Victor Vran Review
Our forum member Greywolf00 checked out Victor Vran for us
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Expeditions: Viking Preview
Aries100 visited The Nordic Game Convention in Malmö to check out Expeditions: Viking
» Read the article
For the most part
Really don't know
Maybe a bit
Risen 3: Titan Lords - Enhanced Edition Teaser by JDR13
Quest for the Unicorn - Silver Anniversary Edition Released by Dragonx
Legend of Grimrock - Designing a modern retro Dungeon Crawler by Xian
Heroes of Legionwood - New Fantasy JRPG by Fluent
King's Quest - Review @ IGN by Archangel
Tuesday - July 14, 2015
Macabre - Released on Steam
The indie JRPG Macabre has been released on Steam:
What is Macabre?
“An earthquake of cataclysmic proportions annihilates the world and ushers in what many address as “the end of times”. But is it really the end?
Join one man as he travels the world in order to unravel the truth behind these tragic events.”
Macabre is a post-apocalyptic role-playing game in a medieval setting.
While it is a traditional JRPG at heart, it has supplementary features that help make it more modern in terms of gameplay.
- Classic JRPG gameplay.
- A refreshing take on the random battle system that rewards grinding, or allows you to skip fighting altogether.
- Over a dozen side quests, many of which utilize a “fast travel” turn-in system.
- Over 40 in-game achievements (three designed for those who want the most challenging experience).
- A tiered crafting system with over 100 craftable items.
- Craftable equipment that gives you a choice in some character stat progression.
- Two combat ability paths per character to discover.
- Semi-randomized loot system that encourages exploration. Over 750 lootable objects.
- Controller support with JoyToKey (Windows) (other software might work too, but not tested).
- Two difficulty levels.
Birth of Shadows - On Steam Greenlight
Overview: In Birth of Shadows, you play a Shadow Knight with unique rage mechanics. There is a campaign as well as co-op multiplayer. New content can be created using a built-in map editor.
Description: Learn the dark arts of a Shadow Knight to rescue your fiancee. Discover the cause of a plague that is ravaging the local towns. Slay enemies and destroy strongholds using an innovative combat system. Advance your character by gaining prestige, magic gems, and experience versus different creature types. Create new boards using a variety of content, including the option to add your own quests. Play these boards alone, with friends over the Internet, and share them with others.
Birth of ShadowsSP/MP: Single + MP
Antharion - Release Day: July 15
Antharion is an epic old-school fantasy RPG that combines tactical turn-based combat with the freedom of a huge living-breathing open world. You'll create and customize a party of four: choosing from seven races, nine classes and fifteen skills, before setting out to explore the fully interactive continent of Antharion. Explore dungeons, get thrown in jail, discover hidden passageways, burglarize homes, read books, create potions, become and infamous pickpocket, embark on a journey at sea and discover uncharted islands or persuade NPCs to do your bidding. In Antharion no play style is off limits.
- Create and fully customize a party of four, choosing from 7 races, 9 classes and 15 skills.
- Journey through five huge provinces, each with its own environment, history and culture.
- Experience an open-ended epic storyline where you determine what happens.
- Turn-based tactical combat makes dungeon crawling endlessly satisfying.
- Explore a huge living-breathing and fully interactive open world.
- Make choices that matter and affect the world around you.
- Enjoy total freedom to play however you want.
Gameplay video by tr1ppa:
Red Solstice - Review Roundup
Here are some reviews for The Red Solstice.
I’m not a fan of numerical ratings, but I will definitely recommend this one to anyone who likes the top down squad shooter genre. Especially if you liked games like Alien Breed or that Starcraft II mod I mentioned. It’s a solid entry into a field that could use more entries in general, and one I’ll probably end up convincing a few friends to buy for some co-op fun.
Mouse n Joypad, 83%
The Red Solstice is a title that has a gravitas and a weight far in excess of what it should. The story and voice acting has a true B-movie vibe and can come off as a bit “hammy”. The Red Solstice can afford to poke fun at itself in this area as the oppressive and atmospheric gameplay more than compensates for any perceived shortcomings. It has a brilliant artistic design and players will be on the multiplayer mode for a long time to come. In the beginning it can be confusing to equip and upgrade your squad, but once you realise YOU are the hunted and play accordingly, The Red Solstice becomes a fantastic experience.
The Red Solstice is clearly designed to be played with other humans rather than Artificial Intelligence partners, and the fact that missions take one hour and are heavily focused on cooperation means that the experience can be both tense and challenging.
The problem is the fact that eight players need to be involved at the same time, and that there's a limited number of gamers who have that kind of group to connect with on a constant basis, and there's no guarantee that the community will remain engaged with the title in the long run.
Graphically, the maps are large and lavish enough for a game with The Red Solstice’s recommended specs, but you’re not going to stop and take the time to appreciate them much. Open plazas and tight corridors all start to look the same when you’re hurtling down them away from a pack of rabid devourers, and the same goes for the music. It does its job well enough, keeping up the tension and adding to the overall atmosphere of hopelessness, but it’s not something you’re going to remember later on. The mainstay of the effort in the game has been ploughed into creating an enjoyable multiplayer game with as much replay value as you can handle.
Throughout my whole experience with The Red Solstice, it never loses focus on what it was built around, teamwork. Players looking for a challenge will be right at home, and anyone who wants to experiment with different strategies will find a wealth of variety here. They manage to succeed in delivering an atmospheric tactical strategy game where friends become allies and allies become monster food. The game is all about maintaining momentum, balancing risk and progress, remembering there is no solace during The Red Solstice.
Overall the game suffers a little from downfalls of feeling very dated, that being said I did quite enjoy it despite this not being one of my favourite genres so kudos for that. It may however be tough for most people to get past the “rough edges”. If this style of game is your thing then it’s worth a look otherwise it might be best to give it a miss. Aside from that, this is a pretty good first attempt.
Overall, this game has a lot of pros and very little cons. I would consider it a good purchase as long as the developers continue to add more content. The only reasons I wouldn’t give this game a 9 or 10 is because the randomness of the game can make it extremely difficult.
Red SolsticeSP/MP: Single + MP
Release: In development
Frayed Knights 2 - Demos
Jay states in his blog that he will be demoing Frayed Knights 2 at ToshoCON on Friday, July 31st from 5-9 PM at the Viridian Library & Events Center in South Jordan, Utah and at Salt Lake Gaming Con on August 6th – 8th at the South Towne Expo Center.
Frayed Knights 2SP/MP: Single-player
Release: In development
Dragon Fin Soup - Languages, QA and Launch
The Dragon Fin Soup Kickstarter page has been updated with information about the languages that will be available for the game, which are: English, French, Italian, German, Spanish and Japanese. Furthermore there is some information about the QA team and that the game will be released simultaneously on PC, PS3, PS4 and PS Vita.
So most indies like us typically release on one platform at a time, such as STEAM or iOS in English and then do staggered ports to other platforms over time. It is pretty crazy and almost unheard of for a 5 person indie team, on their first RPG title, to even attempt to launch on 4 major platforms in 6 different languages worldwide! But Sony has faith in us as veteran team and we have a great partner with BlitWorks who are working hard on the Sony platforms.Due to all of the localization and ongoing QA efforts on PC, PS4, PS3, and PS Vita, our partners at Sony have requested we take just a bit more time to proofread, double-check the languages, and conduct additional extensive playtesting on all platforms to ensure DFS is the best we can possibly make it. Our new launch window is now scheduled for Fall 2015. We seriously appreciate your understanding.To give you a sense of scope of Dragon Fin Soup, our current QA Team estimates put DFS as over 60+ hours of gameplay in Story, Survival and Labyrinth mode combined. And as mentioned before we have roughly 75,000 words that are being translated in 6 languages. That is a TON of content to test and triple-check!Exact official launch date will be announced to you once we receive confirmation from Sony. We sincerely appreciate your understanding, patience, and support. As an indie, giving you our best means everything to us.
Dragon Fin SoupSP/MP: Single-player
Release: In development
Memory of Eldurim - July Updates
The latest update for The Memory of Eldurim, currently in Early Access,teaches us that the game has a new launcher, key rebinds and various options you can tweak.
This week's update brings a totally new launcher with key rebinds, much much more control over graphics quality, and other options. Be aware that the folder structure of the game is changing a bit, so don't fret when downloading the update if you see steam complaining about the update, as it will continue to download and work just fine.
As well as level optimizations, the video quality levels have been fine-tuned, which will allow the game to be pushed to the limit, or toned down to run on a weaker machine.
The archives are nearing completion, and will soon be ready to be explored and conquered, so stay tuned!
As always, let us know about any problems with the game or the new launcher in the forums. You guys are the best!
Memory of EldurimSP/MP: Single-player
Release: In development
Serpent in the Staglands - Review @ RPS
Rock, Paper, Shotgun takes a look at Serpent in the Staglands and complain about it missing a 'getting started' guide as it is a good RPG but the path to finding that good RPG is frustrating.
It’s this layer of character that carries the game through the needlessly frustrating opening, which largely assumes you’re coming to the game from things like Dungeons and Dragons with clarifications like “Strength gives a natural bonus to hit damage for melee and range fighters. Phys Damage: (above base)Strength/2 + equipped weapon damage + item/skill mods.” There’s a lot to juggle in both the raw rules, from that, to the different skill trees that handle basic stats and skills and Aptitudes, which give additional options in certain situations, to the point that I ended picking up most of it by sheer accident. There’s an early quest for instance where a farmer wants you to get rid of a fox from his field, and it was only in the ‘I defeated the foul beast’ options that I saw the option indicating that had I put a point into the right Aptitude, I could talk to it and persuade it to leave.
Serpent in the StaglandsSP/MP: Single-player
Underrail - Development Update
Release: In development
Deus Ex: MD - About Jensen 2.0 @ Rock, Paper, Shotgun
Philippa Warr (Rock, Paper, Shotgun) has interviewed Jean-François Dugas, Patrick Fortier at the E3:
“Deus Ex meets District 9″ is how the company described Deus Ex: Mankind Divided during a demo I attended at E3. Set two years after Human Revolution, Mankind Divided showcases a society still deeply fearful after the Aug Incident where mechanically augmented people turned violent, stripped of self-control after a signal deliberately interfered with their in-built bio-chips. The scale of the incident means augmentations are now viewed with suspicion and augmented people treated as outcasts. Adam Jensen himself is working as a counter-terrorist agent fighting some of the resultant crime. Well. That’s his day job. He secretly believes the task force was set up by the Illuminti for a different purpose and is working to take them down.
“He’s a tool and a weapon,” is executive game director Jean-François Dugas’ analysis of this Adam Jensen.
“In the first game he was more a blue collar kind of guy who got caught in something way bigger than him. Like the famous meme ‘I never asked for this’. But it’s true. The guy was not necessarily going to get augmented, to jump on the band wagon, even though his former employer David Sarif wanted him to do so.
“A big important choice was removed from him. It’s not that he hates [being augmented] but he didn’t choose it. He had to go through a journey to take back what he lost and take responsibility and do something about it. This time around we go for an Adam Jensen that’s fully embracing what he is today. He has a lot of possibilities. He’s a tool and a weapon so what does he choose to do? You know you are a weapon so how are you going to use that.”
According to Dugas the shift towards ownership of his augmentations should be reflected in increased fluidity of gameplay using Jensen’s new abilities. None of what I saw during my trip was hands-on so I couldn’t get a sense of that but it’s an interesting idea and one which was picked up by gameplay director Patrick Fortier.
“He’s the Jensen 2.0 and we have all these cool augmentations,” says Fortier. “How do we make that a little more visceral? A little bit more reactive so you can use a lot of these things really fluidly into combat? There’s a lot of work put into that. Even the low-level stuff like how we frame the weapon and what’s the recoil and the muzzle flash and all those little things that make it feel right. But also moving through the environment, cover to cover, or doing takedowns from cover – all these things so you never have to start fighting with the controller to do what you want to do and to push a little further from Human Revolution.” [...]
Deus Ex: MDSP/MP: Single + MP
Release: In development
Bard's Tale IV - Interview with Brian Fargo @ Gaming Nexus
Charles Husemann (Gaming Nexus) has interviewed Brian Fargo about Bard's Tale IV:
For a lot of old school gamers the Bard's Tale series holds a special place in their heart. Either for it's twist on the dungeon crawling genre or the fantastic writing. Well the series is getting a remake thanks to a successful Kickstarter campaign so we reached out to inXile and were able to get a few questions answered by Brian Fargo, the company's CEO and a legend in the gaming industry.
What are your favorite memories from the original Bard’s Tale games?
Having worked on each of these games myself my perspective tends to be a little different. I mostly look at it in what we were trying to accomplish and how well we did at that. No one at that time thought we could make a game that could rank up there with the biggest titles of the day, and yet we did, by pushing graphics as far as they could go and introducing innovations like the eponymous bard class and evolving magic user classes. But when it comes to favorite memories, nothing can beat facing death in the form of 99 Berserkers, 99 Berserkers, 99 Berserkers and 99 Berserkers.
What differentiates the Bard's Tales franchise from the other RPG’s on the market?
The first-person dungeon crawl with deep phase-based combat has not been a genre that we have seen a lot of in the last years, that alone makes us stand out. Our goal with The Bard’s Tale IV beyond offering a more intuitive, smoother but still challenging and deep gameplay experience is to make it a graphical leap forward for the genre, much as the originals were, while introducing some innovations into combat and the way the world’s puzzles work. [...]
Bard's Tale IVSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Monday - July 13, 2015
Card Hunter - Available on Steam today
Welcome, bold adventurer! Card Hunter is a free-to-play online collectible card game which blends together card play, deck building, tactical combat and classic fantasy role-playing in a way you’ve never seen before. Grab your cards, miniatures, dice and snacks, then journey to a new world of adventure on the tabletop of your Game Master, Gary.
Card HunterSP/MP: Single + MP
Genre: Card-Based RPG
Grim Dawn - Shaman Mastery Part 1
Grim Misadventure #75 talks about the sixth and final mastery, which will be in Grim Dawn upon release: The Shaman.
“Hailing from the untamed northlands, Shamans were the spiritual leaders and guardians of their people. Claiming an astounding attunement to the wilds and their patron deity Mogdrogen, Shamans are capable of wielding the terrible forces of nature against their foes or even calling upon savage beasts to come to their aid. Shamans excel in the use of brutal two-handed melee weapons, but can easily adapt to other tools of war when conjuring their primal powers.”
Shamans are untamed fighters capable of brutal strength and ferocity that would make most men take a step back and reconsider their chances; but that wild side is equally matched by their connection to the skies and the power of lightning storms. Shamans expertly combine the use of two-handed melee weapons with storm powers. Backed by their patron deity, Mogdrogen the Beast God, they fearlessly charge into battle with lightning surging through their fierce weapons, the scorched earth and corpses still reeling from the electricity coursing through them the only sign of their passing.
Below are some of the skills you can look forward to as a devout of Mogdrogen:
“The first rite undertaken by novice Shamans is to imbue their favored weapon with the raw force of a thunderstorm. Those that survive this critical step become scions to Mogdrogen's will and guardians of their people.
Primal Strike is a defining two-handed attack for the Shaman mastery. Smite your foes with a vicious overhead strike that calls down lightning upon impact. Modifiers for this skill cause your enemies to bleed profusely and for the lightning to cascade off the initial target and onto nearby foes. The skill’s Transmuter removes the cooldown at a penalty to damage, turning you into a conduit for the skies.
“Conjure a swarm of bloodthirsty insects that tear apart anything they come in contact with.”
Stinging Swarm unleashes a hungering cloud of insects to rip your enemies apart with hundreds of small bites. The more you invest in this power, the more enemies will be affected by each cast. The Modifier for this skill cripples your enemies’ ability to hit you. The skill’s Transmuter causes the swarm to heal you for all the damage it causes in exchange for reduces damage dealt, turning it into a powerful defensive technique.
“Call upon the beast god, Mogdrogen, to bestow nature's blessing upon you and your nearby allies.”
The Shaman’s strong connection to nature protects her and her allies from harm and bolsters the flow of energy through the body, all while sealing wounds and cleansing poisons. Each of this skill’s modifiers adds additional protective properties.
“Strike with the strength of the earth. Whenever you land a critical strike, the ground shakes with the force of the blow, reverberating around the point of impact in a shockwave.”
Upheaveal embodies the fury and strength of the Shaman, causing the earth to rupture around you with every critical blow from your basic attacks. The resulting shockwave inflicts heavy bleeding and shatters enemy armor.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Battle Brothers - Named Items
The most recent update for Battle Brothers adds named items with unique looks and randomized stats as rare loot for the most powerful opponents. In addition some bugs are fixed and balancing issues solved.
As we see it, there are two problems with the item progression currently. Firstly, the player very quickly skips the lower tiers of weapons after just the first few battles because higher tier weapons generally drop as loot and are widely available for reasonable prices. And because mid to high tier equipment is available so soon, there is also little to buy or save for later in the game. This will be addressed with the next big update. Secondly, although the selection of weapons, shields and armor is ever-increasing, there is a distinct lack of reward when prevailing against the strongest of opponents, and little excitement in the looting phase after battle. This update aims to address this.
The strongest opponents now have a small chance to both use and drop as loot named weapons and shields that offer some advantages over their nameless counterparts and come with looks of their own. Their stats are slightly randomized to excel in different areas and some of them are plain better than others. To be clear, named items are not the legendary items we plan on adding eventually – they’re just very well crafted weapons and shields and should make looting in the game a bit more interesting for now, as well as allow you to customize your brothers better with their unique look.
They are also loking for a sound designer:
Going forward we’re looking for a dedicated hobbyist or professional sound designer to join us in making the game come alive. Your responsibilities would include designing the sound effects for various fantasy creatures, general battle sounds, footsteps, ambient noise and user interface sounds. If you’re a fan of Battle Brothers and would love to work on the game yourself, read our full job posting and apply at email@example.com!
Battle BrothersSP/MP: Single-player
OutWard - Is now Funded
The Kickstarter for Outward was canceled last May, but it has received funds from the Canadian Media Fund, so development is continuing with a much higher funding than they were going at in the Kickstarter campaign.
Today, the Canada Media Fund announced the different projects it will help fund with its Experimental Stream program. Here's the list.
Among the 22 projects you'll notice that Outward was picked!!! We are awarded over 950,000 Canadian dollars, meaning that the game's development is now funded!
This isn't just a handout, it's a huge responsibility that we are honored to be entrusted with. Having built this company from almost nothing, you can bet that we understand and respect the value of this money and will maximize every single cent of the budget to make the best game we can.
So expect to hear more from us and see the project evolve until it's finally ready for gamers to enjoy!
A big thank you to the Canada Media Fund and thank you to our backers for believing in the project since the start.
OutWardSP/MP: Single + MP
Release: In development
7 Days to Die - Alpha 12.1 Hotfix
A hotfix for the Alpha 12 release of 7 Days to Die has been made available. It is a lengthy list, so if length is a measure it must be a very hot fix, which you can check out yourself by clicking the mentioned link.
7 Days to DieSP/MP: Single + MP
Release: In development
InSomnia - Demo and Role Playing System
Some news on the status of the Insomnia demo has been made avialable.
Although we already have a playable build of the InSomnia demo version we still are not ready to give it you. This tough decision was made after recent internal play test which showed that some core systems of the game didn't reach the certain level of our own quality standards yet.
Currently we work on upgrading the character control and close combat systems, English and Russian localisations, the special InSomnia client that is able to self update which will transform the demo into the full version of the game with time (basically a DRM-free version), and some other tiny things like main menu etc.
And some details on the Role Playing System:
There's no doubt many of you were interested in knowing at least some details about how exactly we will allow you to mold your unique characters to dwell in the world of InSomnia.A set of icons depicting the attributes etc
The basics for creating your alter-ego are attributes which can be picked at the very beginning of the game. As you would have suspected they have a direct influence on a number of secondary parameters. Although it's always very wise to invest a good amount of time thinking on how exactly you want to spend your precious attribute points, there will be some cases when you'll be able to change a picture a bit in the future.
The most common way to achieve that is to get so called attribute level which is available whenever you get your skills pumped up to a certain degree. You will also be able to improve your attributes with traits which are also a part of InSomnia role playing system. Other than that you should also take in account special meds and equipment that can also alter your attributes as long as you use them.
The next logical step for you to take while shaping your character is to choose your combat and non-combat skills. Each one of them has its own "tree" which will help you make your playthrough even more unique each time.
InSomniaSP/MP: Single + MP
Release: In development
Victor Vran - Character Optimizations
Victor Vran, currently in Early Access and to be released next week Friday, sees another update in which some character optimizations and fixes are made.
- Character Customization - Legendary Dye
- Character Customization - Outfit colorization is now visible in the character art and in the inventory
- Fixed a performance bug that unintentionally limited the FPS
- Fixed camera rotation getting stuck in the Bottomless Pit
- Increased the effect of Power Stone of Accuracy
- Bottomless Pit - increased rewards and difficulty in later waves
- Fixed a problem with Vail the Lich respawning quickly with the Hex of Tenacity active
- Fixed a problem with Vail the Lich dropping loot when he shouldn't
- Fixed Sunray Demon Power leaving the character unresponsive at the end
- Bleeding condition is now properly applied by certain Wicked destiny cards
Victor VranSP/MP: Single + MP
Guild of Dungeoneering - Release Day: July 14
Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot!
Guild of DungeoneeringSP/MP: Single-player
Genre: Card-Based RPG
ApoCatlypse - On Steam Greenlight
You can help this indie Action RPG on Steam Greenlight - ApoCatlypse:
ApoCatlypse is a short story about a cat which survives a plane crash.
As the only survivor of a plane crash, you wake up in a mysterious land.
Your body is mutated to some kind of humanoid cat creature.
You will meet friendly and evil mutated creatures.
Everything is different in this world, talking cats, giant mushrooms and
other things which will surprises you.
As the only creature with the strongest mutations you decide to
save this world from all evil and become a hero.
A deadly adventure awaits you...
- Beautiful world, with many things to explore.
- Collect hundreds of Items.
- Gather resources like: Ores, Wood, Herbs.
- Dig for treasures.
- Do lots of quests.
- Slay enemies with many weapons and spells.
- Changing weather, snow, rain and other effects.
- Day / Night system
- Beautiful particle and light effects.
With the included Game Editor you can Create your own:
- World with infinite size.
- Animated characters with your own graphics.
- Particle effects
- Sound effects
- Trading cards
Sunday - July 12, 2015
TechRaptor - Final Fantasy Retrospective
Robert Grosso (TechRaptor) looks back at one of the biggest RPG franchises -
Playing Roles – A Final Fantasy Retrospective
Today marks the 25th anniversary of the North American release of Final Fantasy. Arguably the most important role-playing game ever made, Final Fantasy as a franchise has spawned fourteen main games, countless spinoffs, and over 110 million units sold since its initial release in Japan in 1987. Final Fantasy is one of the best-selling game franchises of all time, and rightfully so regarding the popularity of the series after all these years.
As with any game franchise, the journey to achieving success is a long one. Often cited as the eventual swan song of the video game company Square, Final Fantasy was, in fact, not the savior of the company. While it’s true Square was in financial difficulties at the time, their portfolio of games was fairly diversified, developing titles originally for the PC-8801 before switching to development for the Nintendo Famicon.
Square become both a developer and publisher at this time. As a publisher, Square had a hand in several major titles for the Famicon and the PC-8801, including Thexder, Kings Knight, and Dragon Slayer. Square also had several development projects that would later become top sellers for their day. Rad Racer is perhaps the most famous, but the company also created the 3-D World Runner series and the first ever dating sim game, Nakayama Miho no Tokimeki High School.
At the time, Square had employed a young developer as a full time employee in 1986, Hironobu Sakaguchi. Sakaguchi worked as the director of Planning and Development for the company but grew frustrated with the lack of a mainstream success during his tenure. Sakaguchi resolved to direct one game for himself, and if it failed to sell, he would quit the video game industry.
There are several stories to where the name Final Fantasy actually came from. The most common belief is the name stemmed from the game being the last hope for Square, which was facing major financial difficulties. Sakaguchi, however, has given two alternate accounts. The first regarded his feelings of disillusionment at the time, believing the title would be his last game before quitting the industry. [...]
Legends of Eisenwald - First Look @ GENWire
James Storr (GENWire) talks about his first impressions playing Legends of Eisenwald:
Aterdux Entertainment were unknown to me upon sitting down to play Legends of Eisenwald, but after playing their new game for a few hours I decided to learn more about these promising Indie developers.
They are based in Minsk, Belarus, and claim to have a team made up of fans of Old-School RPG and Strategy games, and this passion shows in their latest creation.
Legends of Eisenwald is at it core an RPG. Set in Old Germany, you take the lead of a small army and set out to defend your right to survive in this medieval setting. For my playthrough, I chose to play as Heinrich, a knight who returns to his homeland to find his family murdered and his kingdom plagued by evil mercenaries and betrayal of once loyal followers.
I won't delve too much into the story, but it is safe to say that the narrative is rich and compelling. [...]
It is the exploration of your land, and the choices that you make, that really bring the strategy elements into focus. Alongside a compelling story, you must ensure that you are adequately equipped to take on the many enemies you will encounter on your journey. Upon entering a location, such as a village, you will be granted the opportunity to obtain new recruits for your army. You must select wisely when choosing these recruits, ensuring you have a fine balance of close-combat soldiers, ranged-attackers and support characters. Additionally, you can trade in these locations, ensuring that you buy the correct equipment for your army to maximise their effectiveness.
Having a well equipped band of followers is all well and good. However, you must learn how to use them in order to succeed.
Combat in Legends of Eisenwald is turn-based, with characters being placed on a grid. Each character gets a turn, in which they must initiate an attack or supportive action. Movement is restricted to attacking, so while you can't instruct your characters to move across the board independently, you can instruct them to move as part of an attacking action. The direction in which your player attacks can be chosen (when the distance to the nearby grid is the same), and so you must think carefully as to how your soldiers will approach their target in order to ensure a clear way through for your other soldiers' turn. [...]
Legends of EisenwaldSP/MP: Single-player
Shadowrun: Hong KongSP/MP: Single-player
Release: In development
How To Survive: Third Person Standalone - Review @ FlareWolf
Witcher 3 - Patch 1.07 - Full Detail Changelog
CD PROJECT RED released a full detail changelog for the upcoming Witcher 3 patch 1.07:
- Introduces an alternative movement style for Geralt. To enable, go to the Gameplay\Movement Response submenu.
- Fixes a rare issue where the player's horse would not fall to the ground properly.
- Fixes a rare issue where the player could be locked into the aiming animation if hit while throwing a bomb on horseback.
- Fixes a rare issue with an infinite loading screen in the Ladies of the Wood quest.
- Includes a variety of collision fixes.
- Fixes an issue where Wild Hunt warriors would remain present even after the player completed the main storyline.
- Fixes an issue where players could repeatedly buy foreign currency from a loan shark and sell it at the Vivaldi Bank.
- Fixes an exploit whereby players could loot gold from a single chest more than once.
- Fixes an issue whereby some skills were not properly removed after the player used the Potion of Clearance.
- Fixes an issue with target locking, which should now be more responsive.
- Introduces a number of changes in selected game-world areas to prevent players from unexpectedly progressing quests or leaving the playable area by climbing certain elements of the landscape.
- Fixes an issue where sometimes players could not use Signs after reaching Skellige for the first time.
- Fixes an issue where damage from certain sources was incorrectly calculated.
- Fixes an issue where the durability of alternative weapons did not drop as intended.
- Fixes an issue where the game would remain in slow motion if the player had used manual targeting.
- Fixes an issue whereby meditation could be blocked by certain quests.
- Fixes an issue where Stamina did not always regenerate properly.
- Fixes an issue where Geralt's statistics could be multiplied if the player stood in a Dimeritium bomb cloud while the Cluster skill was activated.
- Introduces a number of fixes, improvements and clarifications in the map-pins and objectives for multiple quests.
- Fixes an issue where in certain circumstances gravity ceased to apply to the player's horse.
- Adds a stash for player convenience. Players can now store loot in their stash, access to which is available in different parts of the world. Stash locations are marked on the map.
- Fixes an issue whereby the player's horse would often stop abruptly before bridges or other narrow passages.
- Fixes an issue whereby encumbrance was not updating correctly, resulting in players being overburdened where in fact they were not.
- Fixes a rare issue where players were unable to choose different Signs.
- Fixes an issue where the player was sometimes unable to craft glyphs.
- Fixes an issue where not all merchants would accept junk loot.
- All crafting components and alchemy ingredients now weigh nothing.
- Fixes an issue where certain armor/hairstyle combinations interacted incorrectly.
- Fixes an issue where instances of the Quen Sign would occasionally burst during dialogue scenes.
- Fixes a rare issue where the player could not play gwent with Madame Serenity at the Passiflora.
- The Zoltan gwent card should now always be present beneath the Hanged Man's Tree if the player does not win it earlier in White Orchard.
- Fixes a rare issue where players could not talk to, or play gwent with, the innkeeper at the Inn at the Crossroads.
- Includes a number of wording and spelling fixes in multiple localized versions.
- Introduces a number of improvements in the game streaming system. Players should experience fewer blurred textures, NPC spawn times should be markedly reduced, and there should be an overall improvement in the speed with which game assets are loaded. Streaming system improvements should be most noticeable on consoles and systems with non-SSD drives.
- Improves performance in the swamps of the No Man's Land region.
- Fixes an issue whereby the presence of fog could adversely affect game performance.
- Optimizes various FX which should result in improved performance during the Battle of Kaer Morhen quest.
- Introduces a number of optimizations that improve overall performance throughout the game.
- Improves overall game performance.
- Fixes an issue where Keira's magic bubble could adversely affect performance.
- Fixes an issue whereby the mouse cursor would remain visible during in-game video playback.
- Adds a warning if the user runs out of disk space and wants to crate a new game save.
- Fixes an issue whereby Colorblind mode was not properly saved.
- Fixes an issue whereby Zoltan would sometimes appear in the incorrect location after the Novigrad, Closed City quest.
- Fixes an issue during the Last Wish quest whereby Geralt would continue his conversation with Yennefer after they parted.
- Fixes an issue where two simultaneous instances of some characters would appear in a scene in the Broken Flowers quest.
- Fixes an issue whereby some objectives were not available to the player and would be automatically failed during the Battle of Kaer Morhen quest..
- Fixes an issue where in certain circumstances Lambert did not board the boat during the Final Trial quest.
- Fixes an issue where in certain circumstances Madame Serenity was improperly placed during the Deadly Plot quest.
- Fixes an issue where the Fake Papers quest would be failed if the player did not mention that one of the brothers was dead.
- Fixes an issue whereby players would sometimes be unable to start the final horse race, The Heroes' Pursuits: For the Goddess' Glory! in Skellige.
- Fixes an issue where unintended objects were present in Novigrad after the Battle of Kaer Morhen quest.
- Fixes an issue where a progression break could occur if Geralt was knocked out by guards while following the Bloody Baron during the Family Matters quest.
- Fixes an issue where players were sometimes unable to interact with a torch in the Get Junior quest.
- Fixes an issue where players could sometimes experience an infinite loading screen during the Iron Maiden quest.
- Fixes an issue where in certain circumstances players could encounter a blocker during the Contract: The Apiarian Phantom quest. Players who have encountered this bug need to backtrack to the frozen hive and examine the footprints around it again.
- Fixes an issue whereby the player could get locked inside a room during the Through Time and Space quest.
- Fixes an issue where on rare occasions players were unable to progress the game after the Get Junior quest, specifically upon reaching Vernon Roche's camp.
- Fixes an issue whereby purchasing wine during the It Takes Three to Tango quest would not always progress the quest properly.
- Fixes an issue where the In Wolf's Clothing quest did not progress properly after the player read Morkvarg's journal.
- Fixes an issue where on some rare occasions players were unable to interact with the Wild Hunt soldier's body during the Echoes of the Past quest.
- Fixes an issue whereby Keira would not always properly use the portal during the For the Advancement of Learning quest if asked to go to Kaer Morhen.
- Fixes an issue where the Scoia'tael from Novigrad was not always available to play in the Gwent quest.
- Fixes an issue where the player could get blocked inside a cellar during the King's Gambit quest.
- Fixes an issue where in certain situations the player was unable to find Triss during the Final Preparations quest.
- Fixes an issue where occasionally the Kingfisher tavern was left without an innkeeper after the Now or Never quest.
- Fixes an issue where Yennefer was not spawned in Oxenfurt during the Great Escape quest.
- Fixes a rare issue where Captain Wolverstone was not at the Golden Sturgeon when intended.
- Fixes a rare issue where the bodyguards in the Reason of State quest were not hostile.
- Fixes a rare issue where the griffin would not always appear in the Contract: The Creature from the Oxenfurt Forest quest.
- Fixes an issue where the wyvern would not appear in the Contract: Phantom of the Trade Route quest.
- Fixes an issue with enlisting Sukrus from Skellige to be Hattori's bodyguard in the Of Swords and Dumplings quest.
- Fixes a rare issue whereby the visions in the Echoes of the Past quest were not displayed.
- The Contract: Devil by the Well quest no longer counts towards the Geralt: The Professional achievement.
- Fixes a rare issue when the player could not speak with Lambert at Kaer Morhen during the Final Trial quest.
- Fixes a rare issue where players could not always complete the Hey, You Wanna Look at my Stuff? quest.
- Fixes an issue where players were sometimes unable to summon a horse after the Fencing Lessons quest.
- Fixes an issue where in the Scavenger Hunt: Viper School Gear quest the gate to the mausoleum was locked.
- Fixes an issue where players could not use Signs or swords after the fistfight at the Rosemary and Thyme during the Broken Flowers quest.
- Fixes a rare issue whereby players could not examine the source of interference during the Disturbance quest.
- Fixes an issue with the Dirty Funds quest.
- Fixes a rare issue with a loading screen in the Contract: The Phantom of Eldberg quest.
- Fixes a issue with a loading screen at Aeramas' residence during the Of Dairy and Darkness quest.
- Fixes an issue where quest givers for the Deadly Delights and Jenny o' the Woods contracts would disappear.
- Introduces a number of improvements to overall game stability.
- Fixes an issue where the Potion of Clearance would pop into the quick slot if the player ran out of food.
- Adds a Books tab to the Inventory panel.
- Introduces a number of additional loading screen hints.
- Introduces a pinning feature for formulae and diagrams. Ingredients and components for pinned formulae/diagrams are highlighted in the shop view. This should greatly facilitate the purchase of currently needed elements.
- Introduces a feature whereby currently equipped items are highlighted in the Repair panel, facilitating prioritization of items needing repair.
- Adds a feature whereby read and unread books are marked differently in the Inventory panel.
- The list of all available DLC packages is now displayed in the Main Menu/Options/Downloadable Content submenu for better clarity.
There's still no release date for this major patch.
Saturday - July 11, 2015
Shiness - Kickstarter Update #37 - Beta Released!
Major announcement! Beta is here!
It's tomorrow, the July 9th at 6 P.M (GMT +1), that we are putting online, from our website shiness.fr, the first beta version of the game. Beta backers will get all necessary information to download the game.
We are very happy to share with you this version of the game. The team has been working so hard to satisfy your expectations and we debug a lot of things since the Alpha (thank you so much alpha backers!). We need to say that this version is far from the final product, it has a lot of bugs, gameplay that can be better, graphics glitches etc... Don't hesitate to share with us your feeling on our forum: http://www.shiness.fr/forum/index.php
The adventure you are going to play on this Beta is unique and will not be available anymore once the final game will be release. Every choice you are going to do will have a real impact on the final game.