Exciting news! We’d like to announce that we’ve won five Global Game Awards in the following categories:
- Game of the Year
- Best Developer (CD PROJEKT RED)
- Best Open World
- Best Story
- Best Audio
Fallout 4 Review
Maylander has played Fallout 4 and posted a review on our forums. We are publishing it, because we think it is a good review
» Continue reading the article...
Bloodlust: Shadowhunter Review
Forgottenlor dressed up as a vampire and emerged himself into the Bloodlust: Shadowhunter world.
» Read the article
Dragon's Dogma: Dark Arisen - Introduction Trailer by lackblogger
Arena - The Evolution of The Elder Scrolls @ PC Gamer by lackblogger
Fallout 4 - Good Game, bad RPG @ PC Gamer by lackblogger
Witcher 3 - Five Awards by lackblogger
BattleTech - Preview and Interview @ Redbull by Bedwyr
Zahratustra informed us that The Witcher 3 has already won 5 Global Game Awards for 2015.
Exciting news! We’d like to announce that we’ve won five Global Game Awards in the following categories:
- Game of the Year
- Best Developer (CD PROJEKT RED)
- Best Open World
- Best Story
- Best AudioWe would like to thank everyone who voted for us and for your ongoing support!
Gamasutra features an article where three game developers, are talking about the crafting system in Fallout 4.
Freelance Designer Rick Ernst, who’s currently contracting at Riot Games, compares Fallout 4’s crafting to Bethesda's Skyrim, and says there’s an immediately visible shift in design that shows significant evolution from older modes of RPG thinking.
“The crafting system is much more interesting and useful than that of Skyrim, despite the superficial similarities and reuse of core mechanics," he says. “With Skyrim, early crafting was, with few exceptions, grinding out garbage to skill up. Low level enchanters couldn’t make anything worth a damn, but you still did these low-cost transactions because it was the only way to level up enchanting.”
By comparison, Fallout 4 begins by “demoing” skill trees that players may be interested in later. “For example, mods, chems, and structures you build early on are immediately useful power-wise, and don’t feel like grinding to build," says Ernst. "Though a small amount of XP is awarded with crafting, it isn’t a primary means of advancement. “
Rocket Chainsaw interviewed lead writer Mary Demarle about Deus Ex: Mankind Divided.
Jarrod: With something like Deus Ex you have so much narrative written, constructed, like Adam Jensen as a character who has relationships and is taken through scenarios. But Deus Ex, as a video game, is a series built where there’s a lot agency in how you act and behave. As a writer is it difficult to reconcile constructing narrative that is deeply focused, with the reality that players can do whatever they want?
Mary: There’s definitely challenges inherent in it. When we created the character of Adam Jensen…within the game industry there’s always the debate “Should the main hero be an avatar, blank slate that the player decides? Or should they be a fully fledged character who is your friend, that you’re guiding on a journey?” And for us, when we started, we looked at that and we said we’d like to see if we could do a little bit of both. We’d like to have a character who has a strong background, strong character traits, strong history, strong personality. Somewhat rooted in the world. And yet has something happen to them in the beginning, and when that happens they become a blank slate and it’s the player who gets to guide them. So we can use the personality traits that we decided for him to keep him on a focus, but allow him to do whatever the hell the player wants. And you can take that character and you can make him a serial killer.
Jarrod: Yeah, the serial killer…as you’re playing Adam Jensen, you’re embodying this character, and through a mission you could be somebody who is very patient, chooses not to kill, careful and methodical. Or you could be a total nutbag, punching and killing your way through. I imagine that’s quite difficult to balance from a narrative perspective?
Mary: It is, but it isn’t. Because we’re really looking at it as…you have to look at it less as the authorial vision, like you get in film and television. And it’s really more about, let’s look at storytelling in terms of; we know our plot, we know our beats you have to get through, we know the character has to get there. And we let the player do it. Then we use the rest of the world to reflect on what the player is doing in a non-judgemental way. We don’t want to judge you, we want to show the consequences of what you’ve done. So we can have things like, for instance, you go through and you kill everybody. And then you have a newspaper pop-up, or you’ll have people who know you respond. It’s recognising your behaviour, calling it back to you. And some of the people might judge you for it. Like a character in the game might sit there and say “I can’t believe you killed everyone, that’s terrible”, then maybe there’s another character who’ll say “You killed them all? They deserved it.”
Eye noticed through this article on Cliqist, that a new update was available, earlier this month, about Delver's Drop, which provides us with a development update, about walls, ceilings, monsters and lore.
Over the past month we’ve been working on the walls in an attempt to completely finish the visual side of the level generation system. The additional benefits are that we have been making the environments more interesting as we go, and have also eliminated visual bugs that have plagued our walls / doors for some time.
The most interesting new items include a set of “wall objects”, such as vents, windows, and paintings. These can be randomly injected into walls in each level. Beyond their decorative appeal, the coolest thing about these new objects is that they can be interactive on a case-by-case basis. A vent might be a spawner for bats and rats, a fireplace might emit fiery elementalings or jets of flame, a painting might reveal a hidden switch, and a window might allow healing pollen to occasionally drift into a room.
Version 2.2 of Skyshine's Bedlam, brings us MAC support and the following:
We're working away on the game and have some great news - OSX (Mac) is now available via your steam keys! It'll be identical to our 2.2 version of the game.
Version 2.2 is a continued effort from our side to make combat more enjoyable, lessen the difficulty for beginners, and encourage more exploration. See the full list of notes below!Bug fixes:
- Resized textures to help eliminate the 'black screen' issue during battles
- Fixed issue with Gunslinger return fire kills not counting toward veteran status
- Fixed issue with the Dozer rooms button going to wrong screen when chose Combustor Dozer
Tweeked Blitz rules
- 1. Now the enemy doesn't have extended movement range
- 2. Blitz meter scales to game progression
- Added a new low cost Dozer equalizer that allows the player to have extra Action points!
- Weapons and Equalizers can only be used once per combat
- Increased damage from Gunslinger return fire
- Up'd the health of all units across the board, to get rid of one shot kills
- Increased starting power cell count on all Dozers
- Slightly reduced heal time for all Dozers
- Reduced the power cell cost of some weapons and equalizers
- Increased amount of resources collected per pickup
- Player can no longer be killed via headshot
- Randomized the amount of passengers lost/gained from convo events
- Changed Viscera to only be immune to same type class of unit
- Fixed the "battlefield butcher" achievement
- Adjusted the "scorched earth" achievement
- Battle Hud changed to always show the available
- Weapons and Equalizers! Added more tooltips, and reworded some, on various screens
- Extra UI Improvements (pulsing lights/buttons)
IGR has reviewed The Fall of the Dungeon Guardians:
The Fall of the Dungeons Guardians – What We Think:
The Fall of the Dungeon Guardians is French dev team Mana Games‘ answer to a question we’re not sure anyone was asking: “What would happen if you crammed MMORPG-style combat into an old school first-person dungeon crawler?” While hardcore RPG fans the world over decry the simplified triad of tank/healer/damage-dealer so ubiquitous in World of Warcraft and its ilk, it actually works here, making for a challenging, combat-oriented new take on a classic style.
First person, party-based dungeon crawlers in the vein of Dungeon Master and the early Might and Magic games have come back in the spotlight in recent years, thanks mostly to the brilliant Legend of Grimrock series, with its fiendish puzzles and deadly traps. The Fall of the Dungeon Guardians draws on similar inspiration – the dungeon walls themselves could be mistaken for one another – but is much more of a slog.
Minor complaints, aesthetic and otherwise, aside, The Fall of the Dungeon Guardians is a monster of a game. It’s tough, it looks good, and it’s full of classic touches. It’s also huge. Each level will take hours to complete on all but the easiest difficulty level, and there are well over a dozen levels. That’s a meaty meal to fill the heartiest of dungeon crawlers’ appetites. Add in a map editor that lets you build your own twisted tunnels, and you’ve got more skeleton-bashing, spider-squashing fun than you could handle.
A modding SDK has been released as well:
you can download the Modding SDK from here :
Unzip it anywhere on your PC, and read "ModdingSDK\HowToMod.html" for instructions.
The SDK comes with :
Check the file "Mods\HowToInstall.txt" for installation instructions.
- "NoSpiders" Mod, which changes all Spiders into Skeletons
- "MyPortraits" Mod, which contains all the built-in Portraits, so you can change them or add new ones
You may want to have a look at the Translation Kit if you want to change the dialogs or interface text : http://steamcommunity.com/app/409450/discussions/2/492378806378223762/ .
This SDK gives you access to a lot of text files used to configure everything in the game (abilities, talents, mobs, items, etc...), and most of the GUI textures, plus instructions to add your own Sound FX and a few other things.
At this point, it's not possible to add 3D models nor change their textures.
Steam has a sale of the Dreamatrix games (Legends of Dawn Reborn, Wave of Darkness, Spaceforce Rogue Universe HD, Spaceforce Homeworld, Spaceforce Constellations), with discounts varying between 50% and 80%.
Another Steam sale is for the Shadowrun games, you can get all three Shadowrun games (Shadowrun: Returns, Shadowrun: Dragonfall - Director's Cut, Shadowrun: Hong Kong) for a total cost that is lower than the regular cost of Shadowrun: Hong Kong.
Hard West is also on sale with a discount of 25%.
Serpent in the Staglands is on sale with a 35% discount.
The Fallout franchise is on sale, with the exception of Fallout 4, so it isn't really a franchise sale.
Darkest Dungeon has a discount of 40%.
And a load of other games are on sale as well....
In two post-Kickstarter updates for After Reset, we learn that money is an issue in a backer only update, which shows that with the 95K$ that was raised in the Kickstarter the cost has risen to $122K. The difference is paid by the owner of Black Cloud Studios and from the income of their After Reset novel The Fall of Geyes, which is almost ready to be released and the adaptation into an app.
The update also lists the issues they faced:
1. Personal tragedy with a key team member
2. Personel issues, with programmers leaving
4. legal issues
And there is another update on the latest patch #112515 with the following changes:
• Added sounds to pick/drop/equip inventory actions.
• Added descriptions for all highlighted items/objects/creatures/containers on Special Facility & Science Facility level(s).
• Created a laser pistol for the UG MP.
• Added description system for highlighted items/objects/creatures/containers.
• Added item & creature identification mechanics.
• Added an XP gain for the successful use any character skill.
• Added mechanics for broken items.
And there is a lot more info as well when following the link.
Build 28 of Grim Dawn will allow you to venture into the first part of act 4 and fight new bosses and visit new locations.
Hearken to the call! The time has come to leave the confines of Homestead, pass through the Darkvale gate and venture on through the unforgiving wilds of the Asterkarn Mountains. Within the desolate Fort Ikon, further mystery awaits and troubling events unfold...
Along with this stretch of new content, ending in a new boss battle, we're also rolling out the much awaited Devotion system. The level cap has also been raised to 60.
Devotions provide a new layer of skill customization, changing the feel of character progression, greatly expanding build diversity and adding hours of theory-crafting! Devotion points are earned by restoring broken or corrupted shrines found throughout the world and then spent among a giant sky map of constellations. Each constellation has its own lore, adding to the flavor of the world, stat bonuses on each star and the potential to unlock Celestial Powers, which are attached to your class skills and triggered in different ways. Access to higher tier constellations is unlocked by accumulating devotion among 5 different affinities: Chaos, Order, Eldritch, Primordial and Ascendant.
The remainder of Act 4, which will take you into Necropolis and then down into the final dungeon, is virtually complete and just awaiting polish work and animation of the final boss. It should roll out near the end of the year.
We hope you enjoy the new content and are very excited to see people's reactions to Devotion, which we've all enjoyed playing with and believe add a lot of new depth and fun to Grim Dawn.
Eye spotted that in December patch 1.12 of The Witcher 3 will see the light of day.
CD Projekt RED has announced Patch 1.12 for The Witcher 3: Wild Hunt. Details for patch 1.12 are available for the time being but they should be shared soon enough.
reviously, Momot mentioned that the patch will deal with Pickaxe issue in the RunSmith Quest.
More than that isn't really available at this point in time.
With this title GamersFTW tries to get you to read their article on Deus Ex: Mankind Divided, which is related to the recently announced delay.
At this moment, Square Enix and Eidos Montreal look like they’re ironing out the creases in Deus Ex: Mankind Divided. This will definitely result in a better performing, smoother looking game. There’s no doubt about that. My doubts lie in whether Deus Ex is heading in the right direction. Deus Ex used to be the king of sci-fi RPGs, and is still considered by a lot of people to be one of the best. Human Revolution was a departure from the RPG genre for the franchise, but it retained RPG elements (for better or worse). With Mankind Divided, it’s possible that we may be departing even further from what made the original Deus Ex so popular. The original Deus Ex was not about creating an immersive world with beautiful visuals- it was about giving the player a choice. Mankind Divided has been given time to make sure it’s the best game it can possibly be- let’s hope that Square Enix don’t interfere any further, and that Eidos Montreal deliver an experience that Deus Ex fans deserve.
The XCOM2 site shows some screenshots of what a small town looks like.
So far, we’ve shown you two sides of XCOM 2’s environmental spectrum: the densely populated ADVENT City Centers, and the open fields and derelict shelters of the Wilderness. Small Town areas offer a combination of residential neighborhoods and commercial businesses, and are generally populated by people who have not completely bought into the promise of life in the City Centers.
Polygon has first exclusive screenshots from the System Shock 1 remake. Thanks to Xian for noticing this!
"We have been in contact with members of the original System Shock team and any future iterations of the System Shock games, and by this I mean both new titles in the series as well as major updates to the existing games, will be very true to the spirit of the originals," Kick told us.
That commitment to preserving the essence of the 1994 release is made apparent in concept artist Robb Waters' participation with the remake, which will be powered by the Unity engine.
The images are embedded and I can't link them all here.
In Indiegogo update #26 we learn more about the desert of Aderyn's Cradle:
During the time of the Soulfire Crisis, the Desert was smote by the goddess Ryphae and her force of Stone. The land quaked violently with her destruction, which opened great rifts in the soil of the Desert. Many natural rock formations shifted, or crumbled away entirely against the brunt of the savage energy release. The already-arid landscape saw its remaining few water sources evaporate or be buried and filled with dirt, making long distance travel through the Desert impossible. Only the Oracle, with Aderyn’s power at their side, had a hope of successfully overcoming Ryphae’s corruption, in order to gather the power which still lurks among the ghost towns and barren dunes in the Desert of Aderyn’s Cradle.Stay tuned for our final update coming soon!Michael Pekala
PCGamesN has interviewed Mike Madden, director of development at Kingdom Games:
Meet Kingdom Games, the Christian developer making an RPG that doesn't "Bible thump"
Five: Guardians of David is a game that tells a Biblical story of faith. Knowing that, it’s easy to assume that it will be the kind of thing you were allowed to play in junior school for education value. That image couldn’t be further from the truth. Instead, Five is an action RPG that’s got a hint of Diablo and Titan Quest about it. Developer Kingdom Games are determined to make a compelling action game that’s excitement and story first, and scripture only for those that want it.
Now two years old, Kingdom Games was set up with a very distinct purpose: approaching young people and teaching them about the morals and ethics of Christianity. “Rather than fighting to peel them away from a medium they adore - videogames - we decided to bring our vision to them in that format,” explains Mike Madden, director of development. Within two months a small studio was set up and development started. The team involves talent who have previously worked on the likes of Call of Duty: Black Ops, Darksiders, and The Old Republic.
Their first game is Five: Guardians of David, and it releases today. It’s the story of King David and his conquering of Israel, with players commanding a party made up of his five generals, swapping between each to make use of their unique combat skills.loading...
Kingdom Games have struck an interesting balance when it comes to how Five presents its Biblical influences and message. The team don’t want to been seen as “Bible thumpers”, so much of the Christian elements are layered into the world like lore in an Elder Scrolls game. “It’s passive layers, you can get as much out of it as you want,” Madden explains. “It’s all there, down to Bible passages, but you can also walk right by it if you choose to.”
Instead, the faith-influenced messages come through in design choices. “Do we want to put in achievements like most games do for killing x amount of y enemies? No we don't, that's totally against what we want to do. Everyone here is looking at making sure we practice what we preach,” says Madden. [...]
The Kickstarter campaign for Labyrinth was successful:
Bradley here, Creative Director on Labyrinth. A joyous and sincere "thank you" to all of our backers who have made this possible. We here at Free Range Games are humbled by you your support, and are excited to have the opportunity to make this game a reality. At FRG, we are now on the home stretch. We see what needs to be done to get the game to launch, and we are proud to have you, our new community, with us as we do it! We look forward to getting the game into your hands, and hope that this is the start of years of enjoyment. Thank you~
Andy Kelly (PC Gamer) says: Fallout 4 is a good game, but a bad role playing game:
Fallout 4: good game, bad RPG
I’m loving Fallout 4. Wandering the wasteland, poking around in abandoned buildings, listening to chirpy ‘50s pop, fighting mutants. It’s a great game to lose yourself in on a cold winter’s evening. But as a role-playing experience I’m finding it disappointingly weak—to the point where I wouldn’t even call it an RPG. An open-world action game with role-playing elements would be a more accurate description.
The same could be applied to other Bethesda games, which are often described as being as broad as an ocean and as deep as a puddle. But Fallout 4 feels like their most restrictive game yet in terms of customisation, choice, and dialogue. The protagonist doesn’t feel like my character. The things I say don’t seem to matter. My high charisma is used to squeeze a few extra caps out of quest-givers and little else.
The term ‘RPG’ is pretty loose. We could argue for days about what is and what isn’t. But for me, an important part of any good RPG is being able to create and shape a character that’s unique to you. My Fallout 4 vault dweller, however, is vaguely the same as everyone else’s—he just wears a different hat. I mean, it’s a really nice hat. An ushanka I found in a bin. But it’s not enough. There’s no feeling of ownership.
The restrictions of the new dialogue wheel and the addition of a voiced protagonist have stripped away any chance to give your character a distinct personality. They’re either a good guy, or a sarcastic good guy. The single voice on offer is so obviously tailored to fit a generic-looking white guy—like the one they used in the E3 demo—that it sounds weird coming out of anyone else. These limitations feel out of place in a game that offers so much freedom elsewhere. I feel more attached to the rickety old shack I built in Sanctuary than the boring, unfunny dude I’m playing as. [...]
VGBlogger have a positive review of Rebel Galaxy.
Rebel Galaxy is a visually stunning game. Flying at warp speed through star systems rich with junk and ice and asteroid belts is truly a sight to behold. Flying too close to a planet and having the gravitational friction heat and blur the screen is another wondrous touch. Volleys of missiles and streams of lasers aiming with deadly accuracy at your spacecraft is a feast for the eyes. Hell even the size and scope of ships is truly mesmerizing. The initial ship players begin with pales in comparison to the massive size of a Dreadnaught class ship. Underneath the gorgeous hood, every ship has different turret loadouts and carrying capacities, and the speed and handling for each craft feels markedly different (and that’s a good thing).
One final item that can’t be overlooked is the music. Rebel Galaxy has a fantastic rockabilly sentiment that is highly reminiscent of the TV show Firefly. It’s a sort of twangy trucker rock ‘n roll that adds a wonderful layer to the game’s atmosphere. However, for players who grow tired of the same tracks playing over again and again, the developers offer an option to load custom music when the game launches, which is a nice touch.
Currently Rebel Galaxy is available only on PC/Mac, but Double Damage has plans to launch the game on PlayStation 4 and Xbox One at some point in the future, so console gamers have great things to look forward to. Players who enjoy a good story will not be disappointed. Players who love tactical combat will not be disappointed. Players who love visually stunning space battles and exploration will not be disappointed. In other words, Rebel Galaxy is a gem of game that should not be missed.
A House of Many Doors has been Kickstarted a short while ago, but is now also going to Indiegogo, for those who missed the Kickstarter.
Yep. A House of Many Doors finished its Kickstarter campaign at the beginning of October, raising more than 300% of its goal (I'm still both flabbered and gasted). I've been contacted by a few kindly folk since then who missed the boat and want to pledge - which is fantastically nice of them, but who I hadn't been able to accommodate. Until now! Hurrah.
Everything pledged here will be spent on the game in one way or another, but there's no pressure. The game is already funded and getting made. If you're skeptical, probably best to wait until launch date. This is just to accommodate those people who have already contacted me and want to send me a little extra funding, which might allow scope for a little bonus bit of non-essential art or something. Or it might just be enough to buy me a few cups of coffee. (Coffee is a key part of the development process and a non-negotiable expense.)
In a new misdaventure for Grim Dawn we learn more about some of the legendaries.
Grim Misadventures continues! Last time, we left you with a preview of our upcoming Build 28. This major update is bound to shake things up as we introduce our final layer of character customization, the Devotion System. And the best part is, its release is right around the corner as we apply our finishes touches.
There is one other thing that is highly anticipated, however, that was not quite ready for Build 28. Instead, you can look forward to it in our December update. I’m referring to Legendary items, the highest tier of equipment in Grim Dawn. In the past, we have shown you some of the art of these amazing items, but their attributes have remained a mystery. Today, we are ready to lift the curtain on some of our Legendaries.
The beta update 1.2.23 for Fallout 4 is available now, for those who can't wait for the formal release.
- Number pad keys can now be used for remapping
- Remapping Activate now works on Quick Container
- General memory and stability improvements
- Fixed issue where equipped weapons become locked after completing Reunions
- Fixed issue with When Freedom Calls where the quest would not complete
- During Confidence Man, fixed issue where player's health would continuously regenerate
- Fixed crash related to jumping into water and reloading saved games
- Fixed issue where Launcher would not save God Rays Quality setting properly
The action RPG FIVE: Guardians of David is now live on Steam:
About This Game:
FIVE: Guardians of David is an expansive action-RPG set in the ancient lands of Canaan. Lead and play the five heroes, battling across exotic locations filled with archaic cultures, rich characters, and powerful artifacts. Experience one of the greatest stories ever told in this 11-Act epic.
- Heroic Gameplay Fight a multitude of soldiers and Goliath-sized bosses.
- Fluid Character Swaps Swap between any of the FIVE and their unique fighting style on the fly.
- Miracle System Smite your foes with the blinding light of angels, hailstones of destruction, fires of the Earth, and many other miracles.
- Equip your Gear Gear up your FIVE with the extensive variety of ancient treasures, artifacts, and relics.
- Spy Network Stop hoarding your items! Donate valuables to develop crucial ties with different Spy Networks, and reap the rewards.
- Epic 11-act Story Experience the epic 11-act story of the FIVE featuring comic cut scenes from Sergio Cariello.
- Dave Fennoy (The Walking Dead, The Wolf Among Us) accompanies Adam Harrington (The Wolf Among Us, Tales from the Borderlands) as featured voice over actors.
The collectible card RPG Labyrinth has reached 144k of the 150k Kickstarter funding goal and there are still 20 hours left:
Special Breaking News
Stone Blade has offered free Solforge items to anyone who pledges $25 or more on the Labyrinth campaign.
Get the details here.
Only 24 hours left in the campaign and Labyrinth is 94% funded. You are doing an amazing job of getting the word out and generously increasing your pledges. Our sincere thanks. Keep it up!
The action RPG KRUM - Edge of Darkness has been released on Steam:
It is a fun, hack and slash RPG game, аn action adventure with advanced combat tactics. You will face countless fearsome mobs and grotesque beasts, hidden deadly traps, powerful demon knights and dragons.
KRUM - Edge Of Darkness is now live on Steam!
I am happy to announce that the game is finally ready to play.
My work of course doesn't stop at the release. Expect new updates, introducing new weapons, weapon combos and more.
Also a huge DLC called "KRUM - Battle Arena", where you will try your combat skills agains strongest of monsters in the world of KRUM and write your name with
blood on the Wall Of Fame.
So for now - enjoy!
A new trailer for The Witcher 3 has been released, which is labeled as 'An Epic Year'.
"This year was really epic for the entire crew behind The Witcher. We launched Wild Hunt, the RPG we've been working on for so long, then we've gone above and beyond to give gamers as many free DLC as we could, and then released Hearts of Stone, which - judging from player feedback - took the game even further. And we innovated all along the way -- if you compare Wild Hunt to our previous game, almost every element was improved or changed. Now we're working on Blood and Wine, the final expansion for Wild Hunt which we will launch in 2016. To thank everyone for being with us this whole time, we've prepared something special -- enjoy the Epic Trailer!" said Konrad Tomaszkiewicz, Game Director, CD PROJEKT RED.
Good Old Games has a sale of bundles with classic games found exclusively on GOG.com, each up to 80% off. Additionally The Witcher 3: Wild Hunt is available with a 50% discount and the other Witcher games are discounted as well.
The Only on GOG.com bundles include:
- D&D: Classic Bundle (up to -80%): featuring the classic editions of Baldur's Gate, Planescape: Torment, Icewind Dale, Neverwinter Nights - 10 games in total.
- D&D: Gold Box Bundle (up to -50%): featuring three tomes of Forgotten Realms: The Archives (with Eye of the Beholder, Pool of Radiance, Dungeon Hack, and more) as well as Al-Qadim, Dark Sun, Krynn, Ravenloft, and others - 18 games in total.
- Warhammer Bundle (up to -50%): featuring 4 games: Final Liberation: Warhammer Epic 40,000, Warhammer 40,00: Chaos Gate, Warhammer: Shadow of the Horned Rat, Warhammer 40,00: Rites of War.
- Star Trek Bundle (up to -60%): featuring 4 games: Star Trek: 25th Anniversary, Starfleet Academy, Starfleet Command, Judgment Rites.
The Second trailer of Stories: The Path of Destinies has been released. Before we go there, here is the press release, detailing what the game is about.
Stories: The Path of Destinies with a New Trailer
November 23, 2015 - Montreal, Canada/ Spearhead Games has released a new trailer for Stories: The Path of Destinies, an action RPG about a sword-wielding fox who's gotten himself into a bit of trouble. Reynardo reluctantly joined a losing battle against the mad Emperor and he quickly became the rebellion's last hope. Can he come up with a plan that won't blow up in his face, for a change?
In Stories, each choice you make takes Reynardo into a unique narrative. From tongue-in-cheek takes on heroic adventures to dark, Lovecraftian scenes, Stories' repertoire is as diverse as it is action-packed. But Reynardo's fateful decisions won't always be easy: Sometimes retrieving a weapon lost at the beginning of time means sacrificing the life of an old friend.
If he has any hope to save the realm, Reynardo must journey across Boreas, a world of floating islands with locales ranging from half-buried desert ruins to vertiginous, ice-topped mountains. And with the Emperor's troops intent on stopping him at every turn, Reynardo is sure to make use of his Sword Fu technique, a fluid, offense-oriented combat style that players can customize to suit their preferences.
With more than a few ways to screw up, can Reynardo choose the path that will lead him to victory?
The first dungeon prototype will be made available to backers of Underworls Ascendant, who backed the game at a high enough level.
In the last Newsletter we talked about physics-based world for Underworld Ascendant. Now we're ready to show what this means with an early peek...
Tomorrow we're releasing the very first build to Backers at the Lore Seeker and higher pledge tiers, who get as one of their perks early access to play these first prototypes. In a few weeks we will roll this build out more broadly to Backers at the lower pledge tiers. Details will be emailed out directly to Backers on how to download the build.
The Playground prototype all about physics-based puzzles set in a corner of the Stygian Abyss. The visuals have been intentionally dumbed down, since we're avoiding trying to set any sort of visual bar with this prototype, and instead want to focus on just the gameplay aspects. So be forewarned, it looks as plain as vanilla can ;)
The fun is in the physics puzzles, where we challenge you to solve tricky bits using an early pass of the Improvisation Engine. Even at this early stage, there are dozens of ways to solve challenges, some which I'm sure our team has not yet discovered. Will you? The prototype also features a first pass on the magic system, which likewise feeds into the open-ended nature of solving challenges.
In addition, a new Studio Art Director, Nate Wells, has joined the team.
Nate has joined the OtherSide team as our Studio Art Director. Nate has been the Art Director on some pretty impressive titles, like Irrational's Bioshock & Bioshock Infinite, Naughty Dog's Last of Us and most recently the new Rise of the Tomb Raider. Nate got his start back at LookingGlass as a level designer and artist on Thief & System Shock 2. We are thrilled to have another one from the LookingGlass fold!
Warhorse Studios inform us of the availability of the 0.5 Alpha of Kingdom Come: Deliverance, which contains the following new features:
New features include:
- Crime system: Stealing or attacking people will have consequences, the population will behave accordingly. If you are seen committing a crime, multiple options are available, from negotiating your way out, going to jail or even resisting the arrest by fighting against the authorities.
- Multiple enemies: Fighting will get even more dangerous and challenging, thanks to new AI improvements. Every opponent has now different skills and equipment. Combat feels even more realistic and deadlier.
- Adaptive soundtrack: Addition of new proprietary sound technology adapting the soundtrack's mood based on player's actions. For instance, the game's symphonic music goes from peaceful to agitated when the player is under attack and is modifying itself depending on player's performance. The system handles all kind of situations based on actions and environments, such as exploration, theft, danger, etc.
- RPG and survival elements: Characters, now needs to eat and sleep in order to stay healthy and survive. New horse inventory will help carry more supplies.
- Technology upgrades and fixes: Implementation of Global illumination - a new CryEngine lighting technology improving lighting and shadows to improve the world's realism, combat and horse controls/animations improved, new dialog animations and cameras, complete GUI (graphical user interface) overhaul
This is also the latest alpha release before the beta phase.
If you like to see Daniel Vávra talk, you can see him in an upcoming Twitch session and ask him questions:
On Tuesday December the 1st, 7PM CET, we will host a live stream of the latest update of Kingdom Come: Deliverance on our Twitch Channel: www.twitch.tv/warhorsestudios. Everyone interested in Q&A with Daniel Vávra, please visit our forum to send your questions.
And there is also a video thanking all the backers of the game.
Here is a progress update for Civcraft: Legends of Ellaria:
As we're in the final stages for the Early Access, we wanted to share some of our progress and achieved milestones. Our main issue besides composing locations and perfecting the combat system was the high amount of resources it takes to run CivCraft. Long story short, combining a large map for a real time strategy game with high end graphics from first person games takes quite a load on an average computer. In the last few weeks, we managed not only to improve CivCraft's performance to run smoothly, but also improved the terrain's graphics, added 3D clouds, tone mapping and a better terrain graphics.
By next week we should finish tweaking the combat system and the city life, and we'll have an Early Access release date soon. In the meanwhile, thank you for your votes and suggestions, and thank you for your patience, the Early Access is on it's way.
If you like the Puzzle Quest series, you might also like Gems of War. The game resembles Puzzle Quest 2, but adds, amongst others, multi player support. Windows Central reviewed this free-to-play game, which means it comes with in-game purchases, of which they say this:
The big question with any free to play title is: Is it fairly monetized, or does it constantly reach for your wallet? I'm glad to say that Gems of War is very fairly monetized. If you spend money on this game, it'll be because you appreciate it so much, not because the game pushed you into it.
And conclude with:
Gems of War is one of the most surprising games I've played this year. It practically came out of nowhere, with little hype or fanfare. And yet it has become one of my very favorite Xbox One games. Match-3 games on their own might get boring, but throw in some RPG elements and you have an engaging experience.
The new PvP and Guild mechanics make Gems of War even better than the Puzzle Quest series that inspired it. Give Gems of War a try, and be sure to join our Guild if the game hooks you!