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Monday - March 02, 2015
Sunday - March 01, 2015
Saturday - February 28, 2015
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Rampant Games

2015-03-02

Jay Barnson Interview

We had the chance to talk with Jay Barnson the Rampant Coyote.
» Continue reading the article...

Spiders

2015-02-27

Spiders Interview #3

Here is the third part of our new interview with Jehanne Rousseau, CEO and co-founder of Spiders. This time we talk about her studios released games.
» Read the article

Recent articles










Picture Watch

Yggdra Union: We'll Never Fight Alone
Box Art

Poll Watch

Which Deus Ex Is Your Favorite?
Deus Ex
48.89%

Deus Ex: Invisible War
15.56%

Deus Ex: Human Revolution
35.56%

Vote

Recently Released

Feb: Caribbean
Feb: Hand of Fate
Feb: Sunless Sea
Jan: Raven's Cry
Jan: HOMM III HD

Monday - March 02, 2015

Legends of Eisenwald - New Patch Released

by Couchpotato, 03:49

Aterdux Entertainment released a new update for Legends of Eisenwald about a new patch that adds the Belarusian language, and fixes some other bugs.

We are happy to tell that the patch 0.993 has been released. We are happy to tell that Belarusian language has been added to the game! Below is the list of changes:

  • Fixed the bug with two meditations in the Prologue;
  • Screams of characters in combat are added;
  • Ghosts appear from under the earth and correctly disappear when they die;
  • Fixed issues with “Conversation” buttons in buildings. Now invisible objects don’t block pressing it;
  • Changels in balance of healing cost. Lower level characters now are less expensive to heal, but with each level of a character the cost will grow more significantly than earlier;
  • Lowered the amount of gold loot when defeating “noble” characters and rogues. Loot from recruits and simple soldiers is increased a little.
  • Cost of trophies is a bit lowered;
  • Now Berthold’s army is respawned when accidentally killed in the Way Home scenario;
  • All final bosses are made stronger.

Legends of Eisenwald

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

Details

Underworld Ascendant - The Underswamp

by Couchpotato, 03:45

After getting funded last week Underworld Ascendant is close to making it's first stretch goal, and so the developers have released an update about The Underswamp.

We are less than $10,000 away from the Underswamp stretch goal!

Crouched on the confluence of two slow-moving subterranean river systems, the Underswamp is a miasma of odd fungus, twisted trees and creeping lichen. Dank and full of life; a menagerie of deadly toothed and venomous predators roam the spongy terrain. But there is also strange beauty to be found, such as shimmering fluorescent air plants floating above the dark waters. Deep within the Underswamp lie ruins of the temple of Ishtass. This extensive complex, nearly a league across and half sunk in the swamp, is said to hold ancient secrets.

With the Underswamp comes the Rotworm Skin Boots, which give adventurers extra speed wading through the swamp. Let’s all put on the boots and make a final sprint to bring the Underswamp home to the Sygian Abyss!

Update: The game has made $650,035 so the Underswamp stretch goal was made.

Underworld Ascendant

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

Details

Dead State - February Progress Update

by Couchpotato, 03:39

Double Bear posted a new February Progress Update on Steam last week with news on what the developer is working on, and what will be included in the next patch.

Hi everyone! We just wanted to check in with you and let you know what's happening behind the scenes at DoubleBear, since we know some of you are wondering.

We're making good progress on the content and fixes for Update #6. As previously mentioned, this one has brand new, somewhat complex features, so it's taking longer than the usual patch turnover time. Right now, we're done with about 75% of the new features, but we need to finish the remaining 25% and squish bugs that surfaced during testing, so there's still some work left to do.

Thanks for hanging in there while we get everything ready! We don't have an ETA yet, but we're *really* excited about what's coming up and we think it will be worth the wait :)

Dead State

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

Details

Rain of Reflections - Interview @ Sem Tilt

by Couchpotato, 03:35

A new interview was published for Rain of Reflections on a site called Sem Tilt.

How long has the game been in development for?

It was in pre-production for about six months, with just the closest core team concepting everything, eventually creating a vertical slice. We scaled up the team and entered actual production just a couple of months back.

How much are the player’s actions and choices going to influence the outcome of the story and its characters?

It’s a matter of life and death, and eventually the fate of the entire city. Our goal is to make the player feel responsible for every action and cope with the consequences. There is no undo button, no game over screen, no retry from checkpoint.

In what genre falls the style of combat of Rain of Reflections? 

I would say it’s a completely fresh and unique combination of real-time and turn-based strategy, with RPG and even point and click elements.

Rain of Reflections

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

Details

Ghost of a Tale - Large Update Posted

by Couchpotato, 03:33

Developer Seith released a new update last month on the Ghost of a Tale website.

Welcome to a new game development update! This will be a lengthy one, so please bear with me. In order to make your reading more palatable I’ve interspersed a couple of screenshots for your viewing pleasure.

The last couple of weeks have been particularly productive. Paul and I met to lock everything in terms of quests, story and structure. The result is an even clearer understanding of the game’s scope.

Regarding that topic, it is interesting to note how much the game has evolved since the Indiegogo campaign. At the time I only had a very rough idea of what I wanted the game to be, but many important elements were still up in the air.

Ghost of a Tale

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

Details

Dungeons Of Aledorn - GUI & Inventory

by Couchpotato, 03:28

Team 21 posted a new update about the inventory GUI for Dungeons Of Aledorn. 

Greetings friends, developers, players and fans of the game Dungeons of Aledorn. Time is running out slowly (10 days until the start of the Kickstarter campaign) and again we have something from development. This time we will show you how GUI inventory looks like. As is evident from the screenshots, the slots on the equipment will be more than enough. As always, we are grateful for any feedback.

Dungeons Of Aledorn

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

Details

Sui Generis - Development Update

by Couchpotato, 03:24

Bare Mettle Entertainment posted an update on the comment section for Sui Generis. Just for reference it has been a few months since they released a kickstarter update.

We've recently done a very big update to the prelude and with the help of our alpha tier backers we've been hunting down and fixing every bug and making various improvements. The game is working great now and already has a lot to offer, we're just about ready to go beta and lift the NDA, this will be accompanied by an update of course. A full relase to all backers is close, at the moment we're working on a release trailer and adding more content.

We apologise again for the lack of recent updates, it's just been a very hands-on stage in development and we're doing everything we can to get something solid in your hands. There has been a very real and in depth interaction with alpha and beta backers on our forums. We are very present there and we take everyone seriously, if you want to get involved don't hesitate, interact with us! Our forums aren't just for insiders.

Sui Generis

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

Details

The Memory of Eldurim - Parry & Dodge Update

by Couchpotato, 03:19

Liminal Games released the next weekly update for The Memory of Eldurim on Steam.. They also released the next development stream about Parrying & Dodging. 

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We got some good changes into the game this week. We think it really improves certain aspects of game play. 

Changelog:

-Enemies and bosses re-spawn and get full health when the player dies.
-Parrying added. Press TAB key to parry. Parried enemies take 2x damage when attacked immediately following a successful parry.
-Dodging/rolling greatly improved. The player can now dodge in every direction. Player can now dodge enemy attacks and some spells if timed correctly.
-Battle music added.
-Day/Night cycle reworked. Day time lasts longer, night time is shorter.
-Starting player health increased.
-Many small balancing tweaks, less health on all AI (this is not the balance update, just a general tweak before the big balance update)
-Multiple Bug fixes.

More work was done this week on a few upcoming features. We are attending the GDC next week. We will start development again following our return. 

The big balance update, the archives, item stacking, and item throwing are on the horizon. We will see you guys in San Francisco.

The Memory of Eldurim

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

Details

Might & Magic Heroes VII - New Updates

by Couchpotato, 03:15

Ubisoft and Limbic Entertainment posted a few more updates for Might & Magic Heroes VII over the last few weeks. The first post is an update on the development.

Production is currently in full swing and our team is currently hard at work on the game Alpha. Alpha means a lot of things to a lot of people, so let’s try to explain what we mean by that. 

The second update gives an introduction about Limbic Entertainment.

For now, we would like to take this opportunity to share with you more information about the studio behind the development of Heroes VII and introduce little by little the different teams through interviews and testimonies.

Might & Magic Heroes VII

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

Details

CrossCode - First Development Stream

by Couchpotato, 03:06

The developers of CrossCode posted a new Indiegogo update this week about a new Development Stream that showcases the games editor, and map tools.

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Today we had our first dev stream - and for being our very first attempt in using Twitch it worked out surprisingly well. In fact, it was great! We had a total of 400 views and up to 170 viewers at the same time. We didn’t expect quite that much attention!

CrossCode

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

Details

Sunday - March 01, 2015

Tahira - Kickstarter Update #7

by Couchpotato, 05:36

Whale Hammer Games released a quick update for Tahira: Echoes of the Astral Empire.

$19,000? Pffft too easy.

We smashed the $19,000 mark in less than a day and now we're heading towards the twenties! Welcome to our new backers and thank you for jumping on board! Let's keep rolling forwards.

Combat Level

We're putting the finishing touches on an alpha version of a combat level that we're going to send to press and Youtubers next week.

Local Canberra backers

We're partnering with Reload Bar & Games to put on an awesome night of games and fun at 8pm on Thursday the 5th of March. Come along and play the aforementioned combat level from Tahira, we'll be on hand to chat and answer any questions you have. Reload are giving away bar tabs to lucky randomly selected donors to the Tahira Kickstarter campaign on the night!

We look forward to having a drink with you!

https://www.facebook.com/events/1403205563323685

To our backers from around the world, we'll be raising a glass to you on the night. Thank you all! Have an excellent weekend everyone!

Tahira

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

Details

Grim Dawn - Grim Misadventure #65

by Couchpotato, 05:33

Here is the latest Grim Dawn Misadventures post from Crate Entertainment on the games forum that has information on the development of Grim Dawn.

It is another Monday, following an adventure-less Monday, and that means it is time for a Grim Misadventure! Last time, we talked about the incoming Factions overhaul, giving you a glimpse at the brand new Faction Window and its wealth of information on what will soon become a core part of your Grim Dawn adventures. The first part of this major addition to the game is coming your way with Build 24. But that is not all that is coming with the next major content release.

It may be hard to believe after everything that has been added in just 2014 alone, but Grim Dawn was once meant to be a much smaller game. However, thanks to the generous support of our fans, both prior to release and in continued early access sales, we have been able to include additional features, add on more content and significantly expand the game as a whole

Grim Dawn

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

Details

Raven's Cry - Patch 1.03 Released

by Couchpotato, 05:28

Reality Pump has released patch version 1.03 on Steam for Raven's Cry this week. Here is the full lengthy changlog, and it proves the developer is trying to fix the game.

CHANGE LOG:

GAME STABILITY:
- Fixed various crashes.
- Several levels and physics changes.

MISCELLANEOUS:
- problems with lipsync corrected
- Raven position in cutscenes fixed
- Pete cutscene fixed
- Finishing moves added to fighting system
- added guards to some cities e.g. San Juan
- improved behaviour of guards
- NPCs now should properly react to pushing them (push back, guarding stand, attack depends of behavior of CR)
- Added tips for pause option when sailing and possibility to add player's marker on the map.
- Improved fight mechanic.
- Added cannibal chieftains models
- Fixed cameras in dialogs with merchants and shipwrights
- Fixed treasure chest on Isla Dauphine
- Fixed 'escaping ships with no crew' issue

BALANCING:
- Improved shooters' AI (they can fight also in close distance).
- Hero's health points slightly increased.
- Decreased price of throwing knives and pistol ammo.

Raven's Cry

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

Details

Edge Of Eternity - Yasunori Mitsuda Goal

by Couchpotato, 05:25

Midgar Studio announces in a new update that Edge Of Eternity has earned over $100,000, and talks about the next stretch goal for music composer Yasunori Mitsuda.

It’s not a goal but crossing the 100K$ line after only 13 days is a huge success for us. Now you backers are talking really serious!

So it’s approaching. We already said a lot about our dream of working with Mister Mitsuda. Do not believe this is just words. We really love this man and his musics. If you are a big JRPG fans as we are there are no doubts you know Mitsuda San and you probably fully understand our excitement.

Just in case, now is a good time to tell everyone a bit more about this video game music legend that was once called “The Mozart of video game”.

Yasunori Mitsuda entered the legend of japanese video games in 1992, when Hironobu Sakaguchi gave this self-taught artist the opportunity to join Squaresoft. He joined a music team that was composed of almost only video games heroes like Kenji Ito, Nobuo Uematsu or Hiroki Kikuta. With this crew, he is credited on legendary games like Final Fantasy V and Secret of Mana.

Edge Of Eternity

SP/MP: Single-player
Setting: Sci-Fi
Genre: J-RPG
Platform: PC
Release: In development

Details

DX:HR - Level Design Philoshophy #2

by Couchpotato, 05:21

Eidos Montreal posted the second part of the Level Design Philosophy this week for Deus Ex: Human Revolution with Lead Level Designer René-Martin Pauzé.

CYBERPUNK

We took considerable time to analyze and understand the cyberpunk theme, which would heavily influence the level layout creation and mission structure.

This theme is set in the near-future and heavily focuses on high technology and dystopian society. The locations characterizing this theme are generally based on:

 High Technology Environments :

  • Multinational corporations HQ
  • Scientific Laboratories
  •  Secret Compounds

Dystopian Environments :

  • Urban environments (Rooftop, Street, Alley, etc.)
  • Underground environments (Sewers, Catacombs, etc.)
  • Industrial Complex

 

Deus Ex: Human Revolution

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

Details

The Meridian Shard - Full Steam Ahead

by Couchpotato, 05:15

Ultimate Fantasy Studio's next update for The Meridian Shard has information on what the developer is currently working on. Hint: the game is getting close to being finished.

Hey gang! How are you guys and gals? I've been working hard to get things wrapped up for you as soon as possible. I still have months of work ahead, but I am putting 7 days/week into it, so with every day that goes by on your calendar, The Meridian Shard is getting that much closer to being finished. 

Here are some of the things that I have done since the last update, without any major spoilers:

  • New and improved widescreen battle system UI with character bust displays when selecting commands.
  • New spoils-of-war system that changes the reward outcome and item drop count after each battle depending on your overall performance and awarded score. The ratings range from 1 - 6 and add a great new way to increase item recovery and fortune! 
  • New and improved menu system UI border graphic for all menu windows.
  • New and improved native widescreen game resolution (16:9) 1024 x 576, with full screen stretching option for large monitors (was previously 4:3 with no widescreen fitting).
  • New custom vanishing key system programmed and tested for the dungeons, which will make access to locked gates and rooms a little more challenging and thought-provoking.
  • New mini HUD for the vanishing key system that displays them on-screen in a separate window, and has been programmed to track them as a separate inventory item from the main menu items.  
  • World Map travel system programming finally completed, tested and working 100%! All that's left to do on the world map are the remaining entry locations for some side-quests.

The Meridian Shard

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

Details

ICY - Indiegogo Campaign Funded

by Couchpotato, 05:11

Inner Void Interactive posted the next Indiegogo Update for ICY that announces the game is now funded, and talks about future stretch goals to improve the game.

Congratulations Inner Void Interactive.

Warning: The link has NSFW content so you have been warned.

We got funded! Or to be more precise, you backers and your kindness funded us! What now? Now it's stretch goals time! Let's start with an awesome image showing all the stretch goals up to 10'000 dollars. Yeah, we like to dream.

ICY

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

Details

Caribbean! - New Patch Released

by Couchpotato, 05:08

Snowbird Games released a new patch for Caribbean! on Steam this week.

The first post-release update for 'Caribbean!' is coming today. A little clarification: right now we're focusing on things the community considered the most critical for our game.

Update notes:

- The classic M&B troop control system was combined with our new order system. You can either control troop types with hotkeys or give out orders for selected troops with the mouse.
- Returned old loot system. Loot won't be accessible in as large amounts as before, but players will be able to lay their hands on a set of old boots and hats from defeated bandits.
- Changed player icon on the tactical map, now the player is marked as an arrow which depends on player's view direction.
- Dramatically decreased ramming damage which previously could cause flagship's sinking upon boarding.
- Added new siege location.
- Added quick-access button for player's 'Storage' in a town if he has any property there.
- Bartender in the tavern now gives a hint on where you can find companions.
- Removed additional damage to player's crew during boarding which could lead to illogical loss of sailors.
- Fixed a bug which caused loss in boarding if the player had low HP even after he won the fight.
- Fixed a bug which caused 'NO_STRING' messages to appear in the shipwright's menu if a shipyard didn't have ships for sale.

We'll keep working on two directions: fixing the most unpleasant bugs and filling the game with new content as well as more diverse gameplay.

Caribbean

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

Details

Earthlock - Release Date Pushed Back

by Couchpotato, 05:05

Snowcastle Games posted a post-funding update for Earthlock: Festival of Magic with information the games release has been pushed back, and gives a progress report.

Release Date Pushed: (October 2015)

In Developer Update #27 we pushed the release date until the end of June 2015. Over the last 6 months we've been able to see that our production speed is slower than we anticipated. We have tried to look at gameplay features and content that we might cut so we could stick to the release date in June, but we feel the game will suffer from it. Instead we think it is better to push the release to October this year. The last thing we want is to release the game before it is done.

One of the reasons that development is slower than anticipated is that were counting on having more people on the team. Recruitment is not the easiest, and so staffing up has taken longer than hoped. Our new veteran team member is starting work in the beginning of March.

Earthlock

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

Details

Witcher 3 - New Screenshots Released

by Couchpotato, 05:01

Dual Shockers posted news about some new screenshots for The Witcher 3: Wild Hunt.

CD Projekt Red released two new screenshots of The Witcher 3: Wild Hunt on the game’s official Facebook account giving us one more glimpse on the game’s characters and environments.

Witcher 3

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

Details

Dark Souls II - Scholar Of The First Sin Gameplay

by Couchpotato, 04:58

Bandai Namco released another video this for Dark Souls 2: Scholar of the First Sin.

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This new gameplay video from Bandai Namco games for Dark Souls 2 Scholar of the First Sin for PC, PS4 and Xbox One highlights the new NPC invader, The Forlorn, as he hunts down players through the game with deadly skill and tenacity.

Dark Souls II

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

Details

CT: Demon's Revenge - Plans For March

by Couchpotato, 04:55

Trexrell's latest update for CT: Demon's Revenge has information about the developers plan for march. The update talks about a new demo, and release date.

Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.

Demo News

The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.  

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter. We shall find out what we could do with that by the end of March. 

Let us know how you feel about this as we want you all to feel like you are getting your pledge's worth. We want everyone to feel satisfied with our game and their pledge so if you have any concerns at all please feel free to let us know! We are always willing to talk about it and we will respond promptly.

Celestial Tear

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

Details

Saturday - February 28, 2015

Pillars of Eternity - Interview @ PCGamesN

by Couchpotato, 06:08

Another interview was published this week for Pillars of Eternity on PCGamesN.

Earlier this month, I sat in a slightly uncomfortable chair while Obsidian’s Josh Sawyer narrated an hour of monster murder in Pillars of Eternity. Alongside the fantastical adventuring and branching dialogue are plenty of battles. The party wandered through sprawling dungeons, gothic castles and clifftop forests, all full of a wide variety of nasties waiting to be set on fire or stabbed.

Pillars of Eternity

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

Details

MyRPG Master - Available on Early Access

by Couchpotato, 06:06

DragonHead Studio announced this week their new program called MyRPG Master was released on Steam Early Access. So here is the new video, and description.

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MyRPG is a set of many editors that will help you create your 3D (MMO)RPG World. These editors are divided into 4 categories: 3D editors, GUI editors, Rules editors and Universe editors.  My RPG is a tool that is able to create game universes and storylines playable solo or multi through local network or online servers.

Steam

Details

DA:Inquisition - Beta Patch Six Signups

by Couchpotato, 06:01

Thrasher sent me news that BioWare is once again looking for Beta Testers.

Due to the success of our patch 5 beta program, we decided to continue it for patch 6. Sign up here: dragonagekeep.com/DAIPatchBETA/

DA:Inquisition

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

Details

Underworld Ascendant - Game Funded

by Couchpotato, 05:58

I'm sure this is old news by now but Underworld Ascendant was finally funded on Kickstarter, and OtherSide Entertainment posted a new update with the news.

Today we reached our base funding goal of $600,000. What to say…  

     Humbled. 

     Honored to have your support.

     To be honest, a bit relieved that we did in fact reach this milestone.

Incredibly excited that we can now make the game we have so passionately wanted to make for twenty years, and do it together with you.

The team will celebrate and enjoy for a long moment… then right back to work! We are relishing climbing up into the stretch goals over the next 6 days of the campaign. Let’s enjoy that together. Then we can have an even bigger collective celebration.

Underworld Ascendant

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

Details

CrossCode - New Indiegogo Updates

by Couchpotato, 05:54

The developers of CrossCode posted two new Indiegogo updates this week. The first  update was a new FAQ that answered a few question from various backers.

When will CrossCode be release?

We plan with a release in Q1 2016!
I've no idea how we forgot to add this.

Will we get the Wii U version of the game when I pledge 15€ or more?

Currently, we can't really make any promises here, sorry! This is something we need to discuss with Nintendo first.

The second update has some new gameplay videos, and concept art.

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CrossCode

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

Details

Darkest Dungeon - Interview @ Venturebeat

by Couchpotato, 05:48

Jason Wilson of VentureBeat interviewed Tyler Sigman and Chris Bourassa of Red Hook Studios this week to talk about Darkest Dungeon, and the games difficulty.

GamesBeat: I’ve been playing RPGs since the early 1980s. The one thing I noticed is that, almost universally, systems are geared toward not holding the player back but toward encouraging player success. That’s completely the opposite with your game. How different is the mindset that you have to be in, as a developer, to do this?

Sigman: I think you have to remember what you set out to do. Because there’s lots of pressures during development, and certainly even now, to make the game easier across the board. Why are you penalizing for this? Why can’t I save or bring the hero back? That’s not what we set out to do. We set out to make you feel like there’s a cost. We didn’t set out to kill everybody. But I think—that’s something we’ve been able to do really well, is hold true to that vision. Even in times where you’re going to get feedback that’s like, are you sure you want to do that? You’re going to be alienating a lot of players. But we never really set out to make the game for everyone. In having that strong vision, we ended up making it appeal to more people than we ever thought.

Bourassa: Yeah, that’s a great way to say it. The game is fundamentally different. It takes a left when a lot of RPGs take a right, at the very start of the road. We’re not asking you to build one party and get attached to them. You shouldn’t have an expectation of being able to finish a quest. That’s not bad balance. That’s by design. Sometimes things go wrong. You should get in the dungeon and realize you’re outmatched. For whatever reason you’re not getting the rolls you want. You should cut and run. That’s a very foreign mindset for a lot of people who equate balance with progression, immediate moment-to-moment progression. We’re asking players to take a long view of the campaign and use their heroes as a means to an end, as opposed to ends in themselves. Having the two of us, Tyler and I, go back and forth on the game, having built it up from scratch together from a conceptual standpoint, we’ve been able to act as checks and balances to each other. There have been times where I’m like, I think we should make this easier, and Tyler’s like, no, remember this! Remember that! And there’s been the reverse, where something’s really important and I feel we have to keep it in because of our core vision. It’s one of the advantages in having two heads on the snake, I think. We’ve been able to keep close to what we initially set out to do, and incidentally promised to our Kickstarter backers.

Sigman: We talk about this a lot, too. Chris and I played so many classics as well. I’m in the same era as you, everything from D&D basic set — not Chainmail, I was just being born, but the Basic Set — there are just so many good products out there. Chris said that we’re not going to out-Torchlight Torchlight, which was a great Diablo—I don’t want to say knockoff, but in that vein. I’m not ripping it at all. It’s a cool game. Legend of Grimrock brought back Eye of the Beholder and all that stuff and did an awesome job. We love that space, but we didn’t want to enter it just trying to do something either slightly better than the last guy, or maybe not even as good, because some of those are really amazing games. Our love of RPGs in the classic way of doing it is what got us excited about adding a twist, really.

Darkest Dungeon

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

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Edge Of Eternity - Crafting Goal Reached

by Couchpotato, 05:43

Midgar Studio's next update has information the Crafting Stretch Goal was funded.

You all must wonder why nothing happened on our side since we passed the 95k$ goal last night. To be honest we were a bit taken by surprise by a very generous donator from the US that backed us for... 10 000$. He crushed the goal all by himself!

So yeah, ok, we did wait and see if that was really real or if this amazing support turned out to be some kind of joke. A few PM later it’s seems to be all real. If it’s confirmed, man, you are really amazing! We will have to think a very special reward pack just for you.

With this unexpected support we did achieved the Crafting goal. Yet another cool feature we will be able to add to Edge of Eternity. As we said, we want to put a particular attention on this and make it really interresting for our gamers. We read several interesting comments about what you would expect and how you would improve the system we presented. Be assured we are reading. Keep on giving us this kind of feedback, this really helps.

Edge Of Eternity

SP/MP: Single-player
Setting: Sci-Fi
Genre: J-RPG
Platform: PC
Release: In development

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Path of Exile - New Patch & Q&A Answers

by Couchpotato, 05:39

Grinding Gear Games posted the answers to last weeks Q&A on the Path of Exile forums, and also announced patch 1.3.1c was released this week.

We've deployed Patch 1.3.1c, which improves client performance, fixes a bug and introduces two new microtransactions: Eagle Claw Wand Skin and the Ghost Flicker Strike Skill Effect. Today's news post also includes the answers to questions from the Developeract Q&A earlier this week.

Path of Exile

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

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RPG Codex - OtherSide Entertainment Interview

by Couchpotato, 05:36

Corwin informed me of a new RPG Codex interview with OtherSide Entertainment.

When the opportunity arose for me to visit OtherSide Entertainment and meet the team behind the latest oldschool RPG on Kickstarter, Underworld Ascendant, I leapt at the chance. These were veterans of the dearly departed Looking Glass Studios, the studio that was responsible for classics such as Ultima Underworld, System Shock and Thief. The thought of meeting the designers of what I consider the greatest computer games of all time made me feel as giddy as a schoolgirl on her first date. After the exchange of a few emails, I got in my car and was soon on my way to their office in Boston. As I drove, I began to think:

“Why were these games so important to me? Why do they still resonate with me, and many others, even today?” Ever after all this time, I still play every one of them at least once every few years. Citadel Station & SHODAN, The City & Garrett, the Stygian Abyss & the Avatar, have all become real places to me in a sense. I'd argue that even though it was Origin who owned the slogan “We create worlds”, it was really Looking Glass that best lived up to it. The environments that they created allowed you to explore, discover and most importantly play the way you wanted to. They were “sandboxes” before that became an overused term. As I pulled up to OtherSide's office, I wondered whether these guys still had one more Looking Glass game left in them.

RPG Codex

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Age of Grit - New Development Update

by Couchpotato, 05:32

iqSoup's latest update for Age of Grit explains what the developer has been working on in the last few months since they posted the last kickstarter update.

We've been pretty busy over here and have made a lot of progress!  Age of Grit is gradually starting to coalesce. A big chunk of the game's back-end systems has been taken care of. The dialog system is working well and the questing system should be finished very soon. These are two critical systems that lay the groundwork for much of the game's complexity. We are also making strides forward with the combat sequence.  The combat UI is underway and the ruleset has been fleshed out and is being fine tuned.  We'e implemented the system for building ships from within the game--which is important for the modular design we are going with for the airships. 

We're also hard at work on NPCs. We've finished a bunch of NPCs already and we're chipping away at more each day. I spent much of the last week or two finishing up all the NPC briefing documents. The art team uses these documents to create the artwork needed for each NPC. Usually I will try to finish the briefing docs as they are needed by the art team, but now they are all completed for all the NPCs in the entire game. This a huge milestone--there are hundreds upon hundreds of in-game NPCs that I needed to write out detailed descriptions for. It is one of the major writing tasks on my plate, finishing it means I can now focus more time on other areas of the game.

Our Backerkit fundraising campaign will soon be coming to an end.  We haven't seen as much success as we've expected, but perhaps that's because our main push was during the last few months when the crowfunding season typically tends to slow down.  Next week we are going to give it one last push to try to raise some extra funds through add-ons and preorders. All of you have already done so much and we're so incredibly grateful, but if you'd like please check out some of our add-ons and see if you're interested.  We'd greatly appreciate it and every dollar help make the game a bit better.  All funds raised through Backerkit will go towards more artwork for the game--predominately more airships designs.

Age of Grit

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

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Hand of Fate - Impression @ RPGamers

by Couchpotato, 05:29

Alex Fuller of RPGamer shared his thoughts about Hand of Fate in an new article.

Hand of Fate has a lot going for it. The card-based encounter system is highly engaging and does a great job keeping the tension, with players never certain whether the cards they were hoping for or fearing are going to appear next. It's a very good debut outing with plenty of areas that can be built upon; the action-RPG and card game combination is very much the sort of game you could see providing a ton of multiplayer enjoyment, although watching someone else play is quite entertaining as is.

Hand of Fate

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

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Raven's Cry - Review @ Hooked Gamers

by Couchpotato, 05:26

Well another week and another negative review for Raven's Cry was released. This time the website is called Hooked Gamers, and they gave the game a final score of 3.5/10.

This ship is sinking with every passing moment, and there is no happy ending to be seen here. Raven's Cry encompasses a great idea, and it certainly looks nice until things are in motion, when they immediately start falling apart. As a game, this is a failure and while it's at least playable it doesn't mean you're likely to have fun while you're doing it. At most you'll try to convince yourself to like it as the water rises, until you're drowning in the realization that the ship isn't even sinking anymore; it's sitting at the bottom of the ocean.

Raven's Cry

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

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Shadow Realms - Cancelling Helped SWTOR

by Couchpotato, 05:21

MMO-Play is the next site to respond to BioWare cancelling Shadow Realms, and the sit goes on tio say the cancellation helped Star Wars: The Old Republic.

When BioWare decided to get into the arena of mmorpg games, they did so in a major way with the release of Star Wars: The Old Republic. While the online game was an immediate hit, it did fade somewhat in the months after launch. BioWare eventually turned their eye to creating another mmo, Shadow Realms, that was vastly different in design and tone from SWTOR and their other intellectual properties. This new game was a combination of high magic, technology, and creepy mythology and had some intriguing features.All that came to naught when BioWare decided to cancel development of the game. While some gamers were sad to see this result, it could have a silver lining. Let's examine why cancelling Shadow Realms helps Star Wars: The Old Republic.

Shadow Realms

SP/MP: Single + MP
Setting: Modern
Genre: Action-RPG
Platform: Unknown
Release: In development

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