Child Of Light
Child of Light Review
Forgottenlor played Child of Light and decided to write up a review for us
» Continue reading the article...
The Witcher 3: Wild Hunt
The Witcher 3 Review
The fastest gamer of RPGWatch - Maylander - has already finished The Witcher 3: Wild Hunt and reviews the game for us.
» Read the article
For the most part
Really don't know
Maybe a bit
Forum WatchAlrik - if he's not banned already, let's deal with him NOW! by joxer
Did The Witcher 3 Live up to the Hype? by ToddMcF2002
Kingdom Come: Deliverance - E3 Trailer & Interview by BoboTheMighty
The TV Series discussion thread by dteowner
The 1.07 patch will be bigger than the 1.05 patch; should please a lot of people by Thaurin
Tuesday - June 16, 2015
South Park: Fractured but Whole - E3 Trailer
A new South Park RPG has been announced at the E3: Fractured but Whole:
From the creators of South Park, Trey Parker and Matt Stone, comes South Park: The Fractured but Whole, a sequel to 2014’s award-winning South Park: The Stick of Truth. Players will once again assume the role of the New Kid, and join South Park favorites Stan, Kyle, Kenny and Cartman in a new hilarious and outrageous RPG adventure.
This time around it is not developed by Obsidian. Thanks Couch for the info!
Monday - June 15, 2015
Mass Effect: Andromeda - Announced
Aaryn Flynn has updated the Bioware blog with news that the new game in this series will
be called Mass Effect: Andromeda.
Flynn says this about the game:
While we aren't ready to go into too many details just yet, as you saw in the trailer and can tell by the name, this game is very much a new adventure, taking place far away from and long after the events of the original trilogy. You will play a human, male or female, though that's actually not the character you saw in the trailer (more on that later). You'll be exploring an all-new galaxy, Andromeda, and piloting the new and improved Mako you saw. And through it all, you will have a new team of adventurers to work with, learn from, fight alongside of, and fall in love with.
You can view the Mako and other things in the trailer here. Be sure to listen to the music
as well as you're in for a surprise.
According to Aaryn Flynn:
.....we are still many months away from the game's release date in holiday 2016
Conal Pierce has made this thread about the upcoiming game on the Bioware forums.
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Rock, Paper, Shotgun - RPGs not announced at E3
Richard Cobbet of RPS makes a wishlist:
The RPG Scrollbars: Not Being Announced At E3
It’s a great time for RPGs at the moment, with huge AAA successes on one side and just about every classic name getting a shot at new life. Hopefully this E3 will see many cool announcements. There may have been some already. Don’t ask me, I’m writing this on Sunday, and my time-machine only lets me go back and kill Hitler. (58 times so far – he’s like badly moustached bubblewrap!) But what games would it be great to see get a new, dynamic reveal? Here’s a few that come to mind…
- Nethack Infinity
- Anachronox Universe
- System Shock 3
- All New Worlds of Ultima
- Vampire: The Masquerade: Alpha Protocol
- Dink Smallwood Lives
Honourable Mentions: The Magic Candle, because it’s feeling left out of all the remakes, Arcanum: Of Steamworks and Magick Obscura, redesigned to accept the world that a game with the subtitle ‘Of Steamworks And Magick Obscura’ may as well announce ‘Free smallpox inside!’, Darklands, because even semi-realistic RPGs are a rarity, Escape From Hell because it could have been great but wasn’t, and Planescape Torment because of course, even though there is a new game trying to fly its flag on the way. Any others you’d add to the list that aren’t already being revived?
Rock, Paper, Shotgun
E3 - Mixed NewsBits
Divinity OS: Enhanced Edition is coming in September/October 2015
Voice acting, grenades, reworked skill system, every battle more challenging, etc.
Dark Souls 3 is announced for early 2016
Playing in a dark gothic world
Dishonored 2 arrives in Spring 2016
You can choose between two characters: Corvo Attano and Emily Kaldwin
Matt Chat - Becky Burger & Serpent in the Staglands
In Matt Chat #295 Matt Barton talks with Becky Burger about:
The Bard's Tale 1-3 remakes (Automap, new music, point and click interface etc.)
Becky's upcoming Kickstarter
Shredded Worlds: Dragons of the Rip (Dragon Wars successor)
and finally you can see a video game review of
Serpents in the Staglands
The Banner Saga - Review @ RPG Codex
Bubbles from the RPG Codex has reviewed The Banner Saga - some snippets:
If I had to guess how Stoic used their Kickstarter budget for this game, I would wager that they spent most of their money on visual and sound design. The Banner Saga's score presents a surprisingly effective combination of moody chants and rousing battle marches, featuring plenty of drums, string instruments, and grizzled Icelandic singers. It complements the gameplay nicely, providing the proper backdrop for a lonely journey through a harsh northern landscape. The game's locations also offer unique sound work; when woodcutters are around, you will hear axes and labourer's chatter, while a settlement of cattle herders presents you with a symphony of gentle mooing sounds. Visually, the game shows off a distinct 2D art style with a rich colour palette, suffused with intricate details. Particularly noteworthy are the rotoscoped combat animations, which manage to express a tremendous amount of kinetic energy. With so many modern RPGs featuring limp melee animations, it is very nice to a see a game where the combatants actually contort their bodies and visibly take time to recover while swinging their heavy weapons around. The fact that the game's visual design is also fully coherent and without any obvious flaws should generally not be worthy of note, much less of praise; however, after seeing so many strange problems with recent games – I recall the mismatched NPC models in Wasteland 2 and the sloppy area lighting and perspective issues in the Shadowrun games – it is nice to see an indie RPG that simply looks consistently good. But is there any depth to the design? Is “great style” just shorthand for shallow narrative design and simple gameplay? Let us investigate. (...)
After close inspection, I can attest that Stoic's C&C system is quite cunningly implemented. Let us start with what would normally be the worst consequence of them all: you lose a battle against a horde of merciless enemies. Your heroes all fall unconscious on the battle field, and all hope is lost. What happens now? Reload to last save? That would be the bland, safe choice, allowing you to simply redo the battle until you get it right and can reap the rewards of victory. So, no, that is not what happens. Instead, a text window pops up and tells you how you got saved. Usually, some of your nameless supporting troops rushed to your aid and hurtled themselves onto the spears of your enemies, thus paying the ultimate price in the service of a smooth gameplay experience. Rarely, one of your less important companions made a heroic sacrifice, forever removing himself from your party roster in the process. Sometimes you wake up, battered and defeated, without really knowing what happened. Much e-blood has already been spilled over this mechanic; many of the game's harshest critics absolutely abhor the fact that it is (almost) impossible to get a game over screen from a party wipe. Other, more tolerant and progressive minds have come to appreciate the advantages of this implementation. (...)
The Banner Saga is an immensely unique, and, by no coincidence, immensely good game that combines great artistic design and robust C&C mechanics with a highly entertaining and deceptively complex battle system. The Banner Saga has only a few outright flaws; the shoddy dialogues and the constant need to click-click-click through them line by line are a blemish on an otherwise engaging narrative. Moreover, the startling lack of enemy variety and the relatively dumb AI keep the battle system from realizing its potential for true tactical greatness. The game's system of choices and consequences also has far less of an impact on the story than Stoic's PR department has been trying to claim; nonetheless, it still offers an engaging and immersive range of decisions that will directly influence your battle performance and can occasionally result in major character deaths.
I suspect that The Banner Saga will always be the subject of great controversy; it has a kind of self-assured swagger, flaunting all of its little weirdnesses and weaknesses without making much of an effort to look like a typical tactical cRPG or a typical casual story game. The game features heaps upon heaps of idiosyncratic gameplay systems, like the strange combination of a broad C&C system with a fully pre-determined linear story, the fact that you will rarely if ever be able to see a "game over" screen, the "sit back and immerse yourself" approach to map travel, and a whole slew of novel and deeply unrealistic combat mechanics. You may choose to accept or reject these mechanics according to your personal preferences; all I can tell you is that all of these elements stand in the service of a fully coherent and extremely tightly designed gameplay experience that I deeply enjoyed playing through.
Banner SagaSP/MP: Single + MP
Hero-U - Funded! & Update On Combat
The Hero's Quest spiritual successor Hero-U reached its funding goal of 100k$. At the moment the Kickstarter is at 110k$. A couple of stretch goals have been met, the next one is at 120k$ with 14 hours to go.
The Coles also added an update to explain Hero-U's combat system.
Action Game Combat - Too Fast
Computers are great at the dice-rolling and rules memorization parts, but we also expect much more of them. Combat has to feel involving and take a reasonable amount of time; animation and special effects need to show what's going on. No more spending 10 minutes on one round of the fight. Taken to extremes, combat becomes purely arcade - mash the buttons faster to do more damage. A one second cooldown or 300 millisecond latency can feel like an eternity in an MMO game.
Even our Quest for Glory games used real-time combat. We tried to make it interesting and have a good reason to parry and dodge, but most players just kept hitting the Attack button. We constantly tweaked with the combat rules and ended up with a different combat system in each game. We were trying to find the Holy Grail of combat that was fun, fair, fast, and rewarded players more for gaining character skill than for having twitchy trigger fingers.
Balancing a real-time game is really (pun intended) hard. Some of those games that seemed pretty fun at the time are now completely unplayable on faster computers - the enemies react too quickly. We want to make games that will be just as fun in 20 years as they are now.
Visit the Hero-U Kickstarter page to find out why the Coles claim the Hero-U combat is "just right".
Release: In development
Legends of Eisenwald - Interview @ Gaming Nexus
Aterdux's Alexander Dergay has been interviewed by Gaming Nexus about Legends of Eisenwald.
Why did you decide to do a kickstarter for the game? What additional things did the the funding allow you to do?
We went to Kickstarter when we ran out of our modest funds after two years developing the game. So, looking for funding in this fashion didn't really allow us to do many additional things, it was more a matter of being able to continue work and finish the game. However, the successful campaign and a few reached stretch goals lead us to a few additional things - the story got richer since we employed our writer then full time, plus we were able to create a few bosses and special characters. The funds from Kickstarter lasted us 10 months but still it was a great help from our backers that really saved us and our project.
Legends of EisenwaldSP/MP: Single-player
Release: In development
InXile Entertainment - The History of Fargo
Gizomodo have penned down an article about how Brian Fargo came to be where he is now at InXile.
n the summer of 1982, after finishing high school, Fargo started making games under the label of Saber Software. He roped in Cranford from his D&D group to draw the artwork and convinced another friend to help him out with some of the engine code, and together they made an adventure game called The Demon’s Forge.
When it came to promoting the game, Fargo showed off a stroke of devious genius. He had only $5,000 to develop and market the game, so he spent half of that to buy a single ad in a magazine called Softalk, one of the only nationwide computer magazines around at the time. He’d then call up retailers from his home phone and say he was trying to find a copy of Demon’s Forge, a game he’d seen in that month’s copy of Softalk. The retailer would say they’d look into it and then minutes later he’d get a call back his Saber Software line from the retailer who, not realising it was Fargo who had called before, would place an order.
Bethesda Softworks - E3 Announcements
Techraptor let us know that they have an overview of the press event Bethesda did yesterday. Most interesting are Dishonered 2 and Fallout 4. Next to that the definitive edition of Dishonered was announced as well as a mobile strategy Fallout game named Fallout Shelter, in case you just can't get enough of everything Fallout. Then there is also some stuff on Doom and ESO, in case you are into those games.
Eschalon Trilogy - Basilisk Games Q&A
Dean Moses of Spring Creek Sun has interviewed Thomas Riegsecker of Basilik games: - a snippet:
What games will you be playing this summer? Most likely it will be a blockbuster title from a developer backed by a big-budget publisher, who has—undoubtedly—hurled many thousands of dollars into its creation. But does a train really run better on a track made of dollar bills? Moreover, does it run smoother than the rest of the engines in the yard? Lower budgets do not correspond to bad games. Independent developers are not only making games with lower budgets—they are also creating great ones.
One such studio is Basilisk Games, the developers behind the Eschalon Trilogy. The Spring Creek Sun (SCS) talked to the company’s founder, Thomas Riegsecker about forming an independent company, life in creating games and advice on how to make your own games.
Spring Creek Sun: What motivated you to start up Basilisk Games and become an independent developer?
Thomas Riegsecker: Childhood obsession. Like many kids growing up in the 80’s, I was at the forefront of the video game revolution with the Atari 2600, ColecoVision, and the first wave of home computers. Video games were an important part of my life and always have been. Then, sometime around 2005, I found myself jobless and decided it was time to follow my dream of making an RPG (Role Playing Game). It never occurred to me to try to get a job in the game industry. From the beginning, I always knew that the only way I was going to be happy was to start my own game studio, so that I could do what I wanted.
SCS: What were the inspirations behind the Eschalon Trilogy and how did you make it stand out from other RPGs?
TR: I was heavily inspired by the Ultima series of games. You’ll need to be in the 30-and-over crowd to remember those games, but back in the 80’s the greatest computer RPG series in existence was Ultima 1-5. It was a transcending experience to explore the massive, open world of Britannia. That kind of RPG was lost through the years as actionRPGs and MMOs (Massively Multiplayer Online Game) took over, and so with Eschalon I wanted to recapture some of that feeling. (...)
Spotted by Couchpotato - Thanks!
Eschalon: Book IIISP/MP: Single-player
Umbra - Kickstarter Successful
Congratulations to SolarFall Games!
It has been an amazing ride for all of us at SolarFall Games, and we couldn't have reached this achievement without all of your support.
Our Kickstarter was an intense and very rewarding experience. We started with a pretty excited but anxious state of mind and quickly rejoiced when we saw how many backers were supporting our game! Kickstarter management is a very hard and intense activity, but all the backers comment and their keen interest in what we wanted to offer inspired us to keep going strong! The community also provided us with some valuable feedback and interesting ideas, and once again, we're thankful for that!
Press coverage has also been great during the whole campaign, and we also want to thank all the Youtubers and Twitchers - Gronkh, Natsuma_Z, AbilityDrain, Irregular Dave and more - that featured our game on their channels, as well as all the media outlets that helped us to spread the word about Umbra !
Umbra has ended at over 180% funded, thanks to 11k backers, which is definitely higher than our initial goal! Umbra has now become the most funded French game project on Kickstarter, and we can’t thank you enough for this! Umbra will now be a bigger and better game thanks to all of your help.
So, what’s next?
In the followings months, we'll open the forum, and all backers at their respective tiers will get access to the forum, as well as their precious forum badges!
We will also make sure we get all the prototype access ready for backers at the Wizard or higher tier in the following two months so that you can get a glimpse of what Umbra is all about !
For a few more days, people who didn’t get a chance to pledge at the Kickstarter will be able to purchase reward packs on our website, featuring the exclusive content for the Kickstarter. But once that time is up, we will switch to a more classical pre-order shop, and all the Kickstarter exclusive rewards will be gone! So if you know someone who missed the Kickstarter for Umbra, or who didn't have access to a credit card, be sure to share with them the link to our website!
And after that… well, we will restart working on the actual game!
We plan to release the Technical Alpha on Steam Early Access (around November-December 2015). We will also restart to work on our Devblog, to show you some of the cool tech we use in the game!
And for those of you that haven’t done so already be sure to find us in our social media pages below:
Daniel Dolui, SolarFall Games, Creator of Umbra
UmbraSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Fallout 4 - Arrives November 10th this year!
Couch reported some new E3 2015 videos as well:
Fallout 4 - Gameplay Trailer (E3 2015):
Fallout 4SP/MP: Single-player
Release: In development
The Bard's Tale IV - Funded!
Congratulations inXile - The Bard's Tale IV is funded!
For Auld Lang Syne! The Bard's Tale IV is funded!
These are always my favorite updates... we did it!
Nearly 30,000 of you have put your belief in us once more, and we are forever grateful. You've heard me wax poetic on the subject of crowdfunding enough, but truly we would not be able to make these games without your support every step of the way. Your social media love you have given over the course of the campaign has been invaluable, and your continued support will let us make The Bard's Tale IV bigger and better than ever.
But for now let's just enjoy the moment of reaching our goal!
The Bard is back!
Sunday - June 14, 2015
Fallout 4 - What IGN wants to see
IGN's Nic Rowen has penned an editorial over at IGN. In it, he discusses what he wants to see in Fallout 4. Better stealth is one of these things:
What I will beg for though, is better stealth design. Some of the best moments in Bethesda's games have emerged from the shadows..... I know I personally spent a huge chunk of my time in Fallout 3 trying to skulk through super-mutant camps, silently seeding the area with mines and booby traps before pulling down on some mutant and watching the chaos pop off as his buddies came running. When done well, the tension and power dynamics of stealth can provide some of the best gameplay around. Bethesda seems to know this.
Fallout 4SP/MP: Single-player
Release: In development
Massive Chalice - Gamespot Review
Gamespot has reviewed this game with a score of 6/10. I'll quote from the conclusion:
The game's lifeless artwork did little to alleviate this problem. Although watching the members of your Vanguards or Regencies age and wither away until death was fascinating, the look of the heroes was devoid of detail, and left me with an endless trail of blonde/brunette/ginger men and women with caberjack/crossbow/alchemist claws. That's ultimately Massive Chalice's most unfortunate shortcoming. It's a game with enough ambition and execution to spark the imagination, and enough organic entropy to let you suspend your disbelief about the families you help sire. But Massive Chalice extends you the invitation and then offers you a half-empty world in return.
Massive ChaliceSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Indiegogo - Fantasy Dimension campaign started
A new crowdfunding campaign - Fantasy Dimension - has started at Indiegogo:
Fantasy Dimension is:
- Dark Fantasy Theme - no disneyland, no japan.
- Turn Based Tactical Combat - fight groups of enemies, plan every move, choose from variety skills and spells.
- Party Based - specialize up to 6 characters.
- Freedom Character Creation - no classes, create own by mixing any skills and spells.
- 100% Line Art - two color illustration graphics like in old books.
- Imagination - no computer effects, played like a paper game.
- 5 Difficulty Modes - changeable during play.
- Multiplatform - browser based, Windows, Linux, Mac, Android, iOS.
- FREE - ads based.
Game starts with party creation. Player chooses unique traits (they are not available in later progress) and starting skills or spells, for up to 6 characters.
In the town, party buy and sell items, learn or extend skills and spells for experience points, and visit some places. When each member is prepared for combat, they leave main gates, choose 1 of 5 difficulty modes and location type to travel. There is a chance that before they meet the enemy, some event may occur.
On the battlefield, there is turn based combat, divided into whole turns and their phases. On each phase, player or enemy choose 1 of their unused members to do 1 action, which can be basic attack, defense, use of item, use of skill or use of spell. Each skill and spell can be used once per certain number of turns. Side which has more available characters, may have more than 1 move in their phase. After all characters on the battlefield have been used, new turn begins. Winning the battle will result in coins, items and experience points. If player will lost 1 or more party members, then new ones can be recruited in the town.
To progress each character, player can spend experience points on learning new skills and spells, or extend current. Freedom in character creation allows every party member to have access to any knowledge. There are multi level skills and spells, but most of them do not depend on others to learn. The only thing that can make each character to be more unique are traits set at the beginning.
-> Info from ociebieda
Eye of the Beholder - Review @ CRPG Addict
CRPG Addict finished his play through the classic AD&D dungeon crawler Eye of the Beholder, his first RPG from 1991. The final rating according to his own scoring system is 42/100.
I'll say right away that Eye of the Beholder is not a better game than Dungeon Master, and if it rates higher than Dungeon Master on my GIMLET, we'll know that the GIMLET is broken or I rated the previous game too low. What Beholder gains through NPCs and better quests, it loses in fundamentally worse character development, combat, magic, and puzzles. I'm sure it's possible to blend Dungeons & Dragons rules with an action dungeon-crawler, and Beholder is an important step in that direction, but it's not the destination.
As usual, his experiences were recorded with lots of attention to detail, sprinkled with historic facts and philosophical musings. In chronological order:
Eye of the BeholderSP/MP: Single-player
The Bard's Tale IV - Game steeped in Scottish folklore
Martyn McLaughlin (The Scotsman) likes the way the Bard's Tale series is bringing Scotsland's most historic sites to life for a new generation:
An eagerly anticipated computer game will allow players to explore a fantasy version of Skara Brae, one of the world’s best preserved Neolithic settlements.
While the prehistoric village has inspired generations of artists and filmmakers, the new game will seek to bring the Orkney site back to life as a bustling town.
The upcoming title, The Bard’s Tale IV, will use cutting edge photogrammetry technology to recreate Skara Brae’s features, while a degree of artistic license will imagine vast, dangerous catacombs below.
Those behind the venture say they hope to celebrate Orcadian folklore and Scottish culture in the game. Already they have hired the celebrated singer Julie Fowlis to play a part in the production.
The title is the long awaited sequel to one of gaming’s best loved role playing series. Originally released in 1985, the inaugural Bard’s Tale was a critical and commercial success thanks to its 3D style graphics and gripping fantasy narrative. However, since the release of the last sequel in 1988, the franchise has lain dormant.
Although the Skara Brae that will feature in the game is not an exact replica of the one on Orkney’s Bay of Skaill – its narrow passageways are peppered with various traps and monsters that must be overcome – Brian Fargo, the chief executive of InXile, said the history of the settlement and Scotland as a whole would form an integral part of the game. He and his team have already visited Orkney and other locations to take photographs to convert into 3D objects that appear in-game.
“One of the important aspects of The Bard’s Tale IV is its connection with Scottish heritage. It is very much based on Scottish culture and specifically the Orkney folklore.
“In both its music and visuals, it draws heavily from many elements of Scottish culture. We plan to integrate Scottish architecture in the look of Skara Brae and the game’s dungeons and wilderness. (...)
LISA: The Joyful slinking - Coming this summer
LISA: The Painful was the most memorable game I played in 2014 for a number of reasons, most of which related to how the game worms its way into the player's head.
If you gave it a go and loved it, I've got some good news for you: Dingaling has announced LISA: The Joyful is making its way to Steam this summer.
It's hard to imagine where the series will go in its final chapter after the rollercoaster of gameplay and emotions in The Painful, but you can bet it's going to be both heart-wrenching and awesome.
For the uninitiated, LISA is a unique point among the current indie game scene. It's difficult to really describe the mixture of visuals, themes, music, and absolute humanity that LISA: The Painful just oozes out of its wounds. No other game in recent memory so perfectly blends the game world and gameplay so masterfully, much less a turn-based RPG.
I implore you to give this gem a shot before LISA: The Joyful stealths its way to the Steam storefront this summer. You could not do much better for $9.99, and it's an experience you absolutely will remember months down the line. I guarantee it.
CD Projekt - Stock Exchange Supervision Investigates
It seems the Polish stock exchange supervision is not amused about the way CD Projekt communicated The Witcher 3's sales success, because their share price suddenly jumped 26%. If they really forgot to make a correct investors filing before releasing infos to the press, they could be in for an expensive lesson.
Witcher 3 - And the Budget Was ...
Witcher 3SP/MP: Single-player
Dishonored 2 - E3 Livestream Slip
Straight from the rumor mill: Bethesda just accidentally confirmed Dishonored 2. More should be coming at their E3 presentation in a few hours.
Dishonored 2 is something we’ve been hoping to see at E3 2015, but not counting on.
Our hopes have just been ratcheted up a few notches by reports that Bethesda has accidentally confirmed the sequel will be revealed during its livestreamed presentation tomorrow.
According to a number of sources, most notably YouTuber Matty Schroeder on Twitter, Bethesda left its Twitch running while staff were discussing tomorrow’s conference, and let slip that Dishonored 2 would be part of the presentations.
Update: PC Gamer on the other hand believes it's not 100% confirmed. Just wait a couple of hours and we'll know.
Dishonored 2SP/MP: Unknown
Release: In development
Deck 13 - New Dystopian RPG Announced
Interesting news from Frankfurt/M.: When Deck 13 was kicked out by CI Games after their Lords of the Fallen cooperation, they didn't seem too concerned by it. More the opposite, they actually hired people instead of sizing down. Soon it became clear their new game would be announced at the E3.
Well, here it is. Their new partner is one of Europe's leading RPG houses, Focus Home Interactive from France.
FOCUS HOME INTERACTIVE PARTNER UP WITH DECK13 FOR UNANNOUNCED RPG
Paris based publisher and Frankfurt developer to launch new action RPG IP
We are thrilled to announce our partnership with Deck13 Interactive, Frankfurt based developer famed for games such as Lords of the Fallen, to bring you a new premium action RPG IP set in a dystopian sci-fi future to be revealed by name at a later date.
The new game will feature innovative combat mechanics and an original character progression system based on modular upgrades gained through tight, visceral combat.
Of the new partnership, Deck13 Interactive CEO’s Florian Stadlbauer and Jan Klose said, respectively, "We are delighted to be working with Focus Home Interactive. Our relationship with the company over the past few months has created a lot of trust and confidence already. During the past years, the Focus team has shown that they are extremely successful in marketing European titles worldwide."
Klose, CEO and Creative Director, stated "After our recent major project, the team at Deck13 is eager to take on the next challenge. We have learned a lot and want to deliver an even greater experience to core gamers this time."
Focus Home Interactive’s Managing Partner Cedric Lagarrigue added “We are ecstatic to announce this new partnership with one of the very best independent European development studios. We’ve been excited by Deck13’s new project since our first exchange with them, and as we’ve just got through the pre-production phase, we’re fully convinced by their capacities to deliver one of the most exciting RPGs to come in the future.”
The unannounced IP will be revealed at a later date, and the game is expected to launch on PlayStation 4, Xbox One, and PC with a retail and digital release in 2017
German media is speculating, without substanciating it, the new Deck 13 game could be inspired by Deus Ex.
Saturday - June 13, 2015
Knights of Legend - Review @ Indie Retro News
Now and then it is interesting to take a look into RPG history. Today Chris Burgoyne reviewed the 1989 game Knights of Legend at Indie Retro News:
Control some characters, kill things, collect things, just another standard RPG from Origin back in 1989 right? Wrong. A thousand times wrong. Before you even start playing Knights of Legend it is clear that a lot of thought and planning has gone into this game. 142 pages are contained in the “Player’s Handbook” – a ridiculous level of detail has gone into this book – and this is ridiculous in a good way.
The opening page in the book explains how the people behind this game came up with the idea and progressed it through to completion (over an 8 year period) resulting in a presentation of the game to the Consumer Electrics Show in Chicago. Stunning stuff.
Anyway, putting the emotional back story to one side for a second – there is a game to discuss.
You take charge of 6 characters in a land called Ashtalarea. The aim is to ultimately explore this area and complete quests. The first call of duty though is to assemble your team of fighters and this itself requires some thought. You can choose from a variety of races, Humans, Elves, Dwarves and Keldens, the latter 2 only available as males. Then you have the available classes within those races/sexes. each with varying levels of stats for Strength, Quickness, Size, Health, Foresight, Charisma and Intellect. Each type of character also starts with varying weapons and gold. Exhausted yet? You shouldn’t be. This just gives you a degree of insight into the level of detail Knights of Legend holds. This detail should be applauded and welcomed, don’t ever load this game and think you will have a quick 10 minute play as it simply won’t happen.
The map contains villages for you explore and named forests to visit, each village contains people to speak to and a lot of them will have something interesting and informative to tell you. Here you can spend your gold, train with your weapons and ultimately set off, fully armored and armed to begin your aim to complete the 24 quests contained within Knights of Legend.
Combat is really where this game sets itself aside from others in the level of detail it contains. Everything is turn based and you set your troops to complete their actions before you select that you’re ending your turn. This can result in some genius elements of battle as your slow dwarf may be set to attack an empty space as you anticipate that your enemy will run into that space before your dwarf manages to wield his axe. With various ways of attacking (thrusting, swinging, hacking etc.) and the ability to aim at certain body parts of your opponent (you can view which parts of your opponent are damaged more than others) this is detail at the highest level. Rendering your opponents arm “useless” is worryingly enjoyable.
There are 25 ranks your character can progress through starting from Peasant. To progress through these ranks your characters must, individually, fight in the arena to prove their worth. A local weapon master will make the recommendation that you are ready to do so with a specific weapon – and he will send you there. Once you have gained a rank with one of your characters there is a real sense of achievement. This is just one element of the fondness you gain of your characters as you progress through the game – desperately protecting them in battle and striving to progress them through the ranks as best you can – ultimately completing the games main quests on your way to glory.
As RPGs go, Knights of Legend is a classic. Is it perfect? Not quite. You do require a lot of patience and a lot time to play this game. The game is contained over 4 double sided disks, so if you do have a second disk drive then make sure it’s set up, as fortunately Knights of Legend does recognize the second drive. Sometimes finding quests or battles on the map can be tricky and can involve a lot of going backwards and forwards (this can prove irritating). This game is worth persisting with though( it really is), this level of detail from Origin is stunning and overtime you will find yourself becoming addicted to having a “quick go” at KOL (as I have affectionately abbreviated it’s title). Just be warned, a “quick go” with this game is generally a few hours!
Control some characters, kill things, collect things, just another standard RPG from Origin back in 1989 right? Wrong. A thousand times wrong. Before you even start playing Knights of Legend it is clear that a lot of thought and planning has gone into this game. 142 pages are contained in the “Player’s Handbook” – a ridiculous level of detail has gone into this book – and this is ridiculous in a good way. - See more at: http://www.indieretronews.com/2015/06/knights-of-legend-by-origin-commodore.html#sthash.GuBHfB6C.dpuf
Control some characters, kill things, collect things, just another standard RPG from Origin back in 1989 right? Wrong. A thousand times wrong. Before you even start playing Knights of Legend it is clear that a lot of thought and planning has gone into this game. 142 pages are contained in the “Player’s Handbook” – a ridiculous level of detail has gone into this book – and this is ridiculous in a good way. - See more at: http://www.indieretronews.com/2015/06/knights-of-legend-by-origin-commodore.html#sthash.GuBHfB6C.dpu
Knights of LegendSP/MP: Single-player
Lone Wolf HD - Review @ TechRaptor
Mark Richard (TechRaptor) has reviewed Joe Dever's Lone Wolf HD Remastered - some snippets:
Lone Wolf is a series of Gamebooks or Choose Your Own Adventure novels spanning as far back at the 1980s. In them the reader plays a character named Lone Wolf, last of an ancient order of warrior monks battling an ancient enemy, journeying through a medieval fantasy world stuffed with choices to test their wits and courage. I always found Lone Wolf preferable to the Fighting Fantasy series due to continuity reasons, as stats and items carry across adventures to create a real feeling of progression. Gaming loves choice and progression so a crossover between mediums only seems natural.
Joe Dever’s Lone Wolf HD Remastered doesn’t stray far from its origins. The majority of playtime is spent turning digital pages of an entirely new book written by author Joe Dever himself. One could call it an interactive novel with a combat system bolted on if inclined to quibble over classifications, but let’s not tread down that road. For all intents and purposes this game is an official Lone Wolf novel, made for iOS and ported onto PC. This partially means there’s not a lot of interest in the main menu aside from the appreciable option to switch between fonts, because a legend isn’t worth telling unless it’s written in ancient Elvish lettering. (...)
Turning the book’s pages reveals beautiful artwork, complimented by music that captures that epic fantasy feel and conveys the character’s sense of isolation, taking advantage of the chosen medium by introducing the world of Lone Wolf through new senses. A codex has unlockable entries that help flesh stuff out further for those wondering what a Giak is or are interested in the lore.
It’s not long before Lone Wolf presents a multiple choice event, the first of many that can lead to advantages in combat, hidden loot, or a sticky death. Tempting as it might be to use the same type of solution to buff up the related attributes and build a specific playstyle, not playing smart purposely or otherwise often gets punished. All the attributes have a variety of equally important uses anyway, so it’s perhaps better to build a playstyle around items and combat skills rather than attributes. (...)
Final Score: 6/10 (Good)
Summary: An acquired taste for fans only, somewhat weighed down by design issues.
Lone Wolf HDSP/MP: Single-player
Game Informer - Character Creation
Hershall Cook (Game Informer) asks the follwing question:
Why We Make Avatars And How They Affect Us
I was sliding shells into my 500 Tactical shotgun when I turned around and noticed my dad was still wearing the default armor. "Dad," I said, exasperated, "you could look so much cooler." He shrugged. We were hunting terrorists in Rainbow Six: Vegas 2; who cared what his onscreen avatar looked like? Apparently, a lot of us.
While the most robust customization options tend to appear in RPGs like Skyrim or Dragon Age: Inquisition, character creation exists in a surprising number of games. From sports franchises like Madden and WWE to shooters like Brink and the aforementioned Rainbow Six: Vegas 2, we often devote significant time to designing characters within the limits of a video game editor. Last generation this feature gained so much popularity that even Microsoft and Nintendo jumped on board, with both companies offering user avatars on their respective consoles.
So how do players approach character creation? According to Nick Yee, a former research scientist at Palo Alto Research Center, most create idealized versions of themselves, minimizing their physical flaws while maintaining the illusion of him or herself as the game's protagonist. However, the extent to which someone romanticizes their avatar depends on their self-confidence. "For people who are less happy," Yee says, "whether they're depressed or they have lower self-esteem, the delta [space] between that idealistic buffer gets bigger." Although Yee's insights explain why a bald gamer might play through Bloodborne as himself plus hair, they fail to explain those people who opt to play as the opposite gender or a different race. (...)
Amber Throne - On Steam Greenlight
Amber Throne should has been put on Steam Greenlight:
Amber Throne is a painted turn-based JRPG about a girl in a desert world beneath a mysterious floating castle, and her quest to reach it.
After awakening from her coffin, Arra recalls little but the last words spoken by her father, “Destroy the Amber Throne.” Looking into the sky, she finds what was once his magnificent castle is now floating in the sky, far above the world below. Arra must find a way to reach the castle before others catch wind of it, lest the powerful Amber Throne fall into the wrong hands.
Amber Throne is a traditional JRPG-styled game that focuses on turn-based battling and some light exploration. The game features a large cast of unique monsters that change stances depending on actions taken during combat, and a party with mostly hybridized roles to deal with them. Learning monster behavior is essential to reach victory. There is no mana to limit skill use, and no traditional "healer" character, letting you loosen up and use skills and items whenever/however you'd like, and making battles a little more strategic!
The game is currently in a beta state, and is relatively finished - meaning it should be near releasable as soon as it's greenlit. :)
Thank you for checking out the game. Hope you'll try it out when it's done!
The Bard's Tale IV - Shout to the Heavens!
Communication media expert Brian Fargo pulls out all the stops for the Bard's Tale IV Kickstarter:
We have less than $60K still to go to be fully funded! You all have helped us craft our vision of The Bard’s Tale IV and very soon, it will officially be a reality. As we get closer to E3, we’re going to be facing an uphill battle of getting the word out about the game. Gaming press will be covering the E3 announcements and The Bard’s Tale could get drowned out. This is where we need your help!!!
During the next few weeks, anything you can do to help spread info on our game will be paramount to our success. We have seen over the last few years the impact of our passionate fans and have no doubt that if you kick it into overdrive, it will be a massive boost to the project we all love. So share our videos, talk about it on Facebook, Twitter, Instagram, Reddit, forums, or anywhere else you think there might be interest. If every backer got a single other person to join the team, we would be breaking records. So without further ado….Release the Kraken!!!
Calling All Adventurers
Let’s dust off those chairs in the Adventurer’s Guild and start exploring! We thought we’d do something fun, encouraging you to spread the word and giving you cool stuff to unlock by doing – including some bonus rewards as a thank-you to our backers! As we reach the milestones shared below, a story will unfold detailing our collective journey through the Enclave of the Fairy Host. Each time we complete an achievement, a new piece of story will appear, detailing the struggles and triumphs of the excursion. Along the way, we might even have some interactive decisions that will modify where we go. So here is what you can do to aid in our quest…
- Facebook Likes: like The Bard’s Tale IV on Facebook and get your Facebook friends to do the same!
- Twitter Followers: follow @Brianfargo on Twitter and encourage others to do the same!
- Tumblr Followers: follow our brand new Tumblr page and reblog our posts to spread the word!
- YouTube Subscriptions: subscribe to inXile’s youtube page and spread the word!
- YouTube Video Views: spread the word on our in-engine video everywhere to rack up those views!
- Retweet Brian’s Message: retweet this tweet and encourage others to do the same!
- The Bard’s Tale Fan Art: send us your fan art drawing or sketch through a Kickstarter message or Facebook post/message.
- A Bardic Song: record video or audio of you performing a bardic song, upload to YouTube or elsewhere and send us the link through a Kickstarter message or Facebook post/message.
- Kilt Photos: take a photo of yourself or a group of people in a kilt with a sign that says #BardsTale4 and send it to us through a Kickstarter message or Facebook post/message.
Shadowrun: Hong Kong - Nearly Content Complete
Full Steam Ahead!
Hey Chummers - Producer Chris here!
Just taking a second to poke my head up from the depths of development to give you a quick check-in regarding where development of Shadowrun: Hong Kong stands.
Our pace has been accelerating steadily over the past few months to get us to the current breakneck speed that will carry us to the July 4th weekend. When we get there, we’ll celebrate our Content Complete milestone and the team will take a deep breath for the first time since it started getting "Toasty in Seattle" (we're not used to 80's in May, and the A/C was not up to the task - though recently improved!).
Content Complete doesn't mean we won't still be polishing the game after the 4th - it means we're not adding anything new to the experience after that. This is extremely important to the QA process. If basic functionality and structural pieces are continually shifting, it’s very difficult to get a stable, shippable game quickly. But, if we're just swapping out a placeholder wall tile for a final wall tile or a sketch portrait for a final portrait, it may not be risk-free (from your friendly neighborhood producer's POV), but it’s certainly less prone to create new bugs from a gameplay standpoint.
Speaking of bugs and QA, that process is up to full speed as well. Our bug lists are growing (as expected) while the rest of the new content goes in. And holy shrine spirits, is it ever going in! Missions are moving forward in leaps and bounds every day across the board, from gameplay and story to art and audio.
The new Matrix is finally being distributed in all its glory across every mission after months of hard work from multiple team members thanks to your generous Kickstarter backed funding goal. This is really exciting to see and we can't wait for you to experience it!Also in the "Completely New to Shadowrun Thanks to Kickstarter Backers" category that’s rocking our cybersocks: animatics. If you got a chance to see the pre-launch trailer, you got a taste of what these are going to be like. As you know, we're big on storytelling, and while you don't have to worry that you'll be sitting through a bunch of movies instead of partaking of our writing team's talents, a little cinematic touch not only adds some great drama, but also some new perspectives on the world of Shadowrun. We hope you'll agree that the storytelling enhancement is powerful. (...)
Shadowrun: Hong KongSP/MP: Single-player
Release: In development
Das Tal - Post Kickstarter Thoughts
David Wells has sent in a few thoughts about the failed Kickstarter of the game 'Das Tal':
Our Kickstarter has come to an end, and at closing we reached just under 33k. Not the 50k we aimed for, so things have obviously not turned out as well as they could. I am happy to say that the majority of people have come to us with questions and genuine advice, rather than negative comments. The amount of people who were asking about what would happen to Das Tal actually gave me a really good vibe in the middle of the whole situation.
To answer that question, Das Tal will continue with development. That is the simplest way to put it. The Kickstarter was never our one and only path, and we would not have kicked it off so early if we were risking everything. We plan to jump straight back into a development push that will see the game improve at a faster rate than it was even during Kickstarter, as we had basically all team members doing at least a little publicity work.
The first step is to take a look at the feedback our community has given us, as well as the feelings we have picked up from discussions out on news sites and other discussion forums like Reddit. We need to restructure how we communicate our game to the public. Having people say they are surprised how much they like the game once they try it is nice, but we need to figure out how we can make more people excited to try it in the first place. This is going to be a big focus for us over the next couple of months.
The other part is obviously taking the feedback we received about the game itself. We had 4 tests over this month, which is actually quite a lot considering how much else we had on our plate. From tests we take note of what everyone thinks of all the core features, as well as minor gripes. So we have a lot of feedback there also, and will discuss what needs to be done and get right into it.
Thank you so much to everyone who supported us. Whether it was financially, through media coverage of what is still a small indie project, by spreading the word, or by coming along to one of our tests. It means a lot to us, and we will keep working hard on creating an awesome game.
Thanks for the info David and Good Luck for the project!