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Friday - May 22, 2015
Thursday - May 21, 2015
Wednesday - May 20, 2015
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Picture Watch

Graal Seeker
Box Art

Poll Watch

What's your favourite Bioware RPG franchise?
Baldur's Gate
40.91%

Neverwinter Nights
15.15%

Star Wars
7.58%

Jade Empire
0%

Mass Effect
16.67%

Dragon Age
7.58%

I can't choose
5.3%

I don't do franchises
0.76%

I don't like Bioware
6.06%

Vote

Recently Released

May: Van Helsing III
May: Gran Vitreous
May: Witcher 3
May: Technobabylon
May: Invisible, Inc

Friday - May 22, 2015

Invisible, Inc - More Reviews

by Hexprone, 02:58

It's not getting a lot of attention, but reviews for this little stealth game have remained very good.

Destructoid: 10/10

All the systems are at odds with each other and it is exhilarating. You want to find the exit quickly, before things get too difficult to handle, yet the whole point of your infiltration to to quickly prepare for a big standoff, which means it's better to steal all the credits and gear that you can, to explore every room ... But not doing enough, not filching everything, feels like it will do you in in the long run, too. Credits buy you new gear ... It's elegant as hell. A commensurate arms race. 

Game Planet: 9/10

By lifting and mixing the best parts of SyndicateSplinter Cell, and XCOM, Klei has managed to create something familiar yet totally unique with this stealth-focused isometric strategy game. 

As with every Klei game, Invisible Inc. is beautiful. ... The cartoonish cyber-noir aesthetic is some of the art team’s best work to date.

IGN: 8.5/10

It’s all tied together by a loose story of rebellion against a corporate-dominated world, but it’s disappointing that the fiction is so static in a game that’s meant to be repeated. ... while I love the sleek cartoon art style, that makes up most of Invisible Inc’s personality. 

But I did keep replaying, because I know every run through will throw some new combination of obstacles at me, and ask me to overcome them with a different set of tools.

PC Gamer: 80/100

It all feels too effortless, at first, as your agents trade off turns with the enemy guards. And then a momentary lapse forces your hand and you kill a guard, which raises the alarm level, which activates a new camera, which catches one of your characters dead to rights, which calls in heavier armored guards right next to your first character, who just used their last bullet to kill that first guard, and you know what? Let’s just hit the rewind button before this gets really out of hand.

Game Revolution: 3.5/5

The start of each campaign comes with a warning: “You will fail. Repeatedly.” 

Even on the most mundane missions I was constantly on edge while guards patrolled surrounding areas. It doesn't feel like a complete experience in some specific areas, but the combination of challenge and stealth gameplay provides a refreshing change of pace for the beloved genre.

Invisible, Inc

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

Details

ToEE - A New Fluent Let's Play!

by Fluent, 02:31

Hey everybody!

In this exciting new video, I start my first ever Fluent Let's Play of the classic Dungeons & Dragons RPG, The Temple of Elemental Evil!

Check it out and follow along with the fun! I will update it regularly, so feel free to take your time and enjoy. Smile

loading...

Hello everybody!

Ladies and gentleman, boys and girls, children of all ages - gather 'round as Uncle Fluent takes you on a wild adventure in the Dungeons & Dragons classic RPG, The Temple of Elemental Evil!

I have never played this game so it's going to be an exciting and new experience for all of us! Yes! Let's do this!! =)

Thanks and enjoy! Laughing

ToEE

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

Details

Drakensang: TDE - In latest Bundle Stars bundle

by Icefire, 01:17

Drakensang:The Dark Eye is the game of note in a new Bundle Stars Barbaric Bundle. The bundle also includes Grid, Droid Assault, Bardbarian, Hero of Many,Leviathan:Last Day Of The Decade,Battle Of Sol, Another Perspective, Hassleheart, & Helldorado.

Drakensang: TDE

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

Details

Thursday - May 21, 2015

Hellraid - Development Put on Hold

by Hiddenx, 21:01

henriquejr spotted this annoucement on PCGamer:

Originally announced in April 2013, Hellraid is a first-person action game about battling the forces of Hell, who are raiding the dark fantasy world in which the game is set. Or at least it would be, if it ever actually came out. And right now, that's not looking too likely.

"We would like to officially announce that our dark fantasy FPP game Hellraid will not be released this year as previously planned, and the development of the game has been put on hold," Techland announced today. "In the recent months we conducted an internal analysis and came to the conclusion that Hellraid, in its current shape and form, is not meeting our own expectations for this project. Therefore, we decided the best course of action would be to send it back to the drawing board and invent our dark fantasy title anew."

That reinvention isn't going to happen right away, however. Techland said its focus for now will be on the "further expansion of our Dying Light franchise," and there's no indication of a possible future release date. That's not quite the same as an outright cancellation, but it's awfully close.

Hellraid

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

Details

Technobabylon - Review & Interview @ TechRaptor

by Hiddenx, 20:41

Cyberpunk comes back. Don Parsons from TechRaptor reviewed the excellent Point&Click Adventure Technobabylon. A snippet:

I’ve taken my time getting to gameplay because there isn’t a ton to talk about here. It is mostly traditional point and click adventure game play with some time sensitive events (not traditional QTEs as you can just wait and try again for the right pattern spot). The puzzles in Technobabylon are a breath of fresh air. They are challenging at times but logical in almost all instances. There were one or two that had me feeling it stretched logic some, but by and large the puzzles in this game were of very good design, logically proceeding from the story and fitting into it, rather than puzzles for puzzles sake, or puzzles that make no sense. A lot of the puzzles even have multiple solutions to them, which also helps mitigate a  traditional adventure puzzle flaw where if you aren’t thinking exactly the same way as the developer, you can’t solve it.

The inventory interface is clean and works well, and in more modern traditions it gets rid of items that you won’t need for future puzzles. That makes it easier to know what your options are, which means that even if you get stuck, you can probably eventually brute force your way through the situation. The game wouldn’t hurt with a bit more feedback at times during puzzles, but it does pretty well most of the time with the world around you having hints on occasion.

He interviewed developer James Dearden, too:

TechRaptor: Technobabylon was originally released as freeware, what was the hope in revisiting and updating it to release as a commercial product?

James: Way back in 2010, I’d started making Technobabylon as a practice attempt at making adventure games. Before that, all I’d done were a couple of simple puzzle and strategy games, and I wanted to get better before tackling a longer narrative. However, Technobabylon turned out to be more popular than I’d expected, so as the narrative grew, I thought it might benefit from being all together as one large project, rather than a series of episodes with sharp quality changes.

I’d seen the success that other commercial projects like Gemini Rue had had with Wadjet Eye, so I thought it’d be worth a chance by showing Dave the demo at AdventureX in 2012. Apparently my pitch succeeded, so this is my opportunity to turn indie games into something more than just a hobby for me!

There's a demo on Steam to test the game.

Technobabylon

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

Details

RPGWatch - Dex Review

by Myrthos, 12:14

Aubrielle checks out Dex, the sidescrolling cyberpunk adventure from Dreadlocks, resulting in a review of the game.

The leveling system is also simple and straightforward.  Your health bar at the upper left will tell you when you've leveled.  Go back into the pause menu, select 'character', and take a look.  Every level gives you a single point to upgrade something with.  Leveling your charisma will give you more options in dialogue.  Leveling hacking makes you able to stay in cyberspace longer and be more effective there.  Putting points in firearms allows you to shoot more bullets per attack.  One slight problem is that in the beginning of the game, you're not faced with tons of problems requiring different skills.  Early on, the lockpicking skill is really useful, and it's one of the only skills you'll find yourself in need of.  So the game doesn't cause you agony over choosing what to put your points into for a little while.  Soon, though, the game will branch out and you'll find yourself in need of other skills, so this forces you to think ahead a little without necessarily knowing what you need.  Whether this is a good thing or a bad thing depends on what kind of player you are.  Do you like being in the dark, having to think ahead and live with your choices?  Then it's right up your alley.  As of writing this, I haven't been able to find any evidence of items that allow you to refund skill points.  It's possible they'll add it in a later update.

Dex

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

Details

Lords of Xulima - 50% Off On Steam

by Myrthos, 12:10

Lords of Xulima is available at Steam now with a 50% discount.

Lords of Xulima

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

Details

Umbra - Meet the Boss

by Myrthos, 12:07

The Kickstarter page for Umbra is providing an update on one of the bosses in the game.

Today, we are making a special update about an early concept of a boss from Umbra: The mighty and Dreadful Lambach ! It will be a good way for you to discover some of our unrevealed gameplay elements, and learn a bit more about the lore of the game.

Lambach used to be an ambitious human scientist of the Republic, but his limited understanding of the world lead him to explore the land of the occult. His main interest was the secrets of life and the human body. By reading a tome of ancient knowledge and forgotten religion, he slowly discovered forbidden secrets that humans should have never been aware of.

He tried to enter in contact with unearthly entities, but he failed at every try. He pushed his research more and more, visiting the most cursed places in the world, digging into graveyards and exploring forgotten crypts to harness infernal books and artifacts.

Umbra

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

Details

Torment: Tides of Numenera - Indigo Voice, Floors and a Video

by Myrthos, 11:55

In Kickstarter update #41 for Torment: Tides of Numenera, the pending Kickstarter for The Bards Tale IV is plugged and there is news that the second of their From the Depths novellas is released and the technique behind moving floors.

Nathan Fabian here. At my day job I make pretty pictures out of billions of finite elements for one of the Department of Energy labs. At night I dabble in game development, including some consulting through my company, Longshot Studios. I was a backer of Torment and have been working with the team part time for almost a year. Currently, I'm working mostly on our animation system, but I wanted to talk a bit about a recent Torment challenge I worked on. It gets a bit technical, but the final result is pretty cool.

Imagine you are handed a pylon. It is a very ordinary sort of pylon. In fact it’s only a computer model—a few tens of polygons, quite unremarkable for a pylon. But your mission isn’t just to hold this, it is to take it forth and multiply! 100 by 100 pylons to create a dynamic floor where each individual piece can move up and down independently, changing the shape of the floor on the fly. This single pylon must become a mega structure of 10,000.

“No problem,” you say, “I have the power. I have code!” You execute a loop, create 10,000 pillars, and your graphics card (GPU) catches on fire (not literally). This was not the incantation we were looking for.

Modern graphics cards are extraordinarily powerful and can render hundreds of millions of triangles per second. For someone who grew up reading Michael Abrash books and articles, it feels indistinguishable from magic. Back then, we were happy to get resolutions of 320x240 because “Look! Square pixels!”

Where did our incantation go wrong? Why was the devil box not appeased?

In another Kickstarter update we are presented with a new video.

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Torment: Tides of Numenera

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

Details

Witcher 3 - CD Projekt tackles downgrade issue [Update]

by Hexprone, 04:29

Apparently there is some kind of controversy about the graphics in the commercial release of The Witcher 3 not matching a promo video from a couple of years ago. What do the people at CD Projekt have to say for themselves? They've talked with Eurogamer:

Eurogamer: Did the console versions restrict the PC version?

"If the consoles are not involved there is no Witcher 3 as it is," answers company founder Marcin Iwinski. "We can lay it out that simply. We just cannot afford it, because consoles allow us to go higher in terms of the possible or achievable sales; have a higher budget for the game, and invest it all into developing this huge, gigantic world.

"Developing only for the PC: yes, probably we could get more [in terms of graphics] as there would be nothing else [...] But then we cannot afford such a game."

Studio head Adam Badowski confirms that the trailer shown at the VGX tradeshow was captured PC footage of the game as it existed at that time, but that the rendering system was changed after the creation of the trailer, partly to avoid the demands of dynamic lighting in a huge open world.

Also , Eurogamer reminds us that:

a big patch with 600 changes - including improvements to graphics and graphical settings - was sent to certification today (Wednesday 20th May), and will take between five and seven days to clear. 

In addition, CD Projekt Red will patch the game to allow editing of .ini files on PC, to push graphical settings even higher. You will be able to tweak grass and vegetation density, post-processing effects such as sharpening, and draw distances.

"And we think about some other tricks but we need time," Adam Badowski says.

Update: It turned it this was a misunderstanding. Said patch was the day one update.

Witcher 3

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

Details

Witcher 3 - review @ PC Gamer

by Hexprone, 04:04

Well, PC Gamer also likes it: a 92/100. Shaun Prescott writes

On my way to the witch I stumbled upon a typically destitute Velen village. I didn’t care about the village at all, [...] But something—maybe the sun setting so amber on the horizon, or the children dashing frantically through the muddy streets—made me stop. I was curious.

It probably goes without saying, but if you’re in a hurry, never get off your horse en route in an open world RPG. This is especially true for The Witcher 3. Several hours later, once I’d cleared out some monsters for a desperate peasant in her far-off stable, and made preliminary moves to slay a beast haunting the town, I forced myself to leave.

I didn’t really want to leave, though. It’s not that I liked the town [...] I was just curious about the villagers’ circumstances. [...] How did they get so poor and wretched? [...]

Straight up, this is the most remarkable thing about The Witcher 3. Its writing isn’t perfect—it still bears some of the familiar trappings of being a video game—but it almost always rewards curiosity, big time. [...] The Witcher 3 achieves something very few video games do: when I’m engaged in a peripheral mini-narrative I’m not necessarily thinking about its game aspects. [...] I’m not grinding. I just really want to know, and understand, what’s going on.

In this game, distractions overwhelm you. For mine, the game’s distractions are where its most engaging stories are found.

Source: PC Gamer

Witcher 3

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

Details

Wednesday - May 20, 2015

Battle Brothers - Early Access Impressions @ AttackoftheFanboy

by Hiddenx, 19:25

Emily Speight from AttackoftheFanboy.com gives you some Early Access impressions on the game Battle Brothers:

A word of warning: Battle Brothers is NOT for casual players - like Emily said:

Battle Brothers rewards careful planning. Its AI adapts effectively to changes in battle — even skirmishes that outwardly appear to be easy can result in the loss of life without careful planning. Sometimes, even that is not enough to save your men.

Battle Brothers

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

Details

Ys VI: The Ark of Napishtim - Review at Techraptor

by Myrthos, 18:01

Techraptor reviewed Ys Vi: The Ark of Napishtim awarding it a score of 8/10.

From a standpoint of the story, there really isn’t anything special about it. You’ll enjoy some of the recurring characters, along with the lore drops here and there if you’re a fan of the series, but considering that Ys V hasn’t been officially released in the west and probably never will, it’s safe to say that if you’re planning to play Ys VI for the story, you might want to look elsewhere (in that case, I’d recommend XSEED’s other recently released PC Falcom title, The Legend of Heroes: Trails in the Sky). That’s not to say that the story is horrible, it just doesn’t do much. For the majority of the story you are tracking the pieces of a broken mirror, and it’s only at the very tail-end of the game that anything resembling an earth-shattering event occurs.

Ys VI: The Ark of Napishtim

SP/MP: Single-player
Setting: Historical
Genre: J-RPG
Platform: PC
Release: Released

Details

Kingdom Come: Deliverance - Tech Alpha Update

by Myrthos, 17:57

In this latest Kickstarter update for Kingdom Come: Deliverance information is provided on the tech alpha, which is being presented at E3.

We have been silent for a while, because we are working hard on the next Technology Alpha update, which will be presented at E3 in June. What are the main new features you can look forward to?

  • Combat: 1-on-1 combat with Long sword, featuring parrying, ripostes and combos
  • New location: introducing a new village and surrounding countryside
  • Travel: horse riding is now available
  • Quests: new quests featuring alchemy, lock picking or grave digging
  • Localization: in addition to English voice-overs you can now choose German or French subtitles

If you backed for Baron tier or higher, please register on our website to get the Steam code to download the Tech Alpha. If you need help, please follow the instructions on our website or email us. New update will be available in the second half of June.

You can take a look at the sword combat in this behind the scenes video from Daniel Vávra, but please remember it is still a work in progress from a basic testing build. The combat in game looks already much better :-)

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Also the new location Merhojed village is being presented, the merchandise section on their wesite is ready now and for European backers there is Warhorse beer to be had.

Kingdom Come: Deliverance

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

Details

Witcher 3 - Drivers & Tuning

by Gorath, 15:54

A lot of gamers in our forum and at other places on the interweb are having fun tuning The Witcher 3. I'll post a couple of random infos and links to support you in your quest.

  • nVidia released a new optimized driver 
  • You own a GTX Titan X? Congratulations, nVidia has a free The Witcher 3 for you!
  • An optimized driver by AMD should come out this week
  • GameStar's technik check (->traffic light system) gives you a good idea whether your PC can run the game. Just go through (1) graphics card, (2) CPU and (3) RAM. The weakest color counts.
  • PC Games Hardware analyzed the performance of 22 graphics cards and the CPU scaling. Surprising result: If you have a decent CPU with at least 4 cores, The Witcher 3 is graphics card limited even on 1280*768 without AA/AF and post-processing!
  • nVidia published a very detailed tuning guide
  • The first dozen SweetFX profiles for W3 have been created. Here's one random video to get you started.

Witcher 3

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

Details

Witcher 3 - Preorder Numbers

by Gorath, 15:27

The number of The Witcher 3 preorders got a boost in the last week before release, says Videogamer based upon a Polish interview. They actually grew another 500k to 1.5M units.

Witcher 3

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

Details

Dead State - Review @RPS

by Gorath, 15:23

Although Alec Meer criticises a lot of game systems in Dead State: Reanimated, he pays his respect at the end of his review for Rock, Paper, Shotgun:

I do like it, though. Quite a lot more so than this piece probably suggests, and that’s because it’s a game which is far more successful in theme and tone (harder to convey in text) than it is in features. Getting through another day feels meaningful despite the barrage of numbers and the parroted lines. Fights are chilling, flexible and unpredictable rather than perfunctory. Error is a result of your choices rather than an enforced event. The wider world is a sinister, uncharted mystery, with your never quite knowing what’s out there until you encounter it. Decisions are painful. People are problematic. Murder feels bad. The downbeat prettiness of its world is littered with small details, hints of the communities that once were and the fearful squatters that have replaced them.

In terms of recreating the second act of an … of the Dead or 28 x Later film, that point where the world has fallen, scattered survivors have found shared refuge and now they need to take risks to maintain it, Dead State is probably as close as we get. I would say that Dead State probably has too many parts and doesn’t quite know how to fit them all together cleanly, but it just about manages to be more than the sum of them.

Dead State

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

Details

Witcher 3 - Gamasutra On a Successful Open World

by Gorath, 15:17

Gamasutra author Phill Cameron analyses why the CD Projekt Red's implementation of a believable open world in The Witcher 3: Wild Hunt is a smashing success. A random snippet:

It makes sense that villagers wouldn’t know the technical name for a monster, especially if it isn’t a common one. It makes sense that a big portion of a Witcher’s job is actually dealing with superstitious, uneducated townsfolk rather than necessarily monsters. There are multiple occurrences of Geralt needing to counter ignorance rather than a blade, which often could be interpreted to be cheating you out of a combat encounter. Combat which itself is diffident to the world far more than the player.

Witcher 3

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

Details

Psychology of Game Kickstarters @Gamasutra

by Gorath, 15:12

Gamasutra published a blog post titled Psychology and Video Game Kickstarters. Here's the intro to the second of three main points:

Social Proof: Pump Up # of Backers As Early As Possible

The second element of a Kickstarter pitch page that I suspect most people notice is the collection of stats about number of backers and how much money they've pledged. This information is critically important in the first days of a campaign, as it can mean the difference between a trickle that never reaches its goal and a flood that blows past it. Because if we're browsing Kickstarter projects, we're probably more likely to back those that we see others backing, especially early on.

Kickstarter

Details

Kickstarter - Asking for Less than You Need is Risky

by Gorath, 15:00

Developer Katie Chironis wrote a highly interesting piece for Polygon analysing the Kickstarter bubble and the risks of asking only for a small part of your game's budget: 'Big indie' Kickstarters are killing actual indies.

Bloodstained isn't a story of the little guy triumphing over big publishers; it's the story of a campaign that had millions of dollars of funding before the Kickstarter began and the help of multiple companies handling the logistics of the campaign. They asked for $500,000 to prove a point, not fund a game. The issue is that campaigns like that cause members of the community to believe that $500,000 is all you need to create large-scale experiences.

When you ask for half a million dollars when you really need $5 million, it becomes impossible for games with realistic budgets to survive. It’s not that people don’t understand what a game costs, it’s more that Kickstarter is actively distorting people’s understanding of a sane budget. The ecosystem is being poisoned for projects that need to raise their actual, workable budget for a game.

If you are considering to back a Kickstarter or even launch your own campaign in the future, you should head over to Polygon to read Katie's article.

Source: Gamasutra

Kickstarter

Details

Gamasutra - The Usability of Bloodborne

by Gorath, 14:45

Gamasutra posted a bunch of interesting articles. The first is a blog post showing by example why a hard game - Bloodborne - and good usability are not a contradiction.

The corpse run mechanic

Another keystone of usability is being forgiving and allowing for error recovery. Bloodborne doesn't allow much flexibility outside of its core, consistent, rules, but the corpse run mechanics do give players a second chance. Especially given that dropped blood echoes (that drop when you die) tend to be placed a bit back from where you actually died. They also are friendly and spawn at the top of cliffs/bottomless pits. The assigning of blood echos to enemies can add a wrinkle to this (particularly if they patrol), but again Bloodborne clearly shows this has occurred via the glowing eyes and also is nice enough to not have bigger monsters and bosses absorb your blood echoes in this fashion. Personally, I recovered my shards more often than not. After-all, I had already got to the spot where I dropped them before and given the consistency of the game it usually wasn't too hard to get back there. Then of course, there is the huge full screen message when you reclaim your echoes. Unmissible feedback for an important moment. Good stuff.

Gamasutra

Details

Witcher 3 - Review @Eurogamer

by Gorath, 14:31

Eurogamer's Oli Welsh gives The Witcher 3 the verdict "essential".

This is why I love The Witcher 3: Wild Hunt. It is crass in some places and overreaching in others, but despite its grandeur and its fantastical setting, it is a game made by, for and about human beings. It's lewd and perverse and poetic and hot-blooded. It's huge yet crafted; its systems are purposeful and it doesn't have a whiff of design by committee. It will last you months, yet not waste your time. Above all, it has a vivid, enduring personality, something that is exceedingly rare among its breed of mega-budget open-world epics (and that will probably be rarer still once Hideo Kojima and Konami part ways later this year). For my money, it's the greatest role-playing game in years.

Witcher 3

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

Details

Hero-U - Interview @RPS

by Gorath, 14:27

Rock, Paper, Shotgun posted an interview about Hero-U and its roots in the Hero's Quest / Quest for Glory franchise with Lori & Corey Cole. This piece takes a couple of unexpected turns. Did you know the connection to Ultima IV?

RPS: So, heroism. It’s core to the genre, but so often it’s rarely on display. The main reason I wanted to speak to you guys specifically is because Quest For Glory is one of my main touchstones for games where you’re ACTUALLY a hero – and of course, began as “Hero’s Quest” rather than anything to do with gold and glory.

Corey: Yeah, the name change was completely wrong and inappropriate, but we didn’t have a choice. We had to change it to something! But Hero’s Quest is the actual game.

RPS: So was heroism rather than simply adventure part of the DNA from the start?

Lori: When we started out, it was wanting to get into games after playing things like Ultima that touched on this concept, of how to be a Paladin, an Avatar, and so on. It had so much potential, but when we actually played it… where was that?

Corey: I think in particular she’s thinking of Ultima IV, where of course you start with the gypsy fortune teller and moral questions that determine your stats and class. We said yeah, that’s great storytelling… but then the rest of the name is just “Name? Job? Bye?” There’s some story…

Lori: …but it was so disappointing, because that beginning gave us this idea we could have this grand adventure. We got into games to give that grand adventure we thought games needed to have.

RPS: Yeah, I was going to bring up Ultima, simply because it amuses me that if you look at the series’ story, the Avatar is the worst thing to happen to Britannia. [...]

The Hero-U Kickstarter is at 59k ,with 26 days to go. Although pledges have slowed down a bit it looks as if the Coles will reach their goal of 100k.

Hero-U

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

Details

Serpent in the Staglands - Launch Trailer, Raffle and Distributing

by Myrthos, 14:26

Serpent in the Staglands is scheduled for releas eon the 28th of May and Whalenought Studios are showing of the launch trailer because of that.

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They also inform us that they have signed an agreement with GOG, so it will be available their and at the Humble Store. Next to that the update also shows how in a classless system can result in more interesting builds and they are raffling a hand-bound leather journal, which you can win by commenting on their video.

Thanks Nephologist.

Serpent in the Staglands

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

Details

Witcher 3 - Comparing PS4 Agains Xbox One

by Myrthos, 12:20

Eurogamer compares the PS4 version of The Withcher 3 against the Xbox One version, including a frame-by-frame comparison video.

To start with cut-scenes, a firm 30fps line is held on PS4 during an early griffin encounter, and in practice this gives us smoother motion compared to the 35fps read-out on Xbox One (higher frame-rate does not automatically mean a better experience overall, something we've covered in-depth before). However, the problem here is that if the PS4's frame-rate drops below this number, it instantly locks to 20fps. It's an instant switch, much like the double-buffer method of v-sync seen in Metal Gear Solid 4 on PS3. In one later scene involving heavy ice effects, it's notable that Xbox One does glance this 20fps figure at a similar moment, but unlike PS4 it's able to waver up and down the scale more freely. Meanwhile, Sony's platform is stuck at this value for long stretches of a scene.

Witcher 3

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

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Wasteland 2 - GOTY Edition Character and Quirks

by Myrthos, 12:12

On the Wasteland 2 Kickstarter page an update was given on the contents of the GOTY edition, with more information on the interface, the overhauled character creation process, and some details of their brand-new Quirks system.

The idea of a unique defining quality for your character has been a common and well-loved one in CRPGs for many years now. Quirks have great role-playing value by letting your characters have distinct personality elements from each other, which give them a special bonus that only they have. In a party-based game, we think it's important that all your characters feel unique, and that's what quirks will let you do. 

When we approached quirk design for Wasteland 2, we wanted to achieve a few different goals. It was important for us to avoid quirks that you "have to pick" in order to play your character the right way, or create quirks that are so good you'll always want to pick them on all your characters. By giving each quirk both an upside and a downside, we can make sure that they are interesting to play without becoming overpowered. This also means that quirks are optional – you can choose to go quirk-free if you want to, and you won't feel disadvantaged in doing so.

We also wanted to have quirks that go beyond your typical stat tweaks, and act as fun or unpredictable gameplay modifiers. While some of our quirks take a simpler approach, some will give you a more radical change to gameplay that might require you make careful trade-offs and considerations. Of course, giving them a unique or compelling personality-based theme also means you'll definitely want to try them out.

Wasteland 2

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

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The Bard's Tale IV - Rampant Coyote's Thoughts

by Myrthos, 12:03

The Rampant Coyote shares his thoughts and opinions on the announcement of The Bards Tale IV going to Kickstarter and into development.

It was a reasonably big deal for me. I was still waiting for a port of the Wizardry series for my Commodore 64, and instead here comes what was arguably its successor, sporting much better graphics, animated enemy portraits… wow! As a result, when Wizardry finally made it to the C-64, it was kind of a non-event for me. I was too busy playing Bard’s Tale 1 and 2, or Ultima IV.

Although – I never played The Bard’s Tale III. So jumping straight to IV? I guess I’ll risk it. I’m not positive I really want to play the third one. I did play The Bard’s Tale Construction Set (even made a complete dungeon!), and I remember reading a Bard’s Tale book written (or co-written) by Mercedes Lacky. Sorry, I couldn’t tell you if it was any good or not. It has been a long time.

All I can say is… this looks right up my alley. Speaking as a guy who is involved (on a MUCH lower budget) in this modern revival of classic old-time CRPG gameplay, as much as it intimidates the living hell outta me, I’m excited.

His article also links to the proposed backer levels.

The Bard's Tale IV

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

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Expeditions: Viking - Sequel to Conquistador Announced

by Myrthos, 10:02

Logic Artists announced today that Expeditions: Viking will be the sequel to Expeditions: Conquistador.

Expeditions: Viking Announced - Sequel to Historical RPG Expeditions: Conquistador

Copenhagen, Denmark -- May 20th, 2015 -- Danish indie developer Logic Artists today announced they have begun development on the second installment in their historical RPG Expeditions series, Expeditions: Viking. Set in the late 700’s A.D., Expeditions: Viking is a tactical RPG where players inherit the leadership of their clan and are charged with elevating their clan’s status by adventuring in far away lands and defending their home from their enemies both foreign and domestic. 

With the announcement, Logic Artists has also revealed some details about the game. Building from the original designs of their first game Expeditions: Conquistador the Logic Artists team have also taken player suggestions to heart.  Announcing that the Expeditions Sequel will have an upgradable player village which they must return to between expeditionary raids to build and protect.  Over-land travel and combat will now exist as part of the same layer.  Transitioning from unrestricted exploratory movement to turn-based combat smoothly.  Additionally players will see their player character manifested in the game world not just as a Role-playing character for conversations and decision making (As was in the first of the Expeditions Series), but also visibly represented in travel and combat as a custom character.  

“We are very excited to return to our roots in the RPG genre, and as developers from the Nordic region, to make a game in a setting that is a lot closer to home than anything we've done before”, said Jonas Wæver, Creative Director for Logic Artists.“We're improving on the Conquistador formula with deeper and more dynamic systems for character progression, combat abilities, role-playing, choice and consequence, and expanding on our favorite part of Conquistador: camping and wilderness survival”.

Expeditions: Viking is a Historically-themed RPG set in the Viking Age.  As the new leader of a humble clan of farmers and fighters players must adventure into the unknown lands to the west to raid and/or trade their way to wealth, fame and glory.  Will you rewrite history as a peaceful and benevolent trader? Or pave your road to Valhalla with the treasures and bones of your fallen enemies?  Experience choice and consequence as never before in the much awaited addition to the Expeditions Series, Expeditions: Viking.

We have some artwork of the game in our gallery.

 

And the announcement trailer:

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Expeditions: Viking

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

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Witcher 3 - Beginner's Guide

by Hiddenx, 07:59

Tech Times gives you 5 tips for the start of a new Witcher 3 game.

Example:

When It Comes To Combat, Take Your Time

With games like Bloodborne, players are expected to attack enemies as quickly and frequently as possible. In The Witcher 3, that's just not going to work: when in combat, make sure to take your time.

Why?

The Witcher 3′s combat is vastly different from most action games out there: it's not so much about mashing buttons as it is carefully planning and executing your attacks. There are a lot of different combat options right out of the gate, so you're bound to go through some trial and error - just make sure that you're not trying to mindlessly wail away on a single enemy, or you'll spend more time respawning than exploring.

Instead of button mashing, take the time to learn your enemy's tells and how to counter them, and always make sure to test out spells on new enemies - some elemental weaknesses aren't quite as obvious as others. Bombs and oils don't appear until later in the game (save for the opening tutorial) so spend your opening hours mastering the parry system, your spells and ranged attacks - it'll be an immense help once the game really gets going.

Mashable is listing another 7 essential tips to get you started.

Witcher 3

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

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