Your donations keep RPGWatch running!

All News

You need to be logged in to filter news.
Sunday - March 01, 2015
Saturday - February 28, 2015
Friday - February 27, 2015
Show older news or news at:

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

Winter Voices
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

Sunday - March 01, 2015

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.

loading...

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.

loading...

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.

loading...

 

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

Details

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

Details

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

Details

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

Details

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

Details

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

Details

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

Details

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

Details

Friday - February 27, 2015

Wasteland 2 - Upgrading to Unity 5

by Couchpotato, 20:02
inXile has posted a new post-funding Kickstarter update for Wasteland 2 that has information the developer will be updating the game engine to Unity version 5.

We recently released the sixth major patch for Wasteland 2, which added Steam achievements for Mac and Linux, cleaned up some issues that were sitting on our lists, and included another pass on text and localization to make sure even the finest details are polished as best they can be. You can read the full patch notes here.

Part of the newfound freedom we’ve gained from being an exclusively crowdfunded company is that it allows us to offer a high level of post-release support. While this is normal practice for an active multiplayer game, we believe that the ongoing improvements to the single player experience in Wasteland 2 are worth the time and money. The game truly continues to be a passion project for the team here at inXile.

And we’re not done yet…

If you've been keeping a close eye on things, you might have heard tell that we're looking at doing some more balancing and improvements of Wasteland 2 in the future. We have expanded our original plan and decided that this is going to be a part of something much larger for all our fans.

In pursuit of this goal, one task we're working on right now is migrating the Wasteland 2 codebase from the Unity 4.5 engine to Unity 5, which will enable some new possibilities for us. A major benefit of moving to Unity 5 is that 5 will include many of the tools from Unity 4.x Pro. We relied on many of these tools during our development (like creating and building navigation meshes), and they will be available to modders without having to pay thousands of dollars for a Pro Unity license. There is no doubt that this migration will allow us to release better tools for modding to our community in the future.

So what’s the “something bigger” that I teased earlier? Let’s just say that the Orange County lifestyle might be getting to us as the game will be receiving a facelift. Unity 5 offers physically based shading, which is already starting to look amazing in the scenes we’ve touched up.

As well as visual improvements, we have quite a few quirky tricks up our sleeves. The character system is getting perked up and will include some new elements to modify gameplay. Of course, more details will be released in the future so stay tuned!

Wasteland 2

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

Details

RPGWatch - Spiders Interview #3

by Couchpotato, 05:43

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.

Couchpotato: Now that you have released Bound By Flame, Faery: Legends Of Avalon, Mars War Logs, and Of Orcs and Men, what lessons have you learned from developing all of those games to make future games even better?

Jehanne Rousseau: Creating is never easy. You have to face the comments and criticism of your public. Face it and learn from it (at least I hope so). Of course we can't do everything our players want: sometimes because we don't know how to do it, sometime because it's not possible with current technology, but most of the time because we have a very limited budget. Despite all that, we're really trying to do our best with the budget we have. We're spending a lot of time reading our player's comments and we're really trying to improve each game based on what we read. Some comments really make us sad of course, or furious - we're human beings and some words can hurt. But some of these comments make us think and those are the best.

I can't detail all the things we've learnt - all the player expectations here - but we're listening.

Spiders

Details

Tides of Numenera - Post-Funding Update # 39

by Couchpotato, 05:40

Line Producer Thomas Beekers posted the next post-funding update for Torment: Tides of Numenera this week. Since its another wall of text here is the short version.

TL;DR: Sunken Market WIP Render, Adam on Effort, Kickstarters for Numenera: Strand and Underworld Ascendant, Job Openings, Colin at Rezzed

Torment: Tides of Numenera

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

Details

Matt Chat - Dragon Wars Retrospective

by Couchpotato, 05:36

Matt Chatt posted a new video retrospective for Dragon Wars on his YouTube channel.

loading...

This week's episode is a retrospective of Dragon Wars by Becky "Burger" Heineman. The game footage is from the Apple IIGS version, emulated by KEGS on Windows 7.

Matt Chat

Details

Dungeon Kingdom - Alpha Screenshots

by Couchpotato, 05:33

The developers of Dungeon Kingdom released a new update on Steam that shares a few new screenshots based on the Alpha version of the game.

Hello everyone ! Again thanks to the nice feedback we received.

Here are a few screens from DungeonKingdom: Sign of the Moon being alpha tested. There is much more innovations for the architecture, but i'll stick on classic area of Adwij's temple to not spoil too much.

Dungeon Kingdom

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

Details

Underworld Ascendant - Final Week

by Couchpotato, 05:29

OtherSide Entertainment's next kickstarter update talks about how combat will work in Underworld Ascendant, and mentions the campaign is entering the final week.

Today we are entering the FINAL WEEK of our campaign. It’s been a wild ride. There are now more than 10,000 of us strong on this ride, and more coming in every minute. Yesterday was the best day the campaign has seen in over 2 weeks!

With this being the final week of the campaign, it’s time to shift into a higher gear…

We’ve got some awesome stretch goals, which many in this community want us to reach. We can deliver on at least some of these stretch goals if we can make a big push during this final week.

We have been holding steady at an average of $55 pledged per backer, with less than a dollar swing since the first week of the campaign. Some folks have already pledged all they can afford. We are humbled and deeply thankful to them for doing so.

Others folk are able to step up to higher tiers. As of this morning, we are less than $35,000 from reaching the $600,000 in base funding. If half of the 10,000 backers each stepped up their pledges by $10, we’d be well past that mark and into the first stretch goal overnight.

Getting past the $600,000 mark helps motivate those fans who are hesitant to pledge until the base goal is met to join us. We are virtually certain to reach the $600,000 at least a few days before campaign ends. Each day sooner that this happens is another day sooner to pull in these waiting-in-the-wings fans, which will in turn give us more momentum to reach higher stretch goals.

So please consider stepping up during this final stretch. It’s the most tangible way today you can leave your mark on what we are together building with Underworld Ascendant.

Underworld Ascendant

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

Details

Pillars of Eternity - Preview @ GameWatcher

by Couchpotato, 05:24

GameWatcher published a new preview this month for Pillars of Eternity. They also posted a new interview I shared a few days back in-case you missed reading it.

Snazzy graphics and spell effects, and enjoyable combat are both nice things to have in an RPG, there’s no doubt, but in some ways they’re the easiest things to get right. What a lot of games miss out on is that sense that the player has options, that if they’re clever there’s always another way to solve a problem. Admittedly this is a segment of Obsidian’s game they’ve specifically chosen to show a more peaceful approach of, and there’s no telling how much of the game assumes you’ll just march in and start magic-missiling every poor sod in the room, but Pillars looks like it’s also taking welcome inspiration from the frantic, making-it-up-as-we-go-along spirit of tabletop role-playing. This can only be a good thing.

Pillars of Eternity

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

Details

DA:Inquisition - Creating the Visual FX Video

by Couchpotato, 05:19

BioWare continues to release more videos this month for DA:Inquisition.

loading...

Whether you’re closing a Fade rift or raining down meteors on your enemies, you’re seeing Dragon Age: Inquisition’s visual FX at work. We’ll take you behind-the-scenes and show you how the game’s special effects enhance the player experience.

DA:Inquisition

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

Details

Wave of Darkness - Upgraded Level Cap

by Couchpotato, 05:16

The second kickstarter update for Wave of Darkness has news the game has information the game has earned $4,000, and talks about the upgraded level cap.

Well, really exciting stuff is happening around Wave of Darkness Kickstarter campaign! We passed $4,000 pledged and it's only the second day.

Once again we are asking you to please tell everyone you know about our campaign. The most important thing is to spread the word as far as we can.

But let's talk more about your in-game character. A really cool feature we are going to offer to Legends of Dawn players is that you are going to be able to transfer your Legends of Dawn character to Wave of Darkness! Furthermore, level cap is raised to 35, although that is prone to change (could be more), but you'll have to be careful since WoD contains much more regions than LoD, and much more badass monsters.

Wave of Darkness

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

Details

Fable Legends - Announced as Free to Play

by Couchpotato, 05:11

Lionhead announced in a new update that Fable Legends will be Free to Play.

loading...

Since starting development on Fable Legends, we’ve had two clear goals in mind. First and foremost, we’re aiming to create an amazing, fun gaming experience for our players. The feedback we’ve had so far from players in our closed beta, fans we’ve met at shows, and the gaming press indicates we’re well on our way to realising our first goal!

Our second goal is to ensure the game we’re working to create is available to as many players as possible. The first step to make that happen came when we announced this year that Fable Legends will be cross-playable on both Xbox One and Windows 10 PC. Today we’re announcing the next huge piece of news that’ll help us reach this goal.

Fable Legends

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

Details

Mother 4 - New Gameplay Trailer

by Couchpotato, 05:08

I briefly mentioned the unofficial fan sequel called Mother 4 last year, and the games development team released a new gameplay trailer this week.

loading...

Mother 4 follows the journey of three kids and the leader of a biker gang. With dark rumors of "Modern Men" running wild, these unassuming heroes set out to uncover the truth, no matter how dangerous. From bustling urban streets to secret volcano bases, all kinds of oddball thugs and impossible monsters stand in their way... but everything should be okay if they don't forget to write home.

General News

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

Details

InSomnia - Development Process Update

by Couchpotato, 05:03

A short update was posted about the development process for InSomnia.

Hello everebody! A small update this week, just several images that illustrates the development process.

InSomnia

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

Details

CrossCode - A Retro 2D Action RPG

by Couchpotato, 04:59

Another game this week called CrossCode was launched on Indiegogo, and the games developer is asking for €80,000 to help fund development.

loading...

In CrossCode you will meet Lea, a player who is stuck in a fictional MMO of the distant future. She has also lost her memory and, on top of that, can’t speak. Now the only way to regain her memory is to play the game - hoping that fellow players won’t mistake her for a bot,

The game has also been Greenlit on Steam. and offers a demo to play.

CrossCode

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

Details

Liege - GDC/PAX East Trailer

by Couchpotato, 04:52

Coda Games released a new trailer on YouTube for thier JRPG game Liege.

loading...

Liege is a dark fantasy told in JRPG form, with a modern, tactical twist.

Liege

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

Details