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Meriwether

2013-06-17

Meriwether Interview

GhanBuriGhan interviewed Joshua DeBonis, founder and director of Sortasoft on their game “Meriwether: An American Epic”.
» Continue reading the article...

Expeditions: Conquistador

2013-06-06

Expeditions: Conquistador Review

GhanBuriGhan reviewed Expeditions: Conquistador for RPGWatch and came back with quite a few things to tell.
» Read the article

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Picture Watch

Rise of the Argonauts
Box Art

Poll Watch

Do you Kickstart?
Yes, I've supported a bunch!
  (44.25%)
Yes, but only 1 or 2.
  (30.28%)
I'm waiting for the right project.
  (3.68%)
No! No finished product, no money!
  (8.21%)
No - but only because of my tight budget.
  (13.58%)
Vote

Expected Releases

Jun: Demonicon
Jul: Dark
Aug: Eschalon: Book III
Aug: Dragon Commander

Tuesday - June 18, 2013

GOG - Summer Sale Started

by Myrthos, 15:33

Good Old Games are having a summer sale with 500+ games on sale, amongst which there are quite a few RPGs.

In addition for a day their Dungeons & Dragons games can be had with a discount of 80% (if all are bought) or 50% individually. This contains all of Baldur's Gate, Icewind Dale, and Neverwinter Nights and Temple of elemental Evil, PST, Dragonshard and Demon Stone.

Besides this, you can get Torchlight for free now for a bit less than 48 hours.

They have a new deal every day, so check back at GOG often.

Information about

GOG

Details

Bound By Flame - E3 2013 interview and Previews

by Couchpotato, 00:41

Bound by Flame was at E3 but seems to be ignored by most sites. Here are two previews and a new interview video.

Bound by Flame Interview with Jehanne Rousseau at E3 2013

RPGFan

Bound by Flame is not designed as a full open world, but instead is divided into chapters, with each chapter having its own quest hub and areas to explore. Because of this design, we were told that the game will be "semi-linear," but with a heavy focus on story.

Combat appears to fairly standard action RPG fare, though we were impressed by the creative monster designs and the detailed environments in which you'll fight. Over the course of the game, you'll meet up to five potential companions, of which two at a time can join you in battle. While you only directly control your own character, you can issue commands and assign set behaviors to your AI-controlled companions.

Outside of battle, you'll interact with your companions and NPCs through a variety of dialog options, a WRPG staple. Depending on your choices, you can affect your relationship with other characters, enough that certain companions may even leave your party if you alienate them enough. For you lovers out there, yes, there will also be romance options.

We don't yet know if Bound by Flame will break the mold of the dark fantasy action RPG, but the wealth of customization options and imaginative monster designs show promise. Maybe being possessed by a hellish flame demon isn't so bad after all.

SideQuesting

Bound by Flame utilizes a traditional Third Person Action RPG gameplay system: run around and slash at enemies, use magic, level up through skill trees. There’s crafting, alliances, and conversation choices. There are up to five additional party members than can join in, and multiple side quests that pop up, seven per party member. The visuals carry a sort of dark fantasy style, with plenty of skeletons and giant demons running around. The environments we saw during our demo presentation showed us the insides of caves, tops of cliffs, and warrior encampments. Characters look like knights or savages, wizards or fighters. It’s not going to blow your socks off from that respect.

Where it does do some interesting things is in the morality side. The main character, which can be created based on our gender and appearance whims, has been possessed by a fire demon. As the game progresses and choices are made to gain power, take the hard way, do good or bad, our hero can become more possessed by the entity, slowly turning into one along the way. The change is both physical and plot-based, too. In our presentation the character grew horns, became scaly, more muscular and threatening, and the appearance will be different based on how we’ve designed our characters. The game’s different factions and allegiances will change, since some groups are considered pure and others are nearly cult-like towards the demon.

It’s a little like the team took the idea of Mass Effect 2‘s Shepard physical changes and expounded upon them to the nth degree.

It’s an intriguing idea that may inspire a few playthroughs, as players take different paths and make different choices along the way. It seems like it has the ability to make everyone’s experience with it unique. It’s still early in development, and has been pushed out of 2013 into the beginning of 2014. Though it’s being developed for XBLA , PSN, and PC right now, the team hasn’t made any choices yet for next gen consoles as of yet.

Information about

Bound By Flame

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

Details

Frontiers - Explore, Discover & Survive

by Couchpotato, 00:33

Today we have another kickstarter to showcase and we can all thanks Joxer for bringing it to my attention. FRONTIERS is a one man ambitious project that is described as a massive relaxing open world that emulates classic first person RPGs.

Alpha Gameplay

Video Update 1 - Structures FAQ

Greetings!

Hello, I'm Lars Simkins. I'm a VFX artist by trade and an indie game developer by passion. I'm here to make that first person exploration/survival game we've all been dreaming about.

I can still remember the first time I played Daggerfall. Yes, it was uglier than a monkey's armpit and controlled worse than a bumper car on a frozen lake. 

But it also created the feeling of a world that lived on even after I'd stopped playing, and that feeling still sticks with me all these years later. A world where you could spend hours searching every pixelated nook and cranny. A world of potential. A world of EXPLORATION...

...and then a Dragonling would chomp my face because I hadn't spent ten hours grinding in the easy regions. Arg! So frustrating! 

Other games have touched on that elusive feeling, especially Elder Scrolls and early Fallout games, but as fun as they are and as much as I love hardcore RPG mechanics, I've always dreamt of a game that emphasized exploration above all else.

 

 

 

 

Information about

Frontiers

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

Details

Skyrim - Civil War Overhaul Mod

by Couchpotato, 00:22

A talented modder called ApolloDown has restored cut content based on the civil war that was cut from Skyrim before release. The mod can be downloaded from the nexus.

I have painstakingly restored the civil war in the spirit of what Bethesda intended, before they decided to ship the game half-done. This feature restores battles for Morthal, Markarth, Falkreath, Fort Greymoor, Dawnstar, Riften, and Winterhold - and puts them all back in the game.

Skyrim's civil war is a much bigger animal than you could possibly imagine. The underlying framework of the civil war was designed to be a completely dynamic series of campaigns for holds, incorporating elements of strategy and diplomacy to bring your opponent down. In the planned version, it's my guess that the designers were going to create some kind of map menu for the player to decide which hold he wanted to hit next, and allow the enemy to counterattack as well. Regardless, each hold was to be won by doing up to TWELVE RADIANT QUESTS, as opposed to up to TWO in vanilla skyrim.

There were quest rewards, series of dialogue, and it was far more dynamic than any other kind of radiant quest in Skyrim. Dialogue was recorded, scenes were created, and scripts were set up. Somewhere along the line, likely in the last stages of development, the devs look like they ran out of time and could not complete the dynamic campaign. So what they did was hardcode the gears of this radiant masterpiece to ONLY allow a very limited set of quests that operated entirely linearly.

Just let that soak in for a sec. The civil war is nothing more than a facade.

Therefore, in order to restore the civil war, I have certain challenges that I must constantly fight off:


1) Rebuilding broken parts - Much of what is behind the civil war is epically huge and dynamic and prone to bugs. It has also NEVER been updated by Bethesda. That means I have the work of multiple patches ahead of me for every new function I use.


2)Building parts that weren't complete - Much of the coding and quests for unused material looks like one day the devs just got up, went out to get a pizza, and never came back. This is probably the easiest thing to fix, because I already know where they were headed, and am basically already there, with a few holes to fill in.


3)Building things that were referred to, but never built - This is pretty easy for me to do, as it gives me total creative license on how to use the assets that were left behind. Unfortunately, I need to get the basic framework solid first before I spend my time adding to its accouterments.


4)Tearing down the "vanilla civil war" - The vanilla civil war is a problem, because all it really is is the hardcoding of the dynamicism of the original design. To put it in car terms, Bethesda decided to only let the car go one way. A normal person would say, "Let's just use one of those U lock things to hold the steering wheel in place." However, Bethesda, wanting to make it absolutely error proof (I assume to keep the console kiddies happy), decided to BLOW TORCH THE AXLE TO THE FRAME AND TEAR OUT THE STEERING WHEEL. Then let a family of badgers nest in the hole left behind by said steering wheel, because badgers. This is the hardest thing to work against in making this mod, because while I can just flip a switch and turn on a quest, it usually breaks EVERYTHING when it runs up against the vanilla civil war.

 

Information about

Skyrim

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released

Details

Fallout 4 - Shown Behind Closed Doors At E3 2013?

by Couchpotato, 00:17

According to Bubblews Fallout 4 was shown to a select group behind closed doors. The site has has not revealed its source so take everything you are about to read with a grain of salt.

Fallout 4 has (apparently) been absent from E3 this year. However, behind closed doors, Bethesda gave details and a 37 second trailer for the upcoming Fallout 4. Pete Hines of Bethesda is keeping tight lipped about the 45 minute presentation, but it seems there was a leaker inside who was willing to give this information.

-Fallout 4 has been in development since January 2011 by a small team, as the majority were working on Skyrim.


- As of February 2013, the team working on Fallout 4 is the size of the team which was working on Skyrim. This is due to Skyrim development ending.


-As it stands now, Fallout 4 will release on Xbox One, PS4, PC, Xbox 360 and PS3. However, this is still subject to change.


-The actual announcement for Fallout 4 will come BEFORE E3 2014, but will NOT launch in 2014.


-The expected launch is in October 2015.


-The game is (as of June 2013) 55% complete, consequently, voice actors will be hired towards the end of 2014


-There is no planned multi-player, but there is a possibility of Co-Op locally.


-The game will take place in Somerville, Cambridge, Arlington (and surrounding areas). The main setting is in a Post-Apocalyptic Boston. However, this area will not be immediately accessible.

-The story is not clear, however, Vaults exist.

-The 37 second trailor starts starts with a half-broken phone sparking. The scene pulls out slowly with the stereotypical music you would hear. Slowly you work out the scene is pulling out of a belltower. As it pulls further out, you see a destroyed town around. This is Boston. Suddenly, you hear the bell chime loudly, and the screen changes black instantly. The words of Ron Pearlman are heard "War... War never changes...". The logo for Fallout 4 appears with the 5 platforms above listed.

 

Information about

General News

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

Details

Soul Saga - A J-RPG Inspired by Playstation Classics.

by Couchpotato, 00:12

Indie developer Disastercake has announced a new retro-styled JRPG Soul Saga. The goal is to get $60,000 and so far it's earned $11,849 with 27 days left. Now if you dislike or just loathe JRPG's this game wont be for you.

A love letter to J-RPG classics from the Playstation era like Final Fantasy, Breath of Fire, Suikoden, and Persona.

Story

The Tempest Reef is a protective barrier of storm clouds that Medonia sits on.  This barrier is the only thing keeping the islands safe from the terrors of the Ink corruption that ravages the planet below.  Nothing can pass through the Tempest Reef without being utterly annihilated.

And Now...

300 years after it's conception, the Tempest Reef is weakening, and the Islands of Medonia are dying and falling from the sky.  There are rumors of a passage called Cloud's End that will allow a ship passage through the Tempest Reef to the surface world below.  It is assumed that Mithos' father had found this passage, but he left no trace of its existence behind.  The Guilds of Medonia now search for Cloud's End in hope to find a cure for their dying islands somewhere on the surface of Oterra.

 

What's a Disastercake?

Disastercake is one normal guy with one large dream: to make games he's passionate about.  This guy's name is Mike Gale... and that's me!  I've been working on Soul Saga for years as many roles including a programmer, game designer, and technical artist.  I also outsource a lot of Soul Saga's art to talented artists around the world using my life's savings.  I use to work at Microsoft in their games department, but I've quit that comfy job to work on Soul Saga, a game inspired by classic J-RPGs. 

Why a J-RPG?

J-RPGs (Japanese Role Playing Games) are the reason I fell in love with the game industry.  When I was young, I spent countless hours playing games like Final Fantasy, Breath of Fire, Suikoden, and Persona.

What attracted me to J-RPGs was that they are one of the most impressive forms of multimedia to date.  They contain nearly all forms of media in one beautifully orchestrated piece of art.  Traditional art, graphic design, 3D, music, sound, lighting, cinematography, choreography, script writing, acting, story telling, and a whole lot more!

But it's a fine balance.  If one part seems off, the rest suffers greatly.  For this reason, it's also one of the most challenging forms of media to orchestrate successfully.  I hunger for that challenge!

 

 

Information about

Kickstarter

Details

Massive Chalice - Update #11

by Couchpotato, 00:04

Massive Chalics has has been updated on it's kickstarter page. Not to much to say really just two videos and some E3 informaion.

XCOM’s Jake Solomon on MASSIVE CHALICE

Recently Brad and John Skyped with Jake Solomon, lead designer of XCOM: Enemy Unknown. Jake spoke about some of the challenges he encountered during the development of XCOM and how the team at Firaxis overcame them. Along with lessons learned from making a modern turn-based strategy game, Jake gave his unique perspective on the early design direction of MASSIVE CHALICE. Check it out below or on Double Fine's YouTube channel!

To see veterans like Jake back the project is super exciting for us! If you’d like to discuss this chat then head over to the forums!

Reddit AMA Tomorrow

Brad and Tim are going to be on Reddit answering questions tomorrow, June 18th starting at 11am Pacific! Keep an eye on the MASSIVE CHALICE Facebook page and the Double Fine twitter feed for more details!

Bitcoin Support

You asked for it and we listened! Our tireless web team has added another method of backing MASSIVE CHALICE by supporting Bitcoin. Head on over to www.massivechalice.com/back and select either Bitcoin or PayPal to show your MASSIVE love for MASSIVE CHALICE!

Information about

Massive Chalice

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

Details

Monday - June 17, 2013

RPGWatch Feature: Meriwether - Interview with Joshua DeBonis

by Myrthos, 13:17

GhanBuriGhan had the opportunity to ask Sortasoft's founder and director Joshua DeBonis a few question on “Meriwether: An American Epic”. Like this question on the RPG gameplay elements:

RPGWatch: The historical setting as well as the financial support the project received by various public sources could lead gamers to the conclusion that Meriwether will be more Edutainment than game. What are the central gameplay elements that you think will make Meriwether attractive to RPG players?

Josh: It's been a constant struggle to separate Meriwether from edutainment. Yes, you will learn things playing this game. But we are approaching it first and foremost as a game, in the same way that we approach other games we design. I tend to favor elegant, distilled game mechanics that are easily approachable but have great depth to explore. This philosophy manifests itself in Meriwether in many ways; we wanted a game that won't feel too daunting to a history buff who doesn't play a lot of video games, but also will have lots of difficult choices to offer to hardcore gamers. We have shown and playtested the game at both PAX East and a Lewis and Clark convention, and had a very positive response at each. I think we are well on way to making that difficult balance a reality.

There's two parts that will be especially attractive to CRPG players. The first is our dialogue system. Our writer, Carlos Hernandez, is an incredible storyteller and he is giving a unique voice to all of the amazing characters. The conversations are a pleasure to play, but they also offer an interesting "facet" mechanic. We associate each dialogue choice with one facet of Lewis's personality-leader, soldier, diplomat, scientist, or melancholy. When you choose an option, it increases your level in that facet. Occasionally, you need to choose melancholy to keep balanced, which can often lead to an undesirable situation. The trick is to choose it at the right moment! So the facet system will couple a good story with good gameplay and provides players with a pretty unique dialogue system.

The other mechanic that I think will interest CRPG players is managing the party as a whole. You need to balance all of your resources very carefully. Will you spend your timing hunting or clearing a safe path for your boats? Will you trade your last spare rifle for horses to make your journey across the Rocky Mountains easier? The real Lewis and Clark Expedition had to think about balancing those choices every second of their voyage, and they import beautifully into our game.

Information about

Meriwether

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

Details

Expeditions: Conquistador - Review Roundup

by Myrthos, 12:44

Here are a few more reviews for Expeditions: Conquistador.

Indie Luchador, 4/5

Outside of combat, Expeditions Conquistador has a lot of great RPG elements. You will take missions from the Spanish governor as well as others along the way. The dialogue for this is great and makes you feel like you're in the historical time period of the 1500s. The characters match the setting perfectly, and saying the right thing can give you an advantage. You can use things such as diplomacy to avoid combat in certain situations altogether. You will also have a lot of interactions with your team of conquistadors -- during exploration you may take some time out to get to know a few of them better or make some decisions based on their actions. This can help them trust you or despise you and everyone on your team will react in a positive or negative way depending on your reaction. These decisions range from outside opportunities for team members or even religious beliefs which really adds morality and your own belief structure into the game. This helps to gain attachments to some of the characters, and it is some great storytelling.

Rock Paper Shotgun

Although the writing, and its depiction of characters both American and European, doesn’t shy from the horrors of the situation, the portrayal has enough complexity to avoid generalisation. Indeed, it uses fantasy tropes – forbidden rites, abandoned temples, mysterious shaman – and then casts them on their head. The writers also avoid the temptation of creating pure and noble natives pitched against thoroughly nasty Europeans. The people, whatever their culture, are flawed, interesting and frequently unusual.

The characters and plotlines are the game’s strength and they’re strong enough that even when I was feeling the strain of yet more wandering, camp management and combat, I still wanted to continue, to see what happened next. In its depiction of the theme and times, the writing hits the sweet spot between historical accuracy and flexibility, allowing female characters much more active roles on the frontline than might be expected, and permitting the player to make decisions that are modern and almost entirely based on hindsight and an anachronistic worldview.

Leviathyn, 9

No matter where you are in the world, what you do, how the people are spoken to, the decisions that you make, everything affects each and every person in your crew. Have a few aggressive followers? They won’t hesitate to assert their feelings on the natives, but don’t be too hasty! The more open-minded, peaceful folk might take offense to purging a town full of women and children. Do enough to upset specific followers and they could leave your expedition altogether or, even worse, rise up in attempted mutiny. Character interaction on this level hasn’t been done this well since Baldur’s Gate II: Shadows of Amn – which, to those in the know, understand how large of a feat that is.

This last review is also available in a video version

Information about

Expeditions: Conquistador

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

Details

Matt Chat - Interview With Lord British

by Myrthos, 12:37

In Matt Chat number 197, Richard Garriott talks about the later Ultimas, his relationships with publishers and the Apple II, the letter that led him to create the virtue system, indies, and more.

Information about

Armchair Empire

Details

Fallout: New Vegas - Cut Material

by Myrthos, 12:33

No Mutants Allowed bring us an overview of material that was cut from Fallout: New Vegas according to a trustworthy source.

Here are two of them:

When Ulysses was still a companion in the game, he was indeed meant to be recruitable at the location that became Wolfhorn Ranch, as some people have guessed from the fact that the location was called "Ulysess' camp" in some localized versions of the game. This version of Ulysses would actually not be open about his allegiance with the Legion, but rather try to gently steer the character to more pro-Legion views while offering commentary of the various locations and events of the game. Ulysses would only openly admit his pro-Legion beliefs when dealing with a Legion-affiliated PC.

The Black Mountain location was meant to play a larger role in the NCR/Legion conflict at one point, with factions interested in controlling it due to its satellite system (the NCR to expand their broadcast range and the Legion to use as a jamming system). Digging through the files of the game one can still find some references to a quest that involved blowing up the satellite dishes that was tied to that older design of the area.

Information about

Fallout: New Vegas

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released

Details

Witcher 3 - Interview @ RPS

by Myrthos, 12:18

In an interview with Rock Paper Shotgun, CD Projekt's head Marcin Iwinski talks about free DLC and DRM concerns for The Witcher 3.

“A lot of people on forums are saying, ‘No, but you guys are anti-DRM,’” Iwinski admitted during an interview with RPS. “And we really are anti-DRM. But at the same time, there are people who’ll be fine with [Xbox One's online-heavy DRM]. They’ll buy the console and just want to play. Why should we not give them this option?”

“That’s our approach, but at the same time, we don’t know what the final policies are. Things might be changing. There’s a lot of heat right now. From our perspective, we’ll always choose the most gamer-friendly solution. And on the platform where we have control – which is PC – we’ll release on GOG day one and DRM-free.”

And

“We’ll be supporting The Witcher 3 for years after it comes out,” he said. “We’re also building the Redkit, and we’ll talk about modding Witcher 3 when the time comes. It’s all about a long-term relationship with our gamers. It even works from a business perspective. Abandoning our baby that we’ve worked on for several years would be crazy. The fact that we have a second game in development just gives us a better way to reallocate resources – QA and whatnot. It’s just a better way to manage the process internally. It’s better for the people and the team.”

Information about

Witcher 3

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

Details

Cube World - Game Information

by Couchpotato, 01:22

I reported on a game called Cube World last month. It's a voxel-based exploration RPG, and now the webpage has been updated with more infomation. Give it a look and see if the game interests you.

I'm Wollay, the creator of Cube World. I started this game in June 2011 as a hobby project. My inspirations were Minecraft, Zelda, Secret of Mana, Monster Hunter, Diablo, World of Warcraft and many more. My aim was to create an infinite, colorful, procedurally generated world, full of adventures, monsters, and mysteries. The result is Cube World, a voxel-based role-playing game.

My wife joined development in 2012, and we're planning to release an alpha version for Windows PC soon. The alpha already has many features, but some are still missing. You can check out a feature overview below.

The alpha will be available for a lower price than the beta version and the final version. We're planning to release updates regularly. Updates are free.

Infinite Worlds

A main feature of Cube World is the random world generation. In contrast to many games, worlds are not designed by a level designer, but generated procedurally by the game using math and random numbers. The result is an endless world (nearly endless, i.e. players can't reach the borders), so players can explore new landscapes all the time.

Players can generate their own worlds by specifiying one single number, the seed. The same seeds result in exactly the same world, so players can share their worlds with friends by telling them their seeds.

Worlds are generated on-the-fly while playing, so there are neither long precomputations nor huge save files at the beginning.

No borders

There are no artificial borders. You can literally reach each cube the world is made of. If you see a mountain on the horizon, you can climb that mountain. If you see a tree, you can climb on top of the tree. At least if your climbing skill is good enough. :)

Landscapes

Cube World consists of different lands with varying climates and themes. There are grasslands, snowy landscapes, wide oceans, dangerous lava lands, jungles, and deserts. Landscapes are full of mountains, caves, rivers, lakes, forests, rocks, dungeons, castles, ruins, catacombs, temples, villages, and more.

Information about

Indie RPGs

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

Details

Transistor - More Previews

by Couchpotato, 01:14

Here are a couple of recent previews and one interview for Supergiant Games' upcoming action-RPG Transistor.


GameRant

Besides launching both short and long range attacks along a prescribed axis, the Transistor grants Red the ability to stop time, move from cover to cover or around her opponents, and launch multiple attacks on multiple targets in a single ‘turn.’ Each decision drains a section of the Transistor’s stored power, and when the power bar is drained, the player must execute the chosen moves in the real world, watching as Red makes real what they had planned out beforehand.

If all of that sounds a bit more complicated than Bastion’s brawler mechanics, the game’s tutorial helps communicate the surprisingly intuitive and simplistic control scheme against a number of single enemies. But when the Process arrives en masse, the game’s true genius begins to shine through. As mentioned above, Red’s attacks are only damaging along a single line drawn directly out from her position; if the player can manage to line up the enemies like dominoes, Red’s attacks are capable of inflicting damage against everytone in that path.

Those who recall the more frenzied and frantic sections of Bastion’s endgame – or that game’s Training modes for individual weapons – don’t need to be told just how quickly a battle can become a fast-paced game of chess. Planning out repeated strikes against larger opponents and seeing the damage to be inflicted stack up on screen, or using attacks with higher splash damage to inflict widespread injury is satisfyingly calculated. The balancing comes when Red is forced to seek cover and stay mobile until the Transistor recharges, before returning to the offensive once more.

RPGFan

At the top of the screen is a meter that comes into play when you press R2 to immediately freeze time. At this point, you can move Red around and queue up attacks. Each of these actions takes up a portion of the meter, but you are free to move and line up attacks on rows of enemies, which is where the unique pattern of each attack comes into play. Once you're ready, pressing R2 again will unfreeze time, and Red will execute all of the selected moves and actions. Enemies are still able to move — albeit slowly — during this phase, but careful planning of attacks often allowed me to wipe out an entire room of foes. The meter recharges quickly, so the flow of combat has a unique pace, with real-time action beats alternating with meticulously executed queued combos.

The queuing mechanic also seems like it will be used in puzzle solving. One such situation included a locked door with two switches. Pressing both switches would open the door, but not long enough to pass through. By using action queuing, I was able to hit both switches and pass through the door before it closed. I was pleased to see this, because it gives me hope that the full game will feature more extensive puzzles that make creative use of your abilities.

And finally an interview with creative director Greg Kasavin.

Regarding the greatest excitement of working on Transistor, Kasavin noted that the team simply enjoys making deep and interesting worlds wherein players "give a damn." The team enjoys its games' unique identities and wants to explore the limits of their potential. When asked if he felt pressured to produce a game at the level of Bastion's success, Kasavin noted that the real pressure comes from being surrounded by so many talented people on a daily basis and wanting to contribute as effectively as his colleagues. He also remarked that debate and disagreement within the company aids in the creative process, ultimately providing a better product. Fortunately, events such as E3 present the opportunity for validation from the public, letting Supergiant Games know that they're moving in the right direction.

In terms of qualities specific to Transistor, Kasavin noted that "The Process" is a sort of force that seeks out the Transistor, a blade that the protagonist, Red, discovers at the onset. While exploring, players encounter columns jutting from the floor and monsters; Kasavin states that this is The Process. The sentient blade, Transistor, is aware of The Process, and responds in the present, differing significantly from the omniscient narration of Rucks in Bastion. I asked Kasavin if the types of powers gained from the dead bodies Red encounters had anything to do with the deceased's former lives or personalities, to which he was bemused, noting that that may be a motivation behind the types of powers gained.

Information about

Indie RPGs

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

Details

System Shock 2 - Source Fan-Made Remake Cancelled

by Couchpotato, 01:08

The fan made source remake for System Shock 2 has been cancelled. Mark Valentine the man behind the project has released his assets for the Source Engine remake. Valentine said that people are welcome to continue working on it, and that he’ll help with this project’s development if that ever happens.

“I’m releasing all my assets because I hate it when people make something cool and they just sit on their assets and all that work is lost forever. I refuse to do that. So here’s all the map files, all the models and textures I had converted, some basic instructions for the pipeline I was using.”

Those interested can download System Shock 2′s Source assets from here. There is also a video showcasing what the project looked like.

 

 

Information about

System Shock 2

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

Details

Borderlands 2 - Q&A on Future Content

by Couchpotato, 01:00

2K Games released a new Q&A video hosted by Borderlands 2 writer Anthony Burch, creative director Paul Hellquist, and Gearbox VP Steve Gibson. The five and a half minute video answers questions from fans about characters, gameplay and future releases.

We asked you for your questions on Borderlands 2. Here are some of them answered by Steve, Paul and Anthony from Gearbox!

Information about

Borderlands 2

SP/MP: Single + MP
Setting: Post-apoc
Genre: Action-RPG
Platform: PC
Release: Released

Details

Witcher 3 - Preview Roundup #3

by Couchpotato, 00:53

Hopefully this is the last roundup of news from E3 for the The Witcher 3: Wild Hunt. First we have a full audio presentation from E3 from gamertagradio.

Now here are the previews.

RPGFan

After speaking with a jarl, the demo took Geralt to the seas, where he passed a raiding party's ship (the rowers' song reaching across the water). We then saw the fast travel option, which is quite appreciated in a game of this size. The game, which can occupy a thorough player for over 100 hours, is 35 times larger than The Witcher 2. Yes, it's also larger than Skyrim, although comparing the two misses a few points. Allegedly it takes Geralt 40 minutes to pass from one end of the world to the other. On a horse. The developers actually have tools to develop realistic geography. They have one tool, for example, with a single purpose: to measure where rain would gather on terrain and allow a forest to grow.

I later interviewed Jonas Mattsson, an environment artist, and he explained the construction of the world as "organic," a term I commonly use when critiquing level design and world building. He assured me that the player would encounter something interesting every two to five minutes, and I believe it. From a single vantage point, we could see a house on a little island cliff, a fallen ruin, roads leading away, farmhouses, mountains, a forest, and probably more things I missed. That I couldn't take control of Geralt and explore almost killed me. There are sure to be side quests, caves, monsters, and treasure along all these routes, and some of the quests randomly pop up, although none are randomly generated. The entire game is handcrafted, which gives it a feeling of immense authenticity.

When Geralt headed to some ruins, he discovered a Fiend eating a corpse on the ground. A Fiend is a hulking three-eyed antlered beast of terrifying composure — you can spot it in the E3 trailer. It immediately attacked and an intense battle unfolded. The Fiend unleashed its special attack: using its third eye to hypnotize Geralt, causing his vision to darken and blur. The effect was horrifying, exciting, and unique — probably the coolest single thing I saw at E3.

Rocket Chainsaw

Littering the landscape are mobs of creatures and monsters, small and large, as well as bandits, mercenaries, and other humanoid opponents. Like any good open world action game, whether or not you engage your opponent is entirely up to you. If you see bandits attempting to ransack a house you can, if you desire, keep on walking and let them go about their business. Or you can intervene. Doing so might give you access to secrets and lore about the world around you, fleshing out Wild Hunt‘s narrative, or may even open up an entirely new side quest story. Either way, if you do chose to engage opponents you find Wild Hunt has changed up the combat in a few ways from Assassin’s of Kings. Enemies are generally a lot tougher and methodical to take down, Geralt’s sword play faster, and sign powers like Igni easier to chain into battle (like incinerating your enemies). CDPR have also noted the negative reception from fans in regards to Assassin’s of Kings quick time events, removing all such things from Wild Hunt‘s combat.

International Digital Times

Graphically speaking, The Witcher 3: Wild Hunt captures those little details beautifully. Although we were reminded that we weren't seeing a final version of the game, the graphics were simply stunning. One sequence showed Geralt meditating for hours, and as the sun moved around him and day turned to night and night turned to day, the complex weather system and dynamic landscape of The Witcher 3 really came to life. Rippling grasses, wispy clouds and impressive lighting effects looked as good as anything I've seen at E3 and the team at CD Projekt RED should be (and is) proud of their product. But it's more than just a pretty game. Mattsson reaffirmed the company message that The Witcher 3: Wild Hunt is about bringing an intense, gripping story to the open world genre.

"Story can be lost in the open world," said Mattsson. "We want it to make sense. There is no 'collect ten flowers' or 'take this package over there' type questing. We are eager to prove that we made an open world with a strong story."

And here is a interview from OnlySP.

Q: On that note, will there be multiple endings?

A: Yes, sure. We’re having around 36 endings, as far as I remember. These affect the state that you will leave the world in after your playthrough.

Q: Firstly, the loading times… how prevalent will those be? Do you have any idea how long they’ll be and how often you’ll encounter them?

A: Thanks to new technology on RedEngine3, we were actually able to create a world without loading screens as you travel across the world. This should answer your question. *laughs*

 Q: I did see a few framerate issues during the presentation. It was from a pre-alpha version, though, so I imagine those will be ironed out in the full release.

A: Yeah, definitely. We didn’t have everything fully optimized. It’s still very much a work-in-progress, so many elements, such as streaming, are still being created.

 

 

Information about

Witcher 3

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

Details

South Park - Preview Roundup #3

by Couchpotato, 00:39

Here we are for the third time for more previews for South Park: The Stick of Truth based on it's showing at E3.

RPGFan

Combat itself plays out very similarly to Mario & Luigi, with timed button presses for extra damage becoming a must. All of the skills, like the rest of the game, involve a combination of school-age "magic" and real-life perversion. It's safe to say that Obsidian didn't skimp on any of South Park's foul-mouthed humor, as our demo's final battle with Cartman saw us mashing the A button to overpower his farts with our own.

It's tough to call South Park: The Stick of Truth "gorgeous," with its cardboard cut-out characters, but it is easy to say that it is extremely true to the show. Take away the HUD and UI and an argument could be made that just maybe you're watching an episode of the television show. The environments are equally impressive, with destructible objects aplenty. South Park's level-up system takes place within the world of - what else - Facebook, as the New Kid gains power by finding new friends in South Park, and the aesthetic works quite well.

USA Today

Combat is turn-based, so players alternate turns with computer-controlled enemies they will encounter. The spells and abilities players use are comical, such as a lightning spell involving a bucket of water, jumper cables and a car battery, or the Flame Blast combining a can of hairspray and lighter. To restore mana, players must down burritos.

The show's humor is on full display during Stick of Truth, starting with the rampant passing of gas that serves as the game's equivalent to magic. After cupping his hands to catch farts, the player tosses them to cause damage.

"No magic with the fan running," shouts Butters. "You'll kill us."

Tech News Daily

Game developer Ubisoft demonstrated how "The Stick of Truth" would honor the show's spirit at E3 conference in Los Angeles. The demo begins, as so many episodes do, in South Park Elementary School. Rather than playing as existing characters from the show, the game puts players in control of a new student, dubbed "Commander Douchebag" by Eric Cartman, one of the show's main four characters.

The Commander finds himself in the middle of a war that's broken out in the school between two factions competing for the titular Stick of Truth — an artifact that holds either great power, or just provides a plot device for 8-year-old boys to fight over. Green-hatted Kyle leads the peaceful Elves, while Cartman has taken control of the belligerent Wizards. The Commander recruits series regular Butters into his party and sets out, under Cartman's orders, to stop Kyle.

The game looks exactly like the show, and the animation retains its occasionally jerky feel. All of the series regulars reprise their voice roles, and the music sounds like a parody of the epic tracks in games like "The Elder Scrolls V: Skyrim."

Information about

South Park

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

Details

BioWare - GM Aaryn Flynn Reflects on E3 2013

by Couchpotato, 00:34

BioWare's GM Aaryn Flynn shares his thoughts about this years E3 on the company's blog.

What did it feel like to show the first glimpse of Dragon Age: Inquisition to the world during the E3 press conference?

[Aaryn Flynn]: Very humbling. Many team members who are much closer to the game could have stood up there, but I got chosen because I’m more ‘expendable’! To represent their collective effort, in front of thousands of people is a big responsibility.

I wish I could convey how hard the team has been working for the past couple of years on the game. They had a vision to not do a CG trailer, but instead to show a trailer made from in-game footage, and they accomplished that in spades. But beyond that, there’s so much we haven’t shown yet, and we will very soon. This was just the team’s way of showing a small window into the game for fans that’ve been with us from the beginning.

You shared just a few of the first details about the game during the conference, but for those that weren’t able to watch, could you leave us with a refresher?

[AMF]: Dragon Age: Inquisition will launch in the Fall of 2014 on PC, PS4, Xbox One, PS3, and Xbox 360. We’ve shown Varric, a Qunari (who has a name, we’re just not releasing it yet!), Cassandra, and Morrigan.

With the breach of the Fade happening in the sky, demons have poured out and created a pretty big problem for the Inquisitor, the character you will play. You’ll have to cover huge areas of Thedas to uncover what happened. As you do, the choices you make will impact the world and bring everything to an ultimate conclusion.

Information about

BioWare

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Project Eternity - Social Round-up #3

by Couchpotato, 00:28

Gamebanshee has another round-up of forum posts, and social network activity from the developers for Project Eternity. Most of the topics cover the UI mockup from a few weeks back.

Thanks for the feedback, everyone, divergent though it may be. Here are some things we are going to continue to look into:

* Better use of space overall. Not all of the decorative elements need to be there. We would like to have more room for the ability icons in particular.
* Re-working and re-positioning of the player menu (inventory, etc.).
* Possibly vertically orienting the character portraits and ability icons on one side of the screen. The combat log pretty much has to be horizontally-oriented, but other than scrolling through it, that's a non-interactive element of the UI.

I have to say I think it's strange that people are requesting UI layouts with character portraits far away from action icons, floating wireframe UIs, and similar features. While it's true that BG1 and IWD1 used wrap-around UIs, that was because 640x480 base resolutions didn't allow us to fit all of the elements along one edge of the screen. As soon as we went to 800x600 in IWD2, we immediately went to a consolidated UI layout that made mouse movement much more efficient. I understand that a lot of people use hotkeys and we certainly plan to support that, but GUIs need to be functional for people who use them. Putting abilities 75%+ of the screen width away from the character portraits is really inefficient.

While I certainly think the idea of a bone and obsidian UI could be really cool looking [note: he's referring to a forum user's idea], it would also be very stark and high-contrast. I think it would wind up dominating the screen, regardless of the environment. Our outdoor environments, especially, will fall more in the BG and BG2 spectrum of colors, which is why we went with more subdued natural tones and copper accents. We can certainly look at alternatives, but I wanted to give feedback on that particular idea.

Information about

Project Eternity

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

Details

Sunday - June 16, 2013

Transistor - Preview and Gameplay Video

by Couchpotato, 04:21

PlayStation LifeStyle has a preview of Transistor, and Gamespot has a video of gameplay footage.

Gameplay Footage

Information about

Indie RPGs

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

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Video Game Reviews - The Ten-Point Scale And Inflated Scores

by Couchpotato, 00:25

Forbes has a new editorial discussing game reviews, and inflated scores.

There’s a perception out there among many gamers that video game review scores are inflated or biased. Why do so many games get scored between 7 and 10 on a 10-point scale? What happened to the rest of the numbers?

And why do some games—especially ultra-hyped AAA franchises—get such high numbers?

There’s a few things going on here, I think. First of all, the 10-point scale is deceptive.

Information about

General News

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

Details

Drox Operative: Invasion of the Ancients - Scavenger Race Profile

by Couchpotato, 00:22

Soldak Entertainment released details about the Scavenger one of the races that will be in the next expansion.

Scavenger (Invasion of the Ancients expansion)


Danger Level: Very High

A mixer of vehicle components, scavengers adapted both mechanical and biological tech as solutions for advancement. Natural evolution led to incorporating any leftover debris after battles, including other races' ship corpses and technological abilities. Profiting from the demise of others was business as usual, but other races thought it an abhorrent practice and despised the scavengers for it. The scavengers enjoy a period of great advancement and wealth during wartime, which explains many other races' fear and hesitancy to engage this voracious enemy.

Traits: Scavenger and Reverse Engineering

 

Information about

Drox Operative

SP/MP: Single + MP
Setting: Sci-fi
Genre: Action-RPG
Platform: PC
Release: Released

Details

Lords of the Fallen - Peview Roundup #2

by Couchpotato, 00:17

Here are a few more previsws for Lords of the Fallen and it's E3 demo.

The Penny Arcade Report

“Germans still like all the epic material where a guy has a club in his hand and runs through forests,” said Creative Director Jan Klose of Deck 13. “Maybe Polish people as well. I think for the region, stories are really big and storytelling is really big in this part of the world. And Dark fantasy is a cool way of telling stories, because they get more to the heart than some lighthearted, shiny-mailed knight running around without a care.” You can hear the disdain in his voice when he talks about traditional fantasy fare.

Every region of the world is different, and has different tastes and inclinations. He gave adventure games as an example. They're still a viable business in Germany, but less so in North America. “It's a cultural thing that people want to have these stories, and in Lords of the Fallen we don't want to tell the player a story, we want them to explore it.”

That's another very European style of game making. More than once this week at E3 I've heard from a developer that when you make a game for Americans, you generally need to tell them what to do every step of the way, or they get frustrated and annoyed. Tomasz Gop said that Eastern European players want you to leave the game obscure and explorable.

“They appreciate when you do that,” he said. “There's a strong demand from people to find out things on their own. So that's why we want to do this type of game, and we hope that we can be successful with it.”

Digital Trends

Old school and new. Combat is typically slow and methodical, with the big Rhogar (boss baddie Lords) capable of downing the hero in one swipe. Gop openly compared his game to Dark Souls, which engages in the same environmental and combat play, but also cites old one-on-one fighting game Tekken as an inspiration. Every death, he says, and every conflict should feel fun and like something the player earned by learning how to play steadily.

Choices+. The characters you create are broken into three classes: the hammer-wielding cleric, the speedy rogue, and the tank warrior. You’re not locked into these roles once you start playing, since you can change up provided you find a full set of each class’ armor and weaponry. There are also three skill trees for leveling up your character as they fight and earn experience: intelligence, vitality, and endurance. It’s basic stuff, but it also accommodates different styles of play. If you like to be agile or a bruiser, it’s easy to change that up on the fly.


GameRevolution

This might be an action RPG, but don’t think you can just charge into battle and spam abilities. You’ll quickly be punished for your foolish actions. The game has vicious foes who would like nothing less than to chop you in half. You’d be wise to learn enemy habits and dodge their attempts to murder you.

Most combat sequences will be between yourself and fewer than four foes. It’s intimate and challenging with blows received putting a large dent in your health pool. It’s difficult not to draw a correlation with Dark Souls, a game that follows some of the same core principles. However, Lords of the Fallen isn’t a game that emphasizes constant trial and error. Instead, it fills up time with a story.

GamrReview

The game's primary focus is evidently combat, with a heavy dose of strategy used to determine the when and how of battles. For example, with the cleric and his massive war hammer you have to time your attacks perfectly to even hope of landing a hit, while with the rogue you will have quicker strikes at your disposal. The game will also let you switch classes on the fly without much interruption to the flow of the game.

Armor will also play an important role in the game's progress as you will find pieces of equipment in chests and through specific actions. The catch is these armor pieces are not only specific to your class but all the classes, so if you find a cool dagger you'd like to use you may consider switching over to rogue for a bit to try it out. Each class also has their own special move based on action points. Once you have enough you can unleash your special move to turn the tide of combat.

Den of Geek

City Interactive's lead developer Tomasz Gop claimed that Lords of the Fallen will be the most challenging of the next gen RPGs, and boasts that the game is more centered on combat and action than anything else. While I didn't see anything out of the ordinary as far as difficulty is concerned, the action within the game looks incredibly fun. You can play as three different classes: a Warrior, Rogue or Cleric. Each type of character plays as you would imagine: the warrior uses heavy armor and is strong, the Rogue is quick and uses mostly daggers, and the Cleric uses lighter armor but uses a heavy hammer that has to be timed well to be most effective. Each type of character has their own action, as well. A Cleric has the Dogma skill which allows him to spawn a clone of himself to fight alongside him. The Warrior had a power skill, and the Rogue had Shadow, which allows him to disappear to stealthily kill his foe in a powerful way.

Lords of the Fallen won't only focus on the action, though, as CI games promises there will be plenty of background lore for the medieval fantasy RPG. The story that we were given is that the game takes place 8000 years ago during a time when there's a fight against god and his army. In fact, if you look closely at the first image we received from Lords of the Fallen, you'll notice that what appears to be mountains is actually the hand of that fallen god. As you traverse through the world, there is more lore scattered about in different forms. We saw the protagonist, Harkyn, pick up a couple notes that were randomly spawned in the world, which contained lore. Tomasz Gop stated that finding lore is a major factor into the game's replayability and branching off from the main storyline. In fact, Gop teased that the game will be heavy on secrets and discovering, and re-exploration will be important to find hidden items that weren't there the first time.

Twinfinite

There are a number of features that Lords of the Fallen has which sets it apart. Equipment and weapons are completely customizeable and there are secrets hidden throughout the game world that can be unlocked for amazing upgrades. The demo had three starting character types (Rogue, Warrior, Cleric) but you have the ability to customize it however you’d like as you progress. Characters can also learn Action Skills which can help you by increasing your power, distracting enemies, or rendering you invisible for a short time.

Source: GameBanshee

Information about

Lords of the Fallen

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

Details

Van Helsing - Review @ Gamebanshee

by Couchpotato, 00:11

Gamebanshee has posted their review for the The Incredible Adventures of Van Helsing.

Conclusion

Overall, The Incredible Adventures of Van Helsing is a pretty entertaining game, especially for a $15 budget title.  There are some parts of the game that could work better, but the setting and the dialogue make it worthwhile.  In fact, about the worst things I can say about Van Helsing is that it's too short.  The campaign only takes 20 hours to complete, and once you defeat the final boss, that's it.  There isn't really anything more for a character to do.  All you can do if you like the game is create a new character and play the campaign again.

I played through Van Helsing twice, once with a "normal" ranged character and then once with a "heroic" melee character.  Those two games were more than enough for me to say that Van Helsing is worth the price of admission, but for others you might be happy to hear that the game also comes with a cooperative multiplayer mode, where you can play the game with your friends -- or random strangers.  In other words, if you enjoy action RPGs at all, then Van Helsing is an easy game to recommend.

Information about

Van Helsing

SP/MP: Single + MP
Setting: Technofantasy
Genre: Action-RPG
Platform: PC
Release: Released

Details

Lords of Xulima - New Screenshots and Videos

by Couchpotato, 00:06

Lords of Xulim has released a series of new screenshots for its isometric, turn-based, single-player 2D role-playing game. We also have a game trailer and technical demo.

 

Game Trailer

 

 

Technical Demo

 




Information about

Lords of Xulima

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

Details

Fable Anniversary - Previews and Gameplay Footage

by Couchpotato, 00:02

Lionhead's remastered Fable Anniversary was at this year's E3, and so here are a few previews and gameplay video.

Polygon

There's someone else with an eye on this project, Lionhead founder Peter Molyneux, who has now moved onto new things with 22Cans. "He's very interested in progress," said Oman. "We chat about it often. He and Tim had breakfast today and talked about it."

Famously, Fable was one of Molyneux's great development projects, a living, breathing world that, he said at the time, would redefine gameplay. Even if it didn't quite pan out according to the Molyneux hype, Fable is, according to Oman, "one of the most successful IPs in gaming history."

He said that the new game will retain the exact same controls as the original, but with "a more intuitive design, that feels exactly like the original." he added, "Visually, it's completely updated, in all the environments from bright outdoor scenes to misty graveyards. We're able to do the things the original designers could only dream of."

 

RPGSite

The UI has been rejigged to feel a little more modern, but the moment-to-moment gameplay is the same. It’s a strange feeling to return to this game’s more complex UI-reliant combat after the ‘one button’ rhythm-driven combat of Fable II and III, but it still feels pretty good. There are new control options for those more familiar and comfortable with a feel closer to more recent titles in the series. All told, it’s a little more obviously sluggish than modern games, but again, one has to remember that this game is a decade old.

The save system has also been made more forgiving to match Fable II and III, and will allow players to save at anytime from anywhere in the game - even during quests.

The game unfortunately still features load-times, the architecture of the game such that it would likely be impossible to turn it into a flowing open world - but Lionhead has reduced them significantly. The developer describes them as ‘Lightning Fast,’ and they certainly zipped by during our time storming Twinblade’s camp at E3.

 

Source: GameBanshee

Information about

Fable

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

Details

Saturday - June 15, 2013

Might & Magic X - Character Creation

by Couchpotato, 07:26

A new update was posted on the Might & Magic X Legacy open development blog a few days ago. It's all about character creation classes, races, stats, and skills.

The party creation

When starting a game of Might & Magic X, you will have two options: either start right away with a default party (more details below), or you can manually choose and customize four different heroes.

If you decide to customize each hero, the first feature you will have to pick is the race, which then defines the different classes available for heroes of that race. Each race also has their specials:  Humans for example come with additional start skills, Dwarfs have more health points, Elves are more resistant and Orcs have increased critical damage.

Also, you can select a portrait and voice for your character (for example cynical or heroic). The choices you have here depend on the class’s race and the character’s gender.

Characters

Altogether, if you decide to create new characters instead of using the default ones, you have the following options:

- Choose the gender of the character

- Choose the class of the character

- Choose the default name of the character to a name of your choice

- Choose the portrait of the character

- Choose the voice of the character

- Modify the attributes, health and mana points

- Select two additional start skills for the character in addition to the default start skills

The class of a character gives you different skill options. Also, each class has a dedicated paragon class. In general, you can unlock the paragon class by finishing an epic quest chain, which will give you access to the Grand Master tiers and improve the character even more.

When you start playing the game, each of the characters you created will have certain default skills on level 1, including the two additional skills chosen by you. When your character levels up, you can choose whether you want to improve the already existing skills (and which ones), or if you want your character to learn and improve other skills. By visiting trainers, your characters will even be able to learn expert, master and grandmaster skills. You will get to know more about trainers and skills in another posting that’s currently in the pipeline. :)

The default party

Default Party 

The default party consists of a Dwarf Defender, an Orc Barbarian, an Elven Ranger, and a Human Freemage.

As mentioned above, this race combination ensures that you party members have different specials, for example more health points for the Dwarf and so on. Furthermore, the default party has additional start skills. Each skill has special features on its tiers description. We will soon provide you with more information on that in a separate posting about skills and spells.

Information about

Might & Magic X

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

Details