Warhammer setting complement one another beautifully, and Creative Assembly has mostly nailed the execution. Total War: Warhammer is the best representation of the Warhammer universe there has ever been in a video game, and the best entry in the Total War series for some time.
Source: Pixel Dynamo
Total War: WarhammerSP/MP: Single + MP
Beamdog - Hiring for D&D Project
David Gaider announced on Twitter that he wants to hire staff to work on an unannounced D&D CRPG.
Thanks to a tweet by David Gaider, we now know that Beamdog is actively recruiting for "an upcoming (and currently unannounced) CRPG in the Dungeons & Dragons universe." Does that mean we're in store for an enhanced edition of Icewind Dale II or Planescape: Torment, a Baldur's Gate III, or an entirely new game that will kick off an original D&D series? We'll just have to wait to find out, I suppose.Ever considered taking your love of roleplaying games to the next level and actually becoming part of their creation? Do you dream about constructing epic quests for the players of your tabletop game? Would the idea of being part of the future of Dungeons & Dragons on computers appeal to you? Beamdog, the game developers behind Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, and Icewind Dale: Enhanced Edition—as well as the newly released Baldur’s Gate: Siege of Dragonspear—are looking for a Narrative Designer to join their creative team.
In case you're interested in applying, the newly posted job announcement is for a narrative designer who will be responsible for writing quests, dialogue, and the like:
The Narrative Designer will be responsible for working with the rest of the Beamdog creative team to craft an upcoming (and currently unannounced) CRPG in the Dungeons & Dragons universe. This means coming up with unique and exciting quest designs, creating brand new characters the fans will love, and being responsible for their writing and dialogue through the entire iterative and editing process all the way to release.
It's hard work, as Beamdog’s games require a great deal of writing as well as flexibility on the part of the narrative designers, but it makes for a new challenge every day. There is no other career quite like it!
CD Projekt RED - New Witcher-Related Title at E3?
Is CD Projekt RED announcing a new Witcher-related title at E3? Might it have something to do with the Gwent card game that made the news last week?
I'll leave the title of this newsbit with a question mark at this point, but I think it's pretty clear by the picture that GameSpot snapped near the LA Convention Center that CD Projekt RED intends to announce, well, something related to The Witcher series at next week's E3. The promotional art that dons the side of the Figueroa Hotel looks more than a little light-hearted, though, so it's hard to say where this will ultimately lead. Perhaps it will tie in with the Gwent trademark that was filed last week?GameSpot is now on the ground in Los Angeles for E3, and we snapped the photo below of a massive poster from CD Projekt Red hung on the Figueroa Hotel. As you can see, the poster is incomplete; perhaps the rest will be revealed in the coming days.
Earlier this week, it was revealed that CD Projekt Red trademarked "Gwent: The Card Game," with the suggestion being that it could be for a standalone version for mobile devices. Gwent is the name of the popular in-game card game from The Witcher 3.
It is possible this is the game that CD Projekt Red boss Marcin Iwinski alluded to in a recent interview, where he also suggested the project could be announced at E3.
CD Projekt said previously that it would announce or possibly launch a new game in 2016. Interestingly, this would be a "new type of video game format previously unexplored by the studio." A standalone version of Gwent for mobile devices would fit that description.
CD Projekt RED
Release: In development
Saturday - June 11, 2016
ELEX - English Translation: Andrew S. Walsh
World of Elex reports that Andrew S. Walsh returns to the Piranha Bytes team to do the English translation for ELEX:
In a forum post, Jenny Pakratz, one of the main developers of ELEX, has confirmed that acclaimed writer and director Andrew S. Walsh, whose previous collaboration with Piranha Bytes on the game Risen has received widespread critical and fan praise, is working again with our favorite developers, in order to deliver a new excilarating experience in ELEX.
"In Risen 1 Andrew S. Walsh over-worked the english translations, but he didn't work at Risen 2 or 3. In ELEX he already works at the translations, so i think it will be great."
Read after the break more details about Andre S. Walsh's career and his work on Risen!
Andrew S. Walsh's work has covered videogames, theatre, films and television, comics, and radio work.
During his previous collaboration with Piranha Bytes, he served as Lead Writer, dialogue and narrative consultant, and Voice Director, for Risen. His peer, Michael Paeck, from Cliffhanger Productions, had this to say about the project:
“I've worked with Andy on the English rewrite and the English voice direction of the dialogs of the game 'Risen'. The game is a massive single player RPG, so it was a complicated and big project for all of us. At first the Publisher and I had a general idea of where we wanted to go with this title, but with Andy on board the idea of just having a good localization developed into a living and breathing project that easily surpassed our high expectations. He did not only understand exactly what we were looking for in basically no time, he also worked hard, showed passion and believed in what we were working on. I can recommend him for any story work you've got, he's got the spirit.”
Among his many successes we count:
- Writers' Guild of Great Britain Award 2010 Nomination for Risen;
- Winner of the 'Best Videogames Writer, 2009' Writers' Guild of Great Britain Award for Prince of Persia;
- For his radio work, he won The Woolwich Young Radio Playwrights' Award in 1996
Thanks Farflame - you found some new concept art at WoE as well: The Outlaws
Platform: PC, PS4, Xbox One
Release: In development
Necropolis - E3-Preview @ IGN
IGN has has checked out Necropolis at the E3 - the rogue-like RPG will be released this summer:
E3 2016: Necropolis Is Dark Souls With a Sense of Humor
Prepare to live, die, laugh, and repeat in this Dark Souls-inspired action adventure game.
If you enjoy the Dark Souls series, Necropolis might grab your attention right from the start. The people behind this 3D action adventure take the Souls' tough-as-nails combat, add a pinch of humor, and some slightly harsher consequences: Death doesn’t drop some of your current progress, you lose everything (levels, equipment, and items) and start over form the beginning. Creative Director and co-founder of developer Harebrained Schemes Mitch Gitelman describes it with a succinct pitch that a member of his team came up with: “What would happen if Dark Souls and Spelunky had a baby? And that baby tried to kill you over and over again?” he said.
“You’re going to die fairly often,” Gitelman jokes, “Embrace that.” Necropoilis is a difficult Roguelike, a genre where permadeath is a hard reset that robs you of progress.
NecropolisSP/MP: Single + MP
Release: In development
Anima: Gate of Memories - Review @ Destructoid
Destructoid has reviewed the open-world action RPG Anima: Gate of Memories:
Review: Anima: Gate of Memories
If you're into tabletop role-playing games you may have heard of Anima, but I certainly hadn't prior to playing this. Thankfully, I didn't need to know anything about the series as this open-world action-RPG is a contained story set in the same universe as the board and card games that came before it.
You play as "The Bearer of Calamities," which is a way cooler way of saying 'a generic blond, big-boobed mage who forgot her own name and whose fate is intertwined with a book.' That book isn't just any book -- it contains a god-like demon that just happens to look like a sexy dude and sounds quite similar to Space Dandy (he's a dandy guy, in space). The duo ends up in a tower that acts as a hub world for different locations home to some deranged bosses, each of which has five memories scattered around their level that tell their horrific backstories.
Aside from some minor camera issues, a sexualized and poorly-written lead, and some annoying bosses, this is a pretty great little game. The graphics are decent, on par with the better-looking games of last generation; the soundtrack is better than it has any right to be; and the set pieces are easy on the eyes and vary greatly between each level. Not only can you get around 25 to 30 hours from the main story, but there is also a new game plus mode with even more endings.
If you're a fan of Nier and looking to get your fix until the proper sequel is out, it is easy to recommend Anima. RPGs rarely hold my attention but I happily sank my time into this one no problem. There's enough quality content here that it feels like the developer or publisher is selling itself short by setting the price so low, as I would have easily been satisfied with this at double the price. It's even more impressive knowing the game was developed by three people. Just know going in that toward the end, you're going to be frustrated with some boss fights, pending the developers don't tweak them in a future update.
Score: 8/10 - Great
Anima: Gate of MemoriesSP/MP: Single-player
Conan Exiles - Early Access September 13th
Funcom have announced that Conan Exiles will launch into Steam early access September 13th and have released a trailer for the developing game.
- Brand new trailer showing pre-alpha gameplay now available, new screenshots -
Oslo, Norway - June 9th, 2016 - Funcom, the independent developer and publisher of computer and console games, today announced that the company's open-world survival game ‘Conan Exiles' will enter into Early Access on September 13th, 2016. The company cut the ribbon to the official Steam page today, where Early Access will kick off, with full launch on PC and consoles to follow. The company also released the first ever trailer featuring pre-alpha gameplay footage, finally giving fans a glimpse at how the game looks in motion. The video is available in eight different languages.
"We're very excited (and a bit nervous) about launching our first Early Access title," said Funcom CEO Rui Casais. "The team wants to give the players the best possible experience, and while we are used to working on a game for several years before letting players in, this time around we will let players in just nine months after development started! As with any Early Access games, some features and content will be more finalized than others, and players will be able to help us focus on what's important to them so that we can improve the game and flesh out content and systems before full launch."
‘Conan Exiles' will first become available as an Early Access title, meaning certain content and features will be more complete than others when first available. Over time Funcom will work with the community and players and focus on what is important to them when deciding what to improve, what new mechanics and content to add. Players can expect the game to improve significantly over the course of the Early Access period, on everything from graphics to content and systems.
TTON - Techland is Publisher
@Mcvuk they announce that Techland will publish Torment: Tides of Numenera.
Hot on the heels of announcing its global publishing plans, Techland has revealed the first fruits of the change - a deal to publish inXile Entertainment's Torment: Tides of Numenera.
The game, due out on PC in Q1 2017, is the spiritual successor to PC hit Planescape: Torment, with developer Brian Fargo at the helm. It will be released both physically and digitally.
"inXile is an amazing team of people, led by an industry veteran and one of the most renowned developer of all times, Brian Fargo," Techland's business development director Przemek Marmul told MCV. "As a developer we've managed to build an amazing community around Dead Island, Dying Light etc and inXile did the same. So it's all about understanding the players and being creative, as well as having all the necessary resources to deliver the game to the players.
"We want to build on this and use this experience as a global publisher now. We published Dying Light in 144 territories and we believe we did a bloody good job, while Warner really helped as a distributor. That's how we understood that we're ready to help third party developers. We're very excited and full of positive energy. I guess that a guy like Brian Fargo feels that and I'm sure that he has the same approach."
Marmul also emphasised to MCV that Techland isn't offering a pre-packaged publishing service, but is instead perfectly happy to tailor its skills to the particular needs of any partner. It's willing to spend, too.
"We have the skills and assets to offer our support when it comes to every aspect of the production process of the game, as well as pre and post-launch activity, including funding of course," he added.
"We do trade and consumer marketing, PR, social media campaigns, we're going to present the games of our partner studios at the biggest and most relevant fairs and industry events, we offer legal support... If you sign with us, you'll get a dedicated publishing team of people, thanks to whom Dying Light reached millions of players around the world."
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Call of Cthulhu - E3 Trailer
Cyanide Studios, the developers behind Call of Cthulhu, have released a trailer for E3.
Call of Cthulhu: insanity is the only path for truth
The E3 trailer for Call of Cthulhu, the official video game adaptation of Chaosium’s pen & paper RPG, rises from the depths. Developed for consoles and PC by Cyanide Studio in Paris, Call of Cthulhu will offer an RPG-Investigation title, packed with psychological horror and stealth mechanics. Cyanide Studios brings to life a disturbing world that players will have to explore and investigate while Cthulhu, the Great Dreamer, prepares its awakening. Today’s E3 Trailer offers but a glimpse at all that awaits you.
In Call of Cthulhu, players will control Edward Pierce, a former veteran and private investigator in 1920s Boston. Pierce will be investigating the tragic and mysterious death of Sarah Hawkins and her family in Darkwater Island. The game’s E3 Trailer showcases this disturbing Island and the eerie Hawkins Family Mansion, and gives a glimpse at how the intensity of the investigation will slowly start chipping away at your Sanity.
Insanity and the Cthulhu Mythos have long been entwined – as your investigation brings you closer to Cthulhu’s sphere of influence, madness will progressively engulf your senses, leaving you to increasingly question what is real and what is illusory. They say that madness is the only way that can bring you to the truth and you will have to balance your sanity against your determination to discover it!
The Cthulhu Mythos has grown to become one of the largest shared universes ever envisioned, giving birth to countless stories, novels, and even movies ever since the original publication of Lovecraft's The Call of Cthulhu.
Call of CthulhuSP/MP: Unknown
Release: In development
Friday - June 10, 2016
The Technomancer - E3 Trailer
Here's the Technomancer E3 trailer - spotted by Farflame:
The Technomancer shows off the chaotic Red Planet in its E3 trailer
With a cover of "House of the Rising Sun" that turns up the heat
The Technomancer, the sci-fi RPG set on Mars, releases on June 28 for PlayStation 4, Xbox One and PC. Today we're showcasing the game's E3 Trailer, driven by the Frijid Pink's legendary cover of the rock classic "House of the Rising Sun". Delve into the chaotic world of Mars, a planet that is torn by war and political conflict.
Mars is a barren wasteland that is home to the forgotten children of Earth. On the surface, warring corporations fight wars from their massive domed cities for one resource: water. Underground, hidden between the crags or in unexplored valleys, you will factions struggling for their own profit, or mutants permanently changed by the sun's radiation and hated by the rest of humankind.
Here you play as a Technomancer - a formidable warrior harnessing destructive electrical powers. Travel with your companions, choosing between diplomacy, combat, or trickery to resolve quests. Gain experience to level up your character, and learn new skills or upgrade perks across 4 unique skill trees. Loot, buy, and craft more powerful equipment and weaponry for yourself and teammates to stand a chance of surviving! Only you can forge the destiny of Mars.
For more information, don't forget to plunge in the Gameplay Trailer that covers the games' RPG mechanics, and the Compagnons Trailer that will describe all the interactions and relationships you can build with you teammates.
The TechnomancerSP/MP: Single-player
Release: In development
Fallout 4 - Wyoming Mod
Rjshae spotted an interesting Fallout 4 mod in the making:
Fallout 4: Wyoming, Rise of the Great Khanate
Greetings everyone and welcome to our 2nd development blog!
It’s been a little over a month since I posted this project’s first development blog and at the time I was working alone, a lot has changed since then. To begin with, as of now there are almost 20 people working or having contributed to this project in some way. While this certainly sounds good, we still have many empty positions which are affecting the overall progress of the mod.
Namely, we desperately need people with experience in quest design/implementation in the Creation Kit. Whilst we have a team of talented writers, they cannot complete their work since the storyline and the quests need to be designed in accordance with what is possible with the Creation Kit. Lacking people with experience in the field of quest design/implementation means that we’re unable to realistically write our story and quests. Thus if you have some experience with quests in the Creation Kit and you would like to help this project (even if it’s only as an advisor: letting us know what is possible and what not) we definitely need you! So feel free to send an email at firstname.lastname@example.org and we’ll get you started!
In addition, if you’re a 3d artist and you have some experience working with nifskope, the Creation Kit and implementing your custom assets into the game, we could definitely make use of your skills. We’ve hit a wall when it comes to importing custom assets into the game and we definitely need some help there in order to progress the mod.
But enough with talking, let’s start this preview!
Whilst a lot of talented people joined the team, in this field I still largely work alone. Over the past month, I’ve been working with the regions tool in order to generate a first layer of textures for the entirety of the worldspace. In order to do so, I’ve decided that the world should be split into three different climate areas (this determines the texture set and overall look of these areas).
Fallout 4SP/MP: Single-player
Skywind - Recreating a Modern Classic
PC Gamer discusses Skywind and how it is reinventing an old favorite.
A mushroom towers above you, reaching for the sky. The place feels familiar, but the light has changed. Plants have taken root in previously barren land, new rocks jut from the earth like gnarled fingers. It’s the same, but different—a place inspired by what came before. “A complete remake and re-imagining of Morrowind,” in the words of Brandon Giles, one of the lead developers of the ambitious community project Skywind. The mod aims to draw players fresh and old to the world of Bethesda’s 14-year-old RPG.
Skywind had its inception in 2012. The seeds can be found in Morroblivion, which ported Morrowind’s content into Oblivion’s engine. Once the project came to an end, some leftover team members decided to attempt a similar feat—this time using Skyrim as their base.
“It wasn’t until late into the following year that the project evolved into what it is now,” Giles says of the Elder Scrolls Renewal Project, of which Skywind is a part. “[We] aspired to do something greater than a mere port of Morrowind. No one really knows the exact point that this switch happened, but I think as we got more and more talented individuals on board, we really broadened our horizons and looked to make something much more special. Since then the vision has only grown.”
Skywind’s global team was brought together by a love of the Elder Scrolls series. They’re all volunteers, and their ultimate reward for the thousands of hours invested will be the finished project itself. The challenge they have set is to take a classic and renovate it, improving it graphically and bringing the world’s density, life and interactions up to the standards set by today’s open-world games.
Source: PC Gamer
Torment: Tides of Numenera - Delayed Until 2017
As reported by Couch in our forums and submitted to us by vigilant Watchers, Torment: Tides of Numenera has been delayed. The latest Kickstarter update details the release date decision, as well as progress updates and the state of the beta.
Of course there is still plenty of work ahead and we won't be cooling our heels yet. Our artists, writers and designers are continuing work to bring the game towards a finished state by polishing systems, artwork, quests and more, and QA is an ongoing process. In the videogames business and especially with RPGs, time to iterate is the biggest luxury you can have.
Torment has also grown to around 1 million words – bigger than the Bible – and we feel that getting a good quality translation of such a deep narrative experience is very important for a large percentage of our players. Therefore, we will be turning to professional localization services to achieve the best experience possible. With the game content complete, we have already begun locking down our text and breaking it into batches for localization, so progress is already being made.
This localization is no small feat (not to mention costly!), but we have a secret weapon… we're partnering with a certain publisher to help out on this front. But who is this partner? We can't comment on that just yet… but you will learn more very soon.
All said and done, our combined iteration and localization efforts are looking to be a 6-month process. So, we have two paths open to us, a bit of choice and consequence, if you will. Those of you who have been following our updates know we have been hinting towards a late 2016 release, and we could crunch and rush to get the game out around November. But doing so would mean both sacrificing the quality of our localization and would lead to a less polished game for the nearly 100,000 people total who have backed the game. Therefore, in the interests of giving everyone the best experience, we will be releasing Torment in early Q1 2017.
We know it's frustrating to wait a little longer, but we've come this far. I remember the pain of moving the release of Baldur's Gate 1 effectively into January in much the same way, but that ended up being the right move and we all know how fondly it is remembered today. These types of trade-offs are never easy, but from day one it's been our goal to make Torment the masterpiece you deserve.
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Copper Dreams - Funded!
With over 40 hours remaining Copper Dreams has been funded. Whalenought are in the process of setting up paypal for post kickstarter funding. There has also been a new tier opened up for those super interested in physical collectibles known as the Mega Box, the latest update has details on this and miniatures as well.
The Mega Box Tier
Throughout the campaign we had some requests to have larger tiers, or tiers that include a compilation of all the rewards. We have to be careful with how much we can actually do with physical rewards, of course, that's time out of our two-person team. However we could easily oblige providing more exclusives that are simply coming from other tiers or making the game.
Thus we wanted to create a mega box tier here at the end of all things. A few of you have so graciously donated beyond the highest tier, and anyone who has will be receiving this upgraded tier regardless if they change their pledge.
The Mega Box Tier will firstly come in a larger box to house the collector's edition box. We have a few companies we're looking at for these, but we have some custom options that should look great!
Secondly, it will include all of the miniatures we're having available in the game. The Miniature+ tiers can choose any one to be packaged with their rewards!
Thirdly, the Mega Box will also include a signed and wax sealed frame from the introduction animation of the game and a physical copy of the storyboard. We're making a short frame-by-frame intro animation to help set a nice tone to invite players into the crazy world they are about to wake up to. There's something magical about a good frame-by-frame, and we wanted to start including these in the game.
While this won't be a cell image or anything (we're not that old-school), it will be a great frame from one of the scenes.
Finally, the proud owners of the Mega Box will have the option of choosing a Serpent in the Staglands Handbook, or the soon to be created Banquet for Fools Handbook, as well as a copy of Serpent in the Staglands.
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Halcyon 6:SC - Officers Unleashed...Unleashed!
A new update for Halcyon 6 titled 'Officers Unleashed'. Patch notes are extensive, among many notable changes are the addition of personality traits for officers with new story event options, starbase layout changes, planetside away missions and more.
- Halcyon 6 starbase layout has been completely changed!
- The starbase is now host to loads of different space monsters that you can encounter and "interact" with while exploring it.
- Officers now have unique ground combat powers (they start with 4) that can be selected as they level up.
- Officer Level cap increased to 15.
- Officers now have attributes that determine how adept they are at performing certain tasks.
- Base rooms now have tasks that you can perform to unlock upgrades and tech, and can, from time to time, trigger special events.
- Tech Research tree has been completely revamped.
- Officers are now awarded Skill Points upon level up, which can then be used to unlock powers from the Officer Quarters / Profile Screen.
- Officers now have personality traits that affect their statistics as well as story event options.
- Officers now gain and lose special combat traits based on their experiences in combat.
- Player's ships and Officers are no longer automatically destroyed / killed when Health reaches 0 - instead, they enter a Critical Condition state where any additional damage may kill them. The amount of damage done determines the % chance of being destroyed.
- You may now reroll" a limited number of times during Officer selection, to find an officer that best suits your Fleet.
- New menu and button icons, all new screen transitions.
General Bug Fixes and Enhancements:
- Enemy fleet strength is more varied (ie. not always super strong).
- Cadets can now be upgraded in the new Cadet Barracks base room.
- Reduced chances of consecutive base room encounters while exploring the same room.
- Unlock Officers and recruit replacements at the new Officer's Academy.
- Fixed bug with Ship stats being affected by Officer levels (only ground combat stats should be affected by Officer levels).
- Fixed cooldown timing causing enemy ships to "pass" their turns in combat.
- Enemy ship health is now displayed on the starmap, alluding to the difficulty of the fight.
- Ground combat damage has been adjusted across the entire game.
- Opening cinematic combat has been updated to include more clarity and information.
- Lowered XP requirements for Officer levelling.
- Countless small event system fixes, upgrades and typo fixes.
- Animations upgraded across the entire game and additional all-new Space Combat backgrounds.
Quest/Mission & Economy:
- Rebalanced generated enemy fleet strength (slightly easier).
- Slightly increased cost of healing officers.
- ncreased Crew generation on colonies.
- Reduced resource generation for Materials, Dark Matter, and Fuel.
- New planetside away missions in the Federation and Pirate areas.
- Early missions tweaked to include the ALL NEW task system and officer academy changes.
Ships/Officers & Powers:
=Hull and health bar values now displayed permanently during combat
=Officers now gain XP while exploring Base Rooms.
=Pirates have started captured alien vessels to use in their fleets!
=Ships that have been attacked with Ship Disable will gain a temporary resistance against it.
=Officer powers shuffled for balancing.
=Most Healing and Repair powers have been given a boost in effectiveness
=Enemy damage has been given a significant increase in effectiveness
=Damage over time powers now have damage based on relative ship strength
=Group Heal / Repair powers will no longer remove status effects, except Matter =Reconstruction
=Enemy faction resistances have been lowered for lower tier ships
=A MASSIVE overhaul and rebalance on specific power & ships, including:
- Chimera now has a resistance to Ship Disable
- Cloak now does minor repairs and lasts longer
- New Eng Power - Reinforce Hull
- Reduced duration of Brace
- ncreased damage and repair of Siphon Dark Matter
- Warder now has Overheat Hull power (exploits Crew Panicked)
- Strafing Run now causes Engines Down
- Triple Shot now exploits Vulnerable
- Bend Spacetime's cooldown has been increased
- Salvage Harpoon now inflicts Hull Breach instead of Sensors Offline
- Bridge Shot no longer exploits Hull Breach, instead it inflicts Weapons Disruption
- Dimensional Flashbang no longer inflicts Crew Panick & Sensors Offline, instead it inflicts Engines Down & Weapons Disruption
- Fire At Will no longer inflicts Hull Breach, instead it inflicts Engines Down
- Suicide Run no longer exploits Crew Panicked, instead it exploits Vulnerable
- Supercharge Polarity is now a single target attack that can inflict Vulnerable
- Siphon Dark Matter no longer inflicts Vulnerable, instead it inflicts Crew Panicked
- Stasis Lock no longer inflicts Engines Down, instead it exploits Weapons Disruption
- Warp Atomic Structure has reduced cooldown time and no longer inflicts Hull Breach or exploits Vulnerable, instead it inflicts Crew Panicked and exploits Hull Breach
- Ablative Field now can target allies but has slightly reduced effectiveness
- Adaptive Armour now has a group heal
- Suicide Run has slightly reduced % to disable and damage
- Death From Above and Ramming Speed have reduced % for self Hull Breach
Thank you all so much for supporting us during our Early Access! We're working super hard on getting Act 2 and Act 3 out there. We hope to exit Early Access in the late August to early September timeframe.
Good luck out there in this Chruul infested galaxy!
Halcyon 6 Team
Halcyon 6:SCSP/MP: Single-player
Release: In development
Deus Ex: MD - City-Hub Gameplay
@Dsogaming Square Enix and Eidos Montreal have released a gameplay trailer showcasing the city-hub of Prague in Deus Ex: Mankind Divided.
"In this section of the game, set in the poor district of the city, Adam Jensen wakes up after being caught in a devastating attack, allegedly perpetrated by augmented extremists, which is causing his augs to malfunction. He needs to see Vaclav Koller, an underground augmentation specialist, so that he can have a look at them and help him get back into shape."
General News - CRPG Book 4. Release
Thursday - June 09, 2016
RPGWatch Feature - Black Desert Online Review
Aubrielle received a copy of Black Desert Online and found out why the game isn't your average MMO in this review.
Killing hordes of enemies in spectacular fashion with lightning-fast moves and bloody combos is, for me, one of the game's high points. At the moment, the character I've played most aggressively is my ranger. She's a heartstoppingly hot redhead with girl-next-door freckles and a milkmaid complexion. She's also one of the deadliest characters I've played in any game. When whole squads of rebel soldiers or filthy imps step up, my chick is gracefully dancing past killing blows and showering a killing rain of arrows on her enemies. If they get too close, the daggers come out and I chop them into fine mincemeat. If I'm feeling snarky, I start kicking. And by kicking, I mean, like...in the air, Bruce Lee style. Then I'm doing backflips, the bow is out faster than you can blink, and they're sinking to the muddy ground with three arrows in their throat. Lining up and trading hits until that mob dies is so 2004. Combat in Black Desert is entirely about your personal skill, and depending on your class, you may not need to get hit at all.
One difference you'll quickly find between MMO staples like WoW and avant-garde games like BDO is the combo system. See, you're not just limited to hotbar rotations anymore. Depending on what's happening in combat - and no two fights are ever the same - you'll need to change how you fight. Each class has its own button combinations that feel oddly natural to use. As a ranger, holding down shift and pressing your left mouse button fires explosive arrows over and over. That's super easy to do while you're in the flow of dodging a heavy blow and getting in position to launch a powerful attack by pressing another two buttons. It sounds complex but it becomes second nature. If you're absolutely uncomfortable with not using your number keys to unleash special attacks, many classes offer you the ability to bind your fun skills to those number keys.
Black DesertSP/MP: Massive
Release: In development
ICY - Remastered Edition announced
A Remastered Edition for Icy has been announced - from the website:
ICY: Remastered Edition
It’s been some time since ICY was released, and we’ve kept supporting it as much as we could, but now we’re announcing our plans to do something more than just a couple of updates: we will create a Remastered Edition of ICY. Not a simple update, not a couple more quests, but a fully reworked edition that will allow ICY to shine at it was meant to.
Why? Because we had to cut out a lot of good ideas due to the lack of funds during development. We also paid for our lack of experience. ICY is not a bad game, but there’s a lot of room for all kinds of improvements, and we want our first game to be as special as when we first imagined it.
Why now? Because we’ve had the luck to meet investors who believe in us and our projects. Remastering ICY is nothing but one of the many things we will do in the future, since we are finally in a better financial situation.
When? Before the end of the year, that’s for sure, but we don’t want to rush anything, and the remastered edition will come out only when it’s ready.
How? We’ll completely rework ICY’s gameplay to offer a better and deeper survival challenge. We will also improve the game’s narrative, following the feedbacks we got over the last months. It won’t be just a slightly improved game – it will be like playing a brand new one that happens to use ICY’s plot (which will be also improved and expanded!)
What about the old ICY? Anyone already in possession of ICY on Steam will receive the Remastered Edition for free, because you people are the ones we have to thank for the fact that Inner Void is still a reality. We owe it to you!
Anyone interested in playing the old ICY will still be able to access it, but we will not support it after the release of the Remastered Edition.
Here’s a detailed list of things we’ll do:
- We will change the travel system: the player will move between different nodes with his/her party, and each node will hide different locations to explore.
- We will rework the Hunting and Scavenging systems to be more varied and offer a more interesting challenge.
- We will completely overhaul the combat, creating a new turn-based system in which the player will be able to choose the overall setup of his/her party and use items and special abilities to overcome the enemy. This will offer a combat system that is truly strategic and challenging, greatly improving what was lacking in ICY.
- We will rework the inventory, allowing the player not only to craft items but also to manage the equipment of the whole party. This will make scavenging much more interesting, and the loot gained will finally be shared among companions.
- We will add more quests and improve the main storyline, especially the final part, which was a little too rushed. The player will have more time to know Tanya, TJ and Janeve, and will have to face more challenges before reaching the game’s ending.
- We will add more content related to the party, fleshing out the characters that travel with the player.
And this list is only about the major changes and additions. We are already working on the game from the ground up to give you a 360 degrees improved experience, turning a Visual Novel with some RPG elements into a true Survival RPG, with all the features you would expect from it!
We are also open to suggestions! Is there something you’d want to see in this new ICY? Tell us, we may be able to fulfill your desires!
Thanks for your attention, fellow travelers. We hope to give you a brand new ICY to enjoy soon!
No Truce With The Furies - Announced
The RPG No Truce With The Furies will be released in late 2016 - from the website:
Announcing No Truce With The Furies
NO TRUCE WITH THE FURIES is a story-driven isometric role playing game about being a total failure. An almost irreversible, unmitigated failure. Both as a human being and an officer of the law.
Find yourself in a strange and familiar new world, where you can go anywhere you want to. See that liquor store? You can go there. See that motor-carriage? You can drive it into the ocean. See that phone booth? You can call her, and make her love you again!Or – you can take one final case and crawl back to life
“NO TRUCE WITH THE FURIES” HAS:
- A new genre of setting developed for over 15 years in absolute secret. Neither fantasy, alternate history, nor any type of -punk, a novel set in the same world has been dubbed fantastic realism.
- The most advanced visuals ever made for the isometric perspective. A trick of the trade we call paintshading lets us create a moving contemporary oil painting.
- A realistic skill system lets you develop original ideas using Conceptual Thinking, tune your nervous system with Electrochemistry, and become a disgrace to the uniform with Composure, a skill that lets you don your disco outfit to the maximum effect.
- Writing by chronically success-impaired science fiction author Robert Kurvitz and original music by the Mercury prize winning band British Sea Power.
- Thought Cabinet, an inventory for thoughts, where you process the ideas you’ve stumbled on. Ideas become fixtures, permanent beliefs you can’t get rid of, even if you want to.
- Exactly one hundred and twenty eight times more choice and consequence than previously thought possible in a role playing video game. This is a world where even the smallest things you say matter.
Inspired by Planescape: Torment, Call of Duty: Infinite Warfare and Kentucky Route Zero.
Chris Avellone - On Design Hierarchies
Deus Ex: MD - A Transhuman Future
A Rock, Paper, Shotgun editorial waxes philosophical about the transhuman world Adam Jensen lives in, and what it Deus Ex: Mankind Divided says about our own humanity.
Shower scenes seldom Make You Think, unless it’s about what exactly you’re getting for that Premium Netflix subscription, but if anything sticks out for me about the impressive yet oddly unexciting Deus Ex: Mankind Divided [official site], it’s the sight of Adam Jensen washing his hair. Eidos Montreal’s latest presentation begins in Jensen’s new Prague apartment – a casually affluent man-den where you can phone other characters, watch newscasts that track your decisions through the story, answer emails, tinker with crafting resources, and generally get acquainted with the sleek, cadaverous sort-of-human in your charge.
As in Human Revolution, this adds a welcome domestic dimension to a protagonist otherwise defined by his ability to hide from people, sweet-talk them or blow them to pieces. We see Jensen wake, activate his own heads-up display with a groggy command, swing his gleaming kneecaps out of bed and pad across a dim expanse of consumables, standby lights and the Renaissance oil paintings so beloved of Eidos Montreal’s artists. We see him trot into the bathroom and turn on the tap, and for the first time since I laid eyes on Mankind Divided back in early 2015, it feels like all that talk about the precarity of identity in a cybernetic world is coming to a head.
Deus Ex: Mankind Divided looks to tick every box its predecessor did, and the streamlining of the relationship between infiltration, exploration and battle is nicely judged thus far, but it’s rather telling that the thing I recall most vividly from my hour or two with the game is that thoughtful spell in the shower. Deus Ex offers up a lavish fiction – the art direction, as ever, brilliantly expresses social tensions in how it melds or bashes together a range of period influences. But it has yet to really capture my attention and rock my preconceptions, whether in terms of how I sneak and shoot, or as regards the overlap between its fraught, messy world and ours.
Source: Rock, Paper, Shotgun