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InSomnia

2014-07-14

InSomnia Community Q&A

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

Children of War: Blood and Snow

2014-05-13

Children of War: Blood and Snow Q&A

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

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The Chosen: Well of Souls
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Recently Released

Jun: Legends Of Persia
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Friday - July 11, 2014

Pantheon - Development Blog Updates

by Couchpotato, 04:36

Visionary Realms Brad McQuaid posted two more updates for Pantheon.

Update 7/7

We now have 4 World Builders on the team, each of them working on a zone. I'm attaching some screenshots of their very early work in progress. They are using World Machine -- I wanted to thank all of you who've pledged $$ -- this allowed us to buy the licenses we needed for World Machine (and other software too, of course). Again, this is early stuff, but 1. I think it shows some cool potential and 2. The community deserves to see what the team is working on, regardless of how 'finished' or 'polished' it looks. (let me know if you agree).

Update 7/7 part 2

Here's another look inside of Visionary Realms: These are screenshots of the very early Windows database tool that Game Designers will use to create NPCs, items, quests, etc. It's a windows client that talks right to our MS SQL database. All MMOs have (or should have) something like this -- there has to be an efficient way to get content into the game. In the next few weeks, the zone server will actually load the encounter data and place NPCs into the world. Then, finally, we'll start turning some combat back on (that's server authoritative).

Information about

Pantheon

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

Details

Twinfinite - Like Bioware? Then Stop Complaining

by Couchpotato, 04:29

Twinfinite has a new article that I fully agree with about fans of Bioware games, and the constant complaining on the internet. So bring on the replies.

Being a BioWare fanboy isn’t always easy, especially since the mainstream opinion of them has been pretty negative, at least as of late. Despite the critical acclaim of their recent titles (read: almost all of them), their popularity isn’t exactly at an all-time high. And this is not the way it should be.

Baldur’s Gate. Kotor. Mass Effect. Dragon Age. Games that we here at Twinfinite and many others have fervently enjoyed. Games that have prompted almost shocking backlash from the “community” over things like Dragon Age 2′s lack of area variety or Mass Effect 3′s ending controversy. Events that, in light of BioWare’s incredible track record, shouldn’t dictate the company’s public image.

And recently, with a Q&A the producers of Dragon Age: Inquisition just conducted, it is clear that anyone should be proud to enjoy BioWare and their games. Setting themselves apart from the other prominent developers today, they have shown themselves now and in the past that they are a company that listens to and cares about its gamers.

The message is clear: BioWare is listening. BioWare never stopped listening. The developers, after all, haven’t changed in their mission. BioWare is still BioWare; they’re the name on Mass Effect and Dragon Age, the franchises that made them the giants they are. They’re the company responsible for one of the largest and greatest gaming communities in the last two decades thanks to Neverwinter Nights. And they are, as always, making games because they love games. And they want to make games that are loved.

Information about

BioWare

Details

After Reset - Post-Apocalyptic Myths Busted #3

by Couchpotato, 04:24

Black Cloud Studios has posted the third part of the Post-Apocalyptic Myths Busted on the games kickstarter page. Now for a funding update the game has managed to earn $18,319 of the $35,000 goal, and has 41 days left to get funded.

MYTH #9: MUTANTS, SUPERMUTANS, ULTRAMUTANTS

Myth: After a nuclear apocalypse many people will have turned into hideous mutants, and some will even have attained superpowers from the radiation.

Reality: Studies on the consequences of the bombings of Hiroshima and Nagasaki, and also the Chernobyl disaster have shown that people exposed to the effects of ionized radiation simply die. There is simply no biological basis for adaptive mutation, like those seen in Drosophila flies, for the human body. The problem here is hidden in humankind's insufficient birth rate and extremely long lifespan. As it relates to the effects of radiation on the next generation – that is just a sad story.

In After Reset RPG: 123 years after the Reset, most of the descendants of those who lived through the nuclear apocalypse on the surface of the Earth look and genetically are the same Homo sapiens. Of course, with the passage of time there are some adaptive changes such as increased liver size (for better filtration of harmful substances) or in the retina of the eye (for more protection from UV radiation), but in most cases this is practically unidentifiable without serious medical study. From time to time in the settlements of the survivors, children with visibly noticeable mutations are born, but they rarely survive birth and natural selection in general. And if they survive, they suffer persecution worse than Tyrion in Game of Thrones. As a rule these mutants are called Deviants. They lead unsociable or reclusive lives. Despite the fact that most of them are infertile, if they can have children, they are born completely normal.

MYTH #10: CANNIBALISM AS A FOOD SOURCE

Myth: Whether suffering from a lack of food or just to have a little extra, people started to eat each other. These cannibals started to pop up in groups and hunt other survivors in order to eat the slowest of them. These monsters, having tasted human flesh, are easy to pick out from a crowd due to their characteristic tremble.

Reality: We won't be discussing modern instances of cannibalism here, borne out of fairly rare psychological deviations. It's better to consider cannibalism as a result of hunger, which is truly unavoidable in the case of a nuclear cataclysm. A great number of instances of cannibalism out of need are known, when people faced with death from hunger had to eat the flesh of those who had already died of natural causes, or even more rarely were killed by the cannibals. But we shouldn't forget that these people became social outcasts, and the psychological trauma and feeling of guilt of those forced into cannibalism remained with them until the end of their lives, even leading some to suicide. What then are the "characteristic physiological signs" by which we can distinguish a cannibal from a normal person? Well in popular media, movies and video games they show the consequences of very real prion diseases, which are spread by eating an infected subject. But these diseases are very rare and as a rule wipe out populations on their own before they can spread.

In After Reset RPG: Everywhere in the new Eastern America, where the game takes place cannibalism is judged and acknowledged as a taboo. In the cities of the New Confederacy a proven act of cannibalism can easily lead to a hanging. For the small contingent of the United Governments in the region, cannibalism is so barbaric that they would never consider it. Some tribes of the Indian Union have resorted to ritual cannibalism from time to time, but with the development of agriculture and livestock farming even these rituals have been replaced with symbolic ones. But this relates to the major factions of the region as a whole. If we consider the question on a smaller scale, abnormal people can be found everywhere, and of course "what happens in the Wasteland stays in the Wasteland." But, of course you cannot tell a normal person from a cannibal by purely physiological attributes.

Information about

After Reset

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

Details

Quest For Infamy - Now Available for Purchase

by Couchpotato, 04:19

Quest for Infamy the new adventure game from Infamous Quests has been released, and you can buy it on Steam, GOG, and Desura. Here is a new video and game description.

Quest For Infamy is a role-playing adventure game where you assume the identity of Mr. Roehm - a scoundrel who is on the run from his latest scrape. When he is stuck in the Valley of Krasna for a bit, he decides to take on some work to pass the time. He finds himself in the middle of Kingdom in tubulence - as he becomes embroiled in a power struggle between several ambitious residents of the Valley.

Make yourself some money to move on with, and try and avoid controversy as you bide your time before you can leave the valley. Defend yourself from monsters and brutes who would do you harm! Build a reputation for yourself - and you just might find yourself not avoiding trouble, but on a quest for infamy!

Information about

General News

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

Details

Underworld Ascension - Interview @ MMORPG

by Couchpotato, 04:13

MMORPG had the chance to interview Paul Neurath about his new game studio Otherside Entertainment, and his new game Underworld Ascension.

Last week we got the chance to sit down with Paul Neurath, long time game designer who had worked on such titles as Ultima: Underworld, Thief, and System Shock. Paul is now part of Otherside Entertainment which is a new studio looking to bring new life into classic RPGs that we grew up with. The studio is beginning their first project with Underworld Ascension which will bring players back to the classic Underworld franchise. The team obviously cannot use the Ultima name, but you get the hint. With the return to so many RPG styles in PC gaming, a return to Underworld looks very interesting. 

Paul explained that the team founded the company and was given the chance to bring the Underworld IP almost twenty years later his team jumped at the chance. Underworld had set the stage for some serious games like Deus Ex and Bioshock. It is heralded as a classic now and deserves a solid reboot for RPG fans. The team had released two Underworlds and had plans for a third which never came to light. Paul said that the basis for this third title is what the team will be using as blueprints for the new RPG.

Information about

Underworld Ascension

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

Details

Path of Exile - New Graphic Novel

by Couchpotato, 04:08

Grinding Gear Games send news they are collaborating with Dynamite Entertainment to release a new graphic novel for Path of Exile.

Grinding Gear Games and Dynamite Entertainment Team Up for Path of Exile Graphic Novel

Four serialized issues featuring all-new Path of Exile lore and artwork from artist Carlos Rodriguez with writers Royal McGraw and Edwin McRae

Auckland, New Zealand - July 9, 2014 -  Grinding Gear Games, developer of the critically-acclaimed action role-playing videogame  Path of Exile, today announced that it will be partnering with comic book and graphic novel publisher Dynamite Entertainment to launch a four-issue comic book series based on  Path of Exile. Featuring canonized lore based on the in-game world of Wraeclast, this is the first time the  Path of Exile  IP has been utilized in a medium outside of the game.

Planned for a summer release, the first issue of the  Path of Exile  comic series will reveal backstory from an upcoming, unannounced expansion, weaving elements from the existing in-game narrative with an entirely new and gripping conflict. Each 22-page issue will release digitally with individual cover art, and the entire series will ultimately be compiled as a full-color, printed graphic novel, and be published by Dynamite next year. Additionally, each issue will feature unique in-game bonuses for players of  Path of Exile, such as armor cosmetic effects, among other surprises.

In close collaboration with Grinding Gear Games' Creative Director Erik Olofsson and Narrative Designer Edwin McRae, the  Path of Exile  comic series will be illustrated by Carlos Rodriguez and written by Royal McGraw. Carlos Rodriguez is a comic artist with published work in series such as  Nightwing  and  Teen Titans (DC Comics), as well as in  Fall of the Hulks: Red Hulk  and  X-Men Vs. Agents of Atlas (Marvel), among countless others. Royal McGraw is a professional writer who has penned projects for DC Comics, Syfy Channel, Electronic Arts, and other top-tier entertainment companies.

"We are thrilled to be working with Grinding Gear Games on this," said Rich Young, Dynamite's Director of Business Development, who is also serving as Editor on the project. "The work being produced by the creative team is really top notch, and it's tying in seamlessly to the game, thanks to Edwin and Erik. I think that fans of Path of Exile are really going to enjoy this series, which adds to the depth of the game, but in a different medium."

Path of Exile  is an online action role-playing game set in a dark fantasy world. Playing as one of seven unique character classes, players find themselves banished for their past misdeeds to world of Wraeclast. There, they encounter hundreds of species of deadly enemies laden with loot and mysterious artifacts as they explore the abandoned continent. With over 5.5 million and counting registered users,  Path of Exile  has received universal critical acclaim, including 2013 Game of the Year awards from leading game sites such as GameSpot and PC PowerPlay.

More information about Path of Exile and the  Path of Exile  graphic novel can be found on the game's website at  www.pathofexile.com.

Information about

Path of Exile

SP/MP: Massive
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: Released

Details

Worlds of Magic - Impending Beta Release

by Couchpotato, 04:05

Wastelands Interactive announces the developer is almost ready to release the Beta version of Worlds of Magic, and mentions the Early Access release on Steam.

Impending Beta

Greetings once again our wonderful, generous, thoughtful, and most importantly, patient, backers! There are several items we want to touch on in this update, the first of which is the impending beta. If all goes as planned we're going to send out the first small batch of beta keys (somewhere between one and two hundred) out somewhere around the end of July. The method we use for selecting the recipients of these few keys is still up in the air, but we're leaning toward sending them to the earliest backers from each campaign: First, Second, and PayPal. It's the “fairest” method we can think of. We know that most (if not all) of you want beta access and we're going to get you all in as soon as we can. If you don't get a key from the first batch, just console yourself with the idea that there will be less bugs and more game in the beta by the time you get it :)

Early Access

Now, as some of you may know, Steam allows publishers to put games up for “Early Access” before the game is 100% ready for release. This allows developers to pull in more beta testers and raise a little last minute capital to fund the polishing stage. Up to this point the development budget for Worlds of Magic has been close to $300,000 (yes, that's USD). Opening the game for Early Access would raise our budget ceiling a bit and give us a little more time for polishing. We're interested on hearing your thoughts on Early Access. Should we wait until the game is essentially ready for release and use it basically as a form of advertising? Or should we open it up as soon as we have a solid beta version ready, in order to raise more capital to help put all the final flourishes in place? We've asked for your opinions from the very beginning and we'd appreciate your feedback on this.

Information about

Worlds of Magic

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

Details

Ultima IV - Retrospective @ Digital Antiquarian

by Couchpotato, 04:00

The Digital Antiquarian has posted a new retrospective for Ultima IV.

Late in the fall of 1983, when it was clear that Ultima III was turning into a huge success and thus that their new company Origin Systems was going to be a viable operation, Robert Garriott came to his little brother Richard with a forlorn plea. Robert, you may remember, had for months been commuting via his private Cessna between the Garriotts’ family home in Houston, whose garage served as Origin’s development studio and assembly line, and North Andover, Massachusetts, where his wife Marcy worked for Bell Labs. It wasn’t, to say the least, an ideal way to run a marriage. Would Richard and the rest of the fledgling company agree to move to North Andover for three years? After that Marcy expected a promotion that should make it much easier for she and Robert to move, and, assuming the company was still alive, they’d then move wherever Richard and the rest liked. Young, unattached, and ready for adventure as they were, just about everyone agreed. They packed their cars with their personal possessions and rented two trucks to fill with supplies, computers, and other equipment — most notably the precious shrink-wrap machine — and headed northeast just weeks later.

Information about

Ultima IV

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

Details

Elder Scrolls Online - Update 3 Preview Video

by Couchpotato, 03:55

Zenimax Online Studios released a new video preview of the next Elder Scrolls Online patch. According to the video the patch will released in early August.

Update 3 for The Elder Scrolls Online is coming in early August 2014! The patch introduces armor dyes, guild tabards, public guild stores, a new difficulty for Trials, and more. This preview video gives you a first look at all the new features that are on their way to Tamriel.

Information about

Elder Scrolls Online

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

Details

Battle Brothers - Dev Blog Update #18

by Couchpotato, 03:50

Overhype Studios has posted their next development blog update for Battle Brothers.

Dev Blog #18: Character Traits and Backgrounds

Battle Brothers is a game where attachment to the individual characters in your retinue is an essential part of the game. Today we explain how we use character backgrounds and traits to create characters that feel unique from the moment you hire them, and that you can relate and get attached to (only to see them getting horribly slaughtered by some axe-wielding skeleton).

Information about

Battle Brothers

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

Details

Thursday - July 10, 2014

Divinity: Original Sin - Two New Interviews

by Couchpotato, 05:06

I managed to roundup two more interview with Larian Studios Swen Vincke about his recently released game Divinity: Original Sin. The first interview is on Gamasutra.

"We always wanted to make an old-school PC RPG with multiplayer," says Swen Vincke, the founder of Larian Studios. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."

I've called him to ask after Divinity: Original Sin, Larian's recently-released isometric cooperative PC RPG. It's proven remarkably successful despite -- or perhaps because of -- its nostalgia-tinged design, which draws inspiration from German pen-and-paper roleplaying games as well as '90s-era PC RPGs like Baldur's Gate.

The Belgian studio Kickstarted Original Sin (to the tune of just under $1 million) last April despite competition from prominent, concurrent Kickstarter campaigns for isometric RPGs like Richard Garriott's Shroud of the Avatar and inXile's Torment: Tides of Numenara.

Larian managed to beat them both to market, launching Original Sin on Steam's Early Access service in January before bringing it to retail at the end of June. Now it's the top-selling title on Steam and Larian's fastest-selling retail release to date; the studio is well on its way to recouping the roughly $4 million it spent on the game's development.

"We never expected it to be this successful," says Vincke. "It's all due to Kickstarter and Early Access."

The second interview is on PC Gamer.

PC Gamer: How do you guys feel post launch? You said you're still working on the game, but what's the vibe at Larian right now?

Swen Vincke: It's funny because everybody's still so focused on doing the patching that we haven't had time to celebrate yet. Everybody took some breaks to get some sleep, and most of us took a long weekend, but now we're focusing on the patch, and we're going to have our first [release] party next week. It will be a big one, and then we're going to go on a big holiday and then there's going to be a huge party. Right now, actually, everybody's like, "Okay, we released, so we continue to work on it." It's a rather funny feeling to be honest. We're very happy obviously.

PCG: It's the only project that Larian has right now, right? You're not working on anything else.

Vincke: No. This was all-in for us, so we said, "We have one shot at making a good RPG. This is going to be the one, so we'd better not fuck it up." That was basically the attitude, so it was stressing. But we're happy now of course.

PCG: What kind of things are you looking at in the big update?

Vincke: We basically have two types of things. We're doing hotfixes where we see problems that we can fix right away for people, and then the patch will contain some extra content. Balancing fixes. We'll introduce the AI personalities—that was one feature that didn't make it fully for release. [Right now] you only have no personality or random personality, which is rather clunky to play with, or the loyal personality which basically does everything you do. We will add five or six AI personalities, and they have distinct opinions about things, and so it's basically your partner. [And] people will be able to create their own personalities.

They make decisions based on certain type of personality, and it makes the game quite different, actually, because then it's really like playing with a human being, to a certain extent.

Information about

Original Sin

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

Details

InSomnia - The Styling & Inspiration Update

by Couchpotato, 05:00

Studio MONO has released the next kickstarter update for InSomnia about what inspired the new RPG game. The game still has 14 days left to get funded.

The styling and inspiration of InSomnia RPG

A big hello to all of our backers and visitors! Today we’ll cover more about the styles and designs of InSomnia RPG and the process of its development. We are dedicating a lot of time on making a really unique look & feel within InSomnia RPG. Our RPG is based in a complicated setting, consisting of many different stylistics and inspirations, from Retro-futurism to Noir, dieselpunk, Atom Punk and Tesla Punk dark monumental Art Deco elements.

Information about

InSomnia

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

Details

Lords of the Fallen - Release Date Announced

by Couchpotato, 04:55

Square Enix & CI Games announced the release date for Lords of the Fallen in a new press release. Here are the details for those interested in the game.

Lords of the Fallen launches October 31st

London, UK – 9 th July, 2014: Square Enix is pleased to announce Lords of the Fallen, CI Games’ next-generation action/role-playing game will hit retail on October 31 st for the Xbox One® all-in-one games and entertainment system, PlayStation®4 computer entertainment system and PC

In Lords of the Fallen, you are Harkyn, the best of the worst of humanity. A convicted criminal, Harkyn is given a chance for redemption. But just as the rulers of the world get close to finding a way to banish all evil from humans, an army of the long-ago defeated god attacks the human realm. Released from prison, Harkyn and his mentor, Kaslo, set out on a mission to stop the war.

In his journey, Harkyn will forge strong alliances and face even stronger enemies. He will learn the true power of the Rhogar Lords - commanders of god's army. He will even bring the battle to the Rhogar, travelling to the heart of the demonic dimension.

Will the god manage to enslave humans again? Is mankind really able to banish evil? Will Harkyn's sins ever be forgiven?

Lords of the Fallen releases at retail for Xbox one and PlayStation 4 on October 31 st at £49.99 and on PC for £29.99

For more information on  Lords of the Fallen please visit  http://lordsofthefallen.com/ or https://www.facebook.com/lotfgame

Information about

Lords of the Fallen

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

Details

Serpent in the Staglands - Whips & Map

by Couchpotato, 04:52

Whalenought Studios has a new development blog update for Serpent in the Staglands with new information on whips, and the games overworld map.

The overworld map has come a long way since our last one.

Information about

Serpent in the Staglands

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

Details

Pillars of Eternity - Post-Funding Update #82

by Couchpotato, 04:48

Obsidian Entertainment has released the next update for Pillars of Eternity with more information on the games creatures, and the release of the games beta.

Creatures

Update by Rose Gomez, Associate Producer

Hello backers! In today's update, we'd like to show off a few of our creatures that you might have heard us talk about in previous updates. With the end of production getting closer every day, we have some news about our backer updates, and we’re also pleased to announce a date for the upcoming Backer Beta! In our next update, we’ll get into more detail about that.

Update Schedule

Hey, everyone. Brandon here. With production moving into the finalization phase for Eternity, the team and I are hunkering down to finish up the game over the next few months. Going forward, we will be spacing out our backer updates a bit more from now until the project ships. They’ll come a bit less predictably, but you can still expect updates as we have big announcements or special news for you. This will really help us focus as much of our efforts into putting out the best game we possibly can for everyone.

In our next big update, we will discuss the upcoming Backer Beta in more detail as well as what it will entail and how to redeem your copy.

Speaking of the Backer Beta...

Backer Beta

We will be releasing our Backer Beta on August 18th. As we mentioned above, we will get into all of the specifics about the Backer Beta in our next update. Be on the lookout for it over the next month.

Information about

Pillars of Eternity

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

Details

Dragon Age: Inquisition - Gameplay Trailer

by Couchpotato, 04:44

Bioware released a new gameplay trailer with Creative Director Mike Laidlaw who talks about the E3 dragon fight gameplay from the games demo.

Join creative director Mike Laidlaw as he walks you through part one of the award winning Dragon Age: Inquisition E3 gameplay demo. In part one, explore the largest Dragon Age world ever created and lead your followers in a battle against a High Dragon.

I also found two new articles from twinfinite from a recent Q&A. You can read the first article here, and the second one here.

Today, a Q&A session was held with Mark Darrah (executive producer), Mike Laidlaw (lead designer), and Cameron Lee (producer) about Dragon Age: Inquisition where so many questions were answered that my brain hurts.

Information about

Dragon Age: Inquisition

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

Details

After Reset - Post-Apocalyptic Myths Busted #2

by Couchpotato, 04:36

Black Cloud Studios After Reset has managed to earn $15,790 of the $35,000 goal. The developer also posted the second part of the Post-Apocalyptic Myths.

MYTH #6: SPORTS EQUIPMENT AS ARMOR

Myth: You often come across gangs, raiders and just armed groups of people in general dressed in massive pieces of defensive material originally made as padding for American football with cool trapezoidal shapes, stylish shoulder pads, knee pads, helmets, masks and other impressive "found armor."

Reality: Football pads? Lineman shoulder pads? Hockey helmets? Iron masks? Guys, are you serious? Even if we overlook their unwieldiness and the discomfort of constantly wearing sham props from classic post-apocalyptic films, the fact is this sport equipment's real protective ability is laughable. Your appearance will be fear-inducing, but you'll die from one bullet, knife jab or even just a simple hammer strike. There is one small exception related to improving the wearer's mobility – cleats. Every one from Soviet soldiers in Afghanistan to professional mercenaries in Iraq would often carry cleats, and change into them, preferring them to standard issue military boots.

In After Reset RPG: You'll hardly be likely to run into people in sports pads and idiotic unwieldy masks carrying hockey sticks and the like. Most things from the Past Era not made of synthetic materials have turned to dust or rags. The new civilization that lived through the Reset on the surface has already been making its own clothes, armor and weaponry for decades. However, as was already noted above, most things from the Past Era, even those without a functional application, are perceived as rare artifacts in societies capable of satisfying basic human needs. There are even whole groups completely devoted to seeking out, identifying, selling and reselling such artifacts.

MYTH #7: RELIGIOUS CULTS FLOURISH

Myth: Those who lived through the End of the World, as predicted by all major world religions, have been plunged back into the Dark Ages, full of strange cults and witch-hunts. There are cargo cults and other fanatics everywhere.

Reality: Sociological studies of the change in level of religious adherence among the populations of European countries before and after the First and Second World Wars have shown the opposite reaction. Rejecting the possibility that the Creator could allow such cataclysms, the number of atheists among survivors of those wars and among the following generations leapt from 1-3% before to 20-50% after. Of course there are always the crazies, but there's no reason to expect any kind of religious domination of society.

In After Reset RPG: Among the survivors of the Reset on the surface, there are many atheists. However you can find the echoes of the major world religions everywhere. Travelling through the Great Desert and the State of Eagle you can come across some cults and acquaint yourself with the huge, stable religious society The Indian Alliance, and small churches in the New Confederacy.

Information about

After Reset

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

Details

Antharion - New Video Update

by Couchpotato, 04:31

Thanks to tomasp3n I have the latest update for Antharion. Now remember the games developer only shows the updates for backers so give him a big thank you.

This month we put together a little video for you guys. You'll notice a new world map, I want to emphasize that it's missing its topographical icons (mountains, forests, bodies of waters, etc.) which will be added in this coming week. You'll also notice some "location" icons, these are cities or settlements which, as you discover them, will show up on your world map as fast-travel destination icons. We're going to restrict this as much as possible to the 10 or so city/settlements on Antharion's mainland. There will be island settlements but in Antharion anything not on the mainland is considered "uncharted" and so will not be visible on the world map. As for the release I will say that we are still on track for a December release. I should probably also mention that the accompanying music is an actual in-game atmospheric track by our composer Eric Gallardo. Thanks again everyone for your generous patience and support and enjoy the video!

Information about

Antharion

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

Details

Unrest - Preview @ Games in Asia

by Couchpotato, 04:28

Games in Asia took the time to preview Pyrodactyl Games new RPG Unrest.

Sporting a solid, hand drawn aesthetic and appropriately ethnic sound track, Unrest had a comfort food kind of feel to it as I roamed the village conversing with everyone along the way. There are some fantasy elements too, what with the appearance of a race of humanoid snakes known as the Naga.

For me,there’s a sense of familiarity not too different from the original Mass Effect or Fall Out: New Vegas what with an apparent depth in characters and dialogue options. While it looks nothing like nothing from Bioware or Obsidian, it would be interesting to see if it can maintain this sense of atmosphere and spirit across the entire game.

Information about

Unrest

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

Details

Elder Scrolls Online - The Road Ahead #4

by Couchpotato, 04:24

The Elder Scrolls Online has another The Road Ahead update with more information on future fixes, and other updates from some of the games developers.

The Road Ahead

It’s time for another update on what we’re up to at ZOS, how things are going for ESO, and what to expect in the near future.

ZOS and ESO at QuakeCon

As part of the pan-Bethesda fan event, we’ll be out in force at QuakeCon in Dallas from July 17th through the 20th. Most events related to The Elder Scrolls Online will be held on Friday, July 17th. We’ll have our own panel, there will be hands-on stations at our booth, and we’ll host a Q&A session. Everyone is welcome—we’d love to see you there. If you can’t make it to the show, you can still join us to watch the panel and Q&A on our twitch channel! Here’s a breakdown of what we’re planning:

  • “The Future of ESO” panel, where senior developers will talk about their different responsibilities and what they’re working on. Creative Director Paul Sage will present an update on changes coming to the Veteran System (which we cover further down) and lots more.
  • A Community Meet and Greet after the panel.
  • PvP Tournament and livestreams—join in with your guild or friends and have your PvP session livestreamed on our Twitch channel.
  • A Trials tournament and livestream.

To get all the details about our presence at the show, including how to enter the tournaments, check out our QuakeCon article.

EU Megaserver Update

We’re getting closer and closer to being able to announce a specific date for the migration of the EU Megaserver to our Frankfurt data center. As I type this, it looks like the move will happen during either the last week of July or the first week of August. This is obviously a delicate operation, and we have to make sure that everything is up and running and that all character data is transferred successfully. We are taking the time to do it right.

Information about

Elder Scrolls Online

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

Details

Arkane Studios - Dishonored 2 Details?

by Couchpotato, 04:19

According to Now Gamer they have information from an insider about Dishonored 2. Now i should point out please take this with a grain of salt.

A number of details about Arkane Studio's in-development Dishonored 2 have been revealed to NowGamer by a source with knowledge regarding the game's development. 

According to our source, Dishonored 2 is being developed at Arkane's Lyon studio, with Harvey Smith - co-creative director alongside Raphael Colontonio on the first Dishonored - heading the project.

Dishonored 2 could be set to star a new protagonist, with our source revealing that Arkane has had discussions about replacing Dishonored's main character, Corvo, with Emily Kaldwin. 

Emily Kaldwin is a child in the first Dishonored, suggesting that Dishonored 2 will be set some time after the original. 

It is likely that much of Dishonored 2 will take place in new areas outside of Dunwall (the City in which the first game is set), though our source could not give us details on exactly what locations the player will visit in Dishonored 2. 

There are four islands that have been established within the fictional world of Dishonored: Gristol (where Dunwall is located), Tyvia, Morley and Serkonos, so it is unsurprising that Arkane is looking at visiting new locations in Dishonored's sequel.

Information about

Arkane Studios

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JA:Flashback - Early Access Review @ Cliqist

by Couchpotato, 04:13

Cliqist posted a new review of the Early Access version of Jagged Alliance Flashback.

Graphically, Jagged Alliance Flashback looks fine. The style is mostly realistic, which follows the same theme as the mandatory reloading and perma-death, and the environments generally look very colorful and finished. There are plenty of flaws to pick out, but overall, this was a fine aesthetic experience, music and all. There’s also a pretty massive island to explore, all sectioned off into a grid that you explore one square mile(ish) at a time. That’s all fine, but unless you are incredibly lucky in combat, you will never survive long enough to explore more than a third of this area.

Overall, I’d say that this was a really good game-in-the-making if it wasn’t for one thing. When I first got this, it cost $45 on Steam. No way. I’m unable to see Steam Early Access as anything but a place to get people to beta test your game for free. If you’re going to charge people $45 for the right to test your game, you’re crazy. It’s unfinished, mildly broken in places, and missing features. It needs to be play tested, and instead of paying people to do that (common practice for most of gaming’s history), most companies charge people to do that. They lose save data, they play a broken game, and they miss out on the inevitable 50% off sale that will render this game a fair trade. Not to mention all the surrounding controversy with this game’s distribution. It’ll be a really good game – when it’s done.

Information about

JA:Flashback

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

Details

Wednesday - July 09, 2014

Kingdom Come: Deliverance - Home Sweet Home

by Couchpotato, 18:54

Warhorse Studios has posted the next update for Kingdom Come: Deliverance with a status update on the new office, and talk about the development of the game.

Home Sweet Home

When we founded Warhorse we could watch from the windows of our new offices the demolition of an old factory, which gradually turned into a huge hole in the ground, from which a new building started to emerge. Every day we could follow the erection of this mega office building, in the bowels of which there was also to be a massive concert hall one day. It was surprising how few laborers there were working on the construction. At the time there were only nine of us. There were certainly more of them and we used to joke "Let's see who gets the job done first - us building our virtual world, or them building a real world edifice!"

Agile Development

And what else is new here apart from the move? It seems we have finally reworked the plan as we decided last month and began applying agile development and combined teams of people from various areas, who are working on one thing at the same time. The first major task was the implementation of an alchemistic "mini game", which isn't mini at all, but a relatively massive game in its own right. One of our new designers, Jakub, is in charge of it. When we were dealing together with the alchemy on paper, we came across a whole range of problems, as well as the fact that he didn't know which of our ideas were feasible and which weren't. 

Now he has at hand two programmers, an animator and several graphic designers and they deal with the whole thing as a team. They were a little surprised at the outset that no one was strictly dictating to them how it was supposed to be and, on the contrary, that they should sort out the issues together and figure out what was possible, but it seems they are starting to get the hang of it. It’s something of a trial by fire. In the course of it, Jakub discovered much more quickly what was possible and what was not, and in a week they should be delivering a functioning alpha version of the mini game. To be honest, I am very curious whether it will be good and this approach proves itself, or whether it will be not so good and we will have to go back to the drawing board.

Alcoholism!

Just as in almost all RPGs, we too will have the option of drinking alcohol in the game, and since it will be there, we want it to lead somewhere. So it will influence the stats of the player’s character in some way. That’s normal too. Only we said to ourselves that we didn't want it just to add a bit of health and then have a fuzzy picture. We want the lightened mood to raise charisma, speech and stats, allowing the player, for example, to persuade an NPC more easily. We want it to raise his self-confidence, while advanced drunkenness would, on the contrary, lower his stats. 

That's all still easy enough, only we also want differences between various types of alcohol - for bad quality booze to make the character more ill than quality booze, which would show in a longer lasting hangover, and maybe that bad beer would make him throw up sooner (there will be puking, of course). 

Well, then, we add to that a quality that most items have anyway. Only what will be the difference between beer, wine and spirits, when they are all of the same quality? Well, a person has to drink a lot more beer than spirits to get drunk and it fills him up a lot more. So, since we have overeating, the beer will behave like food and it will be possible to get overfull before one gets drunk, or get poisoned if it’s bad booze, and then we might easily have a number of different beers of various quality and other parameters. But, since moderate indulgence in alcohol increases the player's positive stats, he could exploit it by maintaining a permanent state of tipsiness and we have to somehow pre-empt that.

Information about

Kingdom Come: Deliverance

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

Details

Dragon Age: Inquisition - In-depth at E3

by Couchpotato, 10:26

Stevivor has posted a new article that takes a look at all the information from E3 last month, and gives their opinion on Dragon Age: Inquisition.

In-depth at E3: Dragon Age: Inquisition

You wouldn’t know Dragon Age: Inquisition is a cross-gen title by looking at it, and that's because it looks spectacular. Okay, maybe some of the characters faces are a little rough and some more time needs to be spent on moustache physics, but overall the world that BioWare has created is very impressive. Huge mountain ranges littered with massive trees stretch on an on and the detail doesn’t stop there. The smoke effects are some of the best I’ve ever seen and the steam rising from the ground really brings Inquisition to life.

Inquisition feels a little like an MMO and looks to have been inspired by some of the gameplay ideas associated with the genre. In battle each class has to work together focusing on their role to get the best results. You can switch between controlling any of the characters mid battle. It’s kind of like micromanaging a small raid and makes strategy increasingly important as the battles become more difficult.

Information about

Dragon Age: Inquisition

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

Details

Divinity: Original Sin - Two More Reviews

by Couchpotato, 10:21

Here are two more positive reviews to add this week for Divinity: Original Sin.

Strategy Informer - 8.5/10

While in my opinion it has a few flaws that hold it back from true all-time-classic status Divinity: Original Sin is an excellent, beautifully designed and engaging RPG that absolutely never gets boring.

Game Informer - 9/10

The experience is not without a few minor quibbles, such as disastrous misclicks that can occur from enemy/camera positioning and the inability to always have items show up on the ground. The complete freeform gameplay in Divinity: Original Sin can be quite daunting and frustrating, especially as a player navigates the minefield of the early game without any real direction. Embrace the lack of handholding and complete freedom, and you have an incredible title that provides many hours of entertainment.

Information about

Original Sin

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

Details

Dead State - Why isnít Dead State Done Yet

by Couchpotato, 10:16

Brian Mitsoda has posted two interesting updates on the forum for Dead State where he talks about why the game isn't released yet. So here is the first post.

Why isn’t Dead State Done Yet?! Pt.1

Without a doubt, some of the most frequent comments we get at DoubleBear are about how we have been “Making this game forever” and “What’s taking so long?” and I’d like to take the time in this Design Update to talk a little about the business of game development and set the record straight about how this game in “5 years of development” could possibly not be done yet. If you’re one of the people who are frequently upset about the time it has taken for the game to be completed, please take the time to read this update.

And his second post on the topic with more infomation.

Why isn't Dead State Done Yet?! Pt.2

So, you might be wondering: “It’s 2014, and if the game was Kickstarted and put into full-swing production in 2012, why isn’t it done?” Software development imprecision aside, as I said before, the skeleton crew needed for swift(er) RPG development is about 30-ish people. After the Kickstarter, we were at about 8 full-time people, 1 part-time team member, and 2 amazing professionals who were contributing sound and music support on the side for us. Most of the staff was inexperienced and was still getting used to working on a schedule and working together remotely (inexperienced does not mean bad at their job, it means not as fast as senior staff that have worked together before.) Our first shot at a production pipeline was enough to get the ball rolling, albeit very slowly. Usually an RPG has several people just on the design side (writing, systems/combat, level leads), but we didn’t have the budget for additional seniors or the time to train up anyone on the design side, so most of that fell to me. By late 2012, we were starting to get the game in shape, but it was obvious that we needed a few more people and a more efficient system to coordinate departments and keep track of finished assets.

So, you might wonder why I’m telling you this, and the truth is: it flat-out sucks to hear that our game is “taking too long” or starting an interview off with questions like “So your game has been in the works for a while now…” I know I’ve said it before, but I promise you, no one wants Dead State out more than us. The truth is, games don’t manifest out of thin air the moment they’re announced. Concept art, ideas, and mockups are not a game. If you’re hearing about an original game for the first time at E3 or PAX, chances are it was being developed 2-3 years before it was ever mentioned to the public (remember, we announced DoubleBear the week we formed a company with no budget and with a handful of people.)

Information about

Dead State

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

Details

Paradox Interactive - Lineup for Gamescom 2014

by Couchpotato, 10:09

Paradox Interactive has announced their game lineup for Gamescom 2014. The best part of the news is Pillars of Eternity will be playable at the convention.

Lineup for Gamescom 2014

Meet the Paradox Development Studio Devs in Person at Fan Gathering 2014 in Cologne!

STOCKHOLM — July 8, 2014 — Paradox Interactive today announced the catalog of games that would be on display – and playable by attendees – at the Gamescom trade show in Cologne, Germany on August 13-17, 2014. Featuring recently announced titles and impending releases such as Runemaster and Obsidian Entertainment’s Pillars of Eternity, Paradox will be demonstrating and sharing their biggest games with Gamescom visitors, as well as announcing a few never-before-seen titles at the show.

Titles to be shown at Gamescom include:

- Pillars of Eternity – available to play on the show floor
- Runemaster – available to play on the show floor
- Magicka 2
- Hearts of Iron IV
- Secret projects we can’t talk about just yet 

Paradox will be publicly showcasing Hearts of Iron IV, the highly anticipated World War II strategy war-game, for the first time ever in a live demonstration during Fan Gathering 2014, an annual event where Paradox Development Studio fans and devs alike can commingle and plot world domination together. Fan Gathering 2014 will take place in Cologne on August 14, 2014.

Fan Gathering 2014 will also play host to a guest panel of Paradox personnel, including CEO Fred Wester and Paradox Development Studio veteran Johan Andersson, which will be moderated by popular YouTuber Quill18. Hear banter on developing strategy games, ask Fred embarrassing questions about his love of karaoke, or just stare intently into Johan’s deep blue eyes. For more information on how you can attend Fan Gathering 2014, please visit https://www.paradoxplaza.com/fancon-2014.

Information about

Paradox Interactive

Details

After Reset - Post-Apocalyptic Myths Busted

by Couchpotato, 10:07

Black Cloud Studios new kickstarter for After Reset is off to a good start, and managed to earn $13,904 of it's $35,000 goal. The developer also has a new update.

Post-Apocalyptic Myths Busted Part I

Hi guys,

I thought to publish new video from the game in this update/news. But I feel to share that short series of articles first :)

Recently, in my work designing and analyzing concepts for another weapon from our game, I heard that there hasn't yet been a hard science fiction video game. In complete disbelief, I checked the Internet and Wikipedia. It's hard to imagine my surprise when I came up empty handed.

Yes, the international gaming community has industry standard space operas (Star Wars: Knights of the Old Republic, Mass Effect, etc.); space westerns (are you waiting for Firefly too?); purely apocalyptic/post-apocalyptic games (Fallout, Metro, etc.); cyberpunk (Deus Ex, Syndicate, etc.); steampunk (Arcanum, Dishonored etc.); alternate history games (Command and Conquer) and more.

But it turns out that no one has yet made a completely hard science fiction game, despite the fact that since the time of H. G. Wells, it has been considered the original science fiction genre. The difference lies in its strict adherence to scientific laws firmly established at the time of writing. What really made these books stand out was their detailed scientific and technical basis and their realistic extrapolation from that.

It turns out that the relentlessly scientific approach that we've been building into every nook and cranny of our setting since the beginning has the potential to make After Reset RPG the first hard science fiction video game in history.

After discussing this discovery with our team and gaming journalists, I decided to summarize and share some of the most enduring classic myths about life after the apocalypse that we intend to do away with in our game. I remind you that this is intended for an adult audience, and in order to convince that audience of the reality and authenticity of our game, and by the same token to allow the game to really let the players immerse themselves in their characters – it needs to be truly scientifically convincing as well as being based on facts and real world experience.

Well, what are we waiting for? Pour yourself a glass of something cold, lean back in your chair and enjoy…

Information about

After Reset

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

Details

Lords of the Fallen - Preview @ Total XBOX

by Couchpotato, 10:03

Total XBOX has a new preview of Lords of the Fallen, and list six reasons why it could be the XBOX One's first killer dungeon crawler.

There's a sound I'll never tire of, and that's the satisfying crunch of an enemy's weapon hitting my shield as I hide behind it, waiting for the right moment to strike a well-timed riposte of my own. Is that a touch sadistic to admit? Probably, but I'll still never tire of it and you can't make me.

It's always said that games necessitating that sort of back and forth feedback in combat require a good deal of patience, but I don't think that's quite true. Patience is a virtue I lack - but stubbornness? Not so much. It's that stubborn streak that always carries me through, even when I'm multiple deaths in and success seems a very distant, unlikely notion. That's usually when the swearing starts.

So I found myself recently with a controller in hand and at the mercy of a Lords of the Fallen demo. Here are seven things I learned after the dust had settled, my shield had taken a thorough beating, and the nearby swear jar was a good deal heavier.

Information about

Lords of the Fallen

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

Details

38 Studios - Legal Trouble on Settlement

by Couchpotato, 09:59

Gamasutra has news the settlement might from last week is not the end of Rhode Island vs 38 Studios as a few of the Defendants have filed to stop the settlement.

Today the Providence Journal reports that two defendants in the 38 Studios lawsuit -- former Rhode Island Economic Development Corporation directors Keith Stokes and J. Michael Saul -- have formally objected to the first settlement in the long-running legal battle on the grounds that the state legislation which permits it is unconstitutional.

This is notable because it's the very first potential settlement in the 38 Studios case since the suit was filed in 2012.

The proposed $4.4 million settlement would be made by the insurance provider of defendants Antonio Afonso and his law firm Moses Afonso Ryan, which is a bond holder in the loan the state's development agency gave to 38 Studios to move to the state and develop its Copernicus MMORPG.

Though there are multiple defendants in the case, Afonso and his firm are able to settle independently thanks to a recent amendment to Rhode Island state law that allows a defendant in the 38 Studios lawsuit -- and only in the 38 Studios lawsuit -- to independently agree to a settlement with the prosecution, without thereafter being liable for any judgment made by the court against the other defendants.

Now Stokes and Saul are asking a Superior Court judge to block Afonso's settlement on the grounds that the amendment which makes it possible is unfair and will ultimately prevent them from relying on the insurance policies of their codefendants to pay their own legal costs.

Information about

38 Studios

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SW: TOR - Introduction to Galactic Strongholds

by Couchpotato, 09:54

Bioware has finally released the new Galactic Stronghold update for SW:TOR, and posted a new development update with details on the strongholds.

PREAMBLE

Have you ever dreamed of having a home in the Star Wars™ galaxy? I mean a real home – a place you can look forward to returning to after a long journey through the cold depths of space. A place that you can retreat to in times of darkness, to meditate on your next move or to plot your revenge. A place you can share with your closest friends or flaunt to your rivals. Above all, a place of power and significance that you can customize and call your own.

We share that dream, and we intend to make it a reality with our next free digital expansion: GALACTIC STRONGHOLDS.

INTRODUCTION TO STRONGHOLDS

As you reach level 15 and wrap up your mission on Coruscant or Dromund Kaas, it’s clear you have become an important player on the galactic stage – notable enough to attract powerful friends… and dangerous enemies. You need a fortified location to consolidate your power base – a platform from which to expand the influence of your legacy. What you need is a Stronghold – a customizable bastion of military might and personal luxury.

You will encounter a holo-projected advertisement on the Fleet (and on the capital worlds) which extolls the virtues of Stronghold ownership. This will begin an introductory mission which leads you to a Stronghold Directory, which is a terminal that allows you to view other players’ strongholds or purchase your own. For example, Coruscant Stronghold Directory is where you can purchase the Coruscant Apartment.

You can purchase a Stronghold with credits or Cartel Coins, and the Stronghold will be unlocked for your entire Legacy. For example, once you purchase the Coruscant Apartment, all of your Republic characters will have access to it. You can travel to and manage your Strongholds from the Stronghold Management window, which is a new tab in the main interface.

Each Stronghold has a unique floor plan which is composed of 8 to 12 rooms – for example: large living spaces, small rooms, a garage, a balcony, and so on. By purchasing a Stronghold, you will automatically have access to the first room. You can expand your Stronghold by clicking on locked doors, which will prompt you to unlock the attached room using credits or Cartel Coins.

Information about

SW:TOR

SP/MP: Massive
Setting: Sci-fi
Genre: MMORPG
Platform: PC
Release: Released

Details

Hand of Fate - A Collectible Card ARPG

by Couchpotato, 09:49

Defiant Development sent news of their new game called Hand of Fate. I thought a few of you might be interested in the game so here are the details.


Hand of Fate, an Action RPG, Collectible Card Game Hybrid Available on Steam Early Access

BRISBANE, QUEENSLAND - July 8, 2014 - Defiant Development sees days of gaming in the cards for action RPG and collectible card game fans, as the Kickstarter-funded title Hand of Fate is now available on Steam Early Access.  The finished game will be coming to PS4 in Q4 2014 and PS Vita in Q1 2015.

In Hand of Fate, players collect equipment, items, artifacts and enemies as in-game collectible cards in a card based RPG; then play their deck, bringing to video game life a beautiful 3D world in which gamers make difficult decisions.  Sometimes their choices have unexpected consequences and players must crush their foes utilizing a third person action-adventure combat system. The more bosses a player defeats, the more cards they obtain.

Players must tread with caution as Hand of Fate incorporates rogue-like elements.  If a gamer dies before defeating a level’s boss the player must start from the beginning of that stage in their next play through.  Each subsequent play through is unique as levels are procedurally generated via luck of the dealer’s draw. 

Inspired by tarot cards and fantasy games, Defiant Development seamlessly blends tabletop card gaming with their favorite videogame genres.

Hand of Fate combines the furious fast-paced action of button mashers with fantasy and role-playing elements that anyone who has ever picked up a 20 sided die will recognize,” Morgan Jaffit, Director, Defiant Development, explains.  “Anyone who falls in the cross section of PC gamer and board or card game enthusiast will have more fun playing Hand of Fate than a Game of Thrones fan reading the manuscripts of the two unreleased books.” 
The Early Access build of  Hand of Fate is now available for PC, Mac and Linux on Steam at a discounted price of $25 USD, with the final release planned for Q4.

Information about

General News

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

Details

Age of Decadence - Another June Update

by Couchpotato, 09:45

Iron Tower Studio posted another June update on the forums for Age of Decadence.

AoD June Update

Another month is gone. Fortunately, we've hit our goals and even though I barely remember June, I see a truckload of different files and find the progress on all fronts extremely pleasing.

The town and the castle look great and the questlines are well thought through and have a good number of options and an even greater amount of double-crossing and backstabbing. If you want to play an opportunist who is betraying out of habit now, you won’t be disappointed.

As you know each town has a theme and a certain main event. Teron is a frontier town, lawless and dangerous. Very Deadwood-like. The event is a military takeover attempt. Maadoran is more “civilized”, Byzantine and more sophisticated. The event is a power struggle. Ganezzar is a religious town. You saw some preachers here and there, saw Meru’s creed slowly spreading, and now you’ll see where it all comes from and why. The event is the siege.

If you’re playing as an Imperial Guard, you’ll participate in the events that trigger the siege. All the other characters will arrive to Ganezzar (to the Aurelian camp outside the walls) when the siege is already in progress. While your faction may have certain preconceived notions about which side you should be on, you won’t have to do what you’re told.

Anyway, we’re very excited about it and it feels great to see the town becoming more and more "real" and all the questlines falling into place and forming a coherent story, which changes based on the angle you’re looking at it from.  We still have a month of work ahead of us before we can star testing the 'base', but it’s definitely going well.

Information about

Age of Decadence

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

Details

Shadows: Heretic Kingdoms - Press Update

by Couchpotato, 09:41

BitComposer & Games Farm posted a new press update on the official webpage for their ARPG game Shadows: Heretic Kingdoms.

Press Update

Things have been set in motion since our Early Access launch last week. Discussions have been started on the official Steam forums but also all around the web and we have just released our first patch!

Join the discussion on RockPaperShotgun or, for the German speaking fans, on gamona. Take a look at first impressions on Death by Beta and on HubPages in an amazing 5-part walkthrough by Matt Bird!

Read through the official patch notes on the Steam forum and tell us what you think. We have added support for multiple monitors, added support for higher and lower resolutions as well as a new crash-report system. Along with additional video options, we have implemented bugfixes and general improvements.

Information about

Shadows: Heretic Kingdoms

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

Details

Diablo III: Reaper of Souls - Interview @ Ausgamers

by Couchpotato, 09:37

Ausgamers interviwed lizzard's Julia Humphreys & Matthew Berger to talk about the console version of Diablo III: Reaper of Souls, and other topics.

We’re no strangers to Diablo in any form here at AusGamers, and when it comes to the recent expansion Reaper of Souls, we delved right on in with lengthy and in-depth diary entries and analysis. But the series has moved onto other pastures by way of console, and while the fundamental experience is largely the same, there’s something to be said about the main differential between the console and PC experience where multiplayer is concerned. And that’s one built around a same-screen social event.

“Multiplayer is one of the best features of Diablo III,” enthuses Julia Humphreys -- senior producer on Diablo III: Reaper of Souls Ultimate Evil Edition. “We think it’s the best way to play Diablo III; with your friends, and of course on the console version we have same-screen co-op, so all of you on the couch, you can kick back and we think this is a unique way to play it.”

In many ways, it’s a no-brainer the game should be played this way, and while it’s really the only main multiplayer difference between the two, there are other subtle changes that have been added to the console version of the game, especially where current-gen is concerned.

Information about

Diablo III: Reaper of Souls

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

Details