CivCraft - Legends of Ellaria
CivCraft - Legends of Ellaria Interview
We interviewed Larkon Studio some questions about their game.
» Continue reading the article...
Elminage Gothic Review
In our second Elminage Gothic review, Fluent shares his opinions on the game.
» Read the article
I don't care
Divinity: Original Sin II - How Larian is branching out the modern RPG @ Eurogamer by Myrthos
Divinity: Original Sin II - RPGWatch Fundraiser by Myrthos
Sword Coast Legends - Character Creation by Ripper
Pillars of Eternity - What's Next? @ PC Gamer by suibhne
Dark Souls III - Why is it being made? by TheMadGamer
Wednesday - September 02, 2015
PoE: The White March - More Reviews
And here are a few reviews more for The White March, Part 1, the expansion for Pillars of Eternity.
PC Invasion, a 7:
Reconciling how well mid-point expansions like this one ‘fit’ into the overall game is an awkward task. It’s a bit like suddenly gaining a few extra chapters for a favourite book; a welcome addition (if done well), but difficult to declare as absolutely necessary. The White March is up to the standard you’d expect, and largely familiar (broader combat changes aside) in its scope. Part two may or may not offer greater revelations. For now this expansion is straightforward to recommend, but harder to absolutely rave about.
aNewDomain actually talks about Pillars of Eternity only, but I toss it in here anyway:
And since there is plenty of text to read, readability is very important. The foundation of a good CRPG is the story, and that story is mostly conveyed by text as it is revealed in your interactions with other characters in the game. Pillars of Eternity also includes some excellent voice acting, but most of those sequences involve the main plot. All of the side quests require reading on-screen dialogue.
Cards on the table here, the main plot in The White March never really comes together. It all feels a bit superfluous – why would The Watcher, cursed seer of souls, bother wandering all the way into the frozen wastes on the off chance they might get a better sword? There are a few attempts to tie Pillars’ main plot to the expansion, but they’re largely inconsequential, and the very nature of your main objective can’t help but make your trip north feel a bit like an extended side mission. That’s not to say there aren’t any engaging quests, because there definitely are, but taken as a new chapter of your hero’s story, The White March feels a bit lightweight.
PoE: The White MarchSP/MP: Single-player
Witcher 3 - PAX Panel and More
If you want to learn a bit more about The Witcher 3 from the devs, you can watch this video from PAX Prime in which they talk about it.
Furthermore if you want to read a lengthy fictional article on what The Witcher 4 can be like (a game that is likely not to be made), you can check out this 3 part editorial at Nerd Rock from the Sun.
Witcher 3SP/MP: Single-player
Kingdom Come: Deliverance - Interview @ Gameskinny
Gameskinny interviewed Warhorse's PR guy Tobias Stolz-Zwilling about Kingdom Come: Deliverance.
How important will role-playing be in Kingdom Come? We are aware that it takes place during real events, but how big of an impact will your decisions have?
Since this game is an open world RPG, the RPG-System plays a huge role of course. So the more you use a weapon, for example, the better you’ll get with it. But still the is the realism part in our game, so it’s not just about levels, but we also demand a high skill level forces the player to analyze every battle he is going into. Simple button mashing will most likely get you killed. So it’s about tactics, reactions, stamina management and many more. A very common feedback we get from players is: “I never hold a sword in my hand, but I believe it feels like this”!
In general we want every action of the player to have a proper reaction. These reactions can either have a local or even global impacts. But it’s very important to understand that you’ll not be able to change history, but you will tell your personal story inside the historical, real story. So it’s up to you how you behave, how you shape your character. Are you the negotiating type, or do you solve problems with your swords? There are many more choices you’ll need to deal with.
Kingdom Come: DeliveranceSP/MP: Single-player
Release: In development
Van Helsing: Final Cut - The Road to, Parts 4-7
Our ever watchful Eye has informed us that there are more parts to read for 'The road to' of the Van Helsing: Final Cut game.
The Ink is an endless realm behind the scenes of everyday Borgovia – and it is also the primeval material of creation and dreams that had been used to write the world into existence at the dawn of the world. The Ink is an ethereal place of soft, crawling mists, capable of giving birth to wonders and nightmares and granting safe haven for pockets of strange realities or chunks of the normal world trapped in the Ink like bubbles in amber.
Unlike the account-bound Daily Quests and Challenges, there will be globally active events present in the game world. These could be quest-based, loot-based, but they can affect the whole endgame. Some of them won’t be affected by the difficulty, but use their own system. We’ll look out for major holidays as well for some neat special conditions.
The main appeal of the events is to secure challenges to the players, but in a global, competitive fashion: there will be Leaderboards connected to these events, to see who is the best. Of course, being on the top of the Leaderboard will grant the players better rewards at the closure of these events.
Van Helsing: Final CutSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
A House of Many Doors - Kickstarter Started and Previews
The kickstarter for A House of Many Doors has started today. The goal is 4.000 Brittish Pound and they are almost halfway there. A digital copy of the game is only 5 GBP, which is somewhat less than $8 if I'm not mistaken.
A House of Many Doors is a 2D exploration RPG coming to PC in July next year. I want to make the kind of game I love to play: a game with narrative depth, compelling characters, and branching, nonlinear storylines.
In A House of Many Doors you are an explorer, poet and spy, traversing and mapping the House – a vast parasite dimension that steals from other worlds.
You explore the House in a clanking train with mechanical legs. You will discover bizarre civilizations, assemble a dysfunctional crew and level up your poetry, while clinging to life and sanity.
There is also a comment from the creator about the differences with Sunless Sea, which was a game he was inspired by.
I’ve been waiting for A House of Many Doors [official site] to arrive on Kickstarter for a while now. Developeres Pixel Trickery are asking for £4,000, which will be added to savings and £12,000 of funding from Sunless Sea makers Failbetter Games, it’s an exploration-based RPG set in a bizarre world in which you play a poet/journalist.
The list of influences includes Planescape: Torment and Calvino’s Invisible Cities. I want it.
There is a pre-alpha demo and it feels like a pre-alpha demo, which is to say it feels more like a proof of concept than a slice of game. The text on the campaign page is a more convincing sales pitch than what is playable at the moment and I’m fine with that – this is a game, like Sunless Sea and Fallen London, that will be thick with words.
A House of Many DoorsSP/MP: Single-player
Release: In development
Divinity: Original Sin II - Lizards and Racial Skills
In update number 4 for the Divinity: Original Sin 2 Kickstarter we re told more about the lizards, one of the playable races in the game.
Lizards are proud: proud to form the world's eldest empire, the world's grandest culture. An imperial dwarf might scoff when reading such grandiose descriptions, but deep down he'd know there is something undeniable about them.
Legend has it that the Lizards were once even mightier still: descendants of dragons, with dragon blood running through their veins. Most don't buy these stories though, saying that the Lizards are simply trying to increase their already sensational reputation for political and military reasons.
Be that as it may, the Lizards and their empire are a force to be reckoned with, even by the rapidly expanding Divine Order, to the latter’s great frustration...
There is also more about the Lizard lore in the update. Furthermore they ask for your input on what kind of racial skills should e in the game. Here are a few of them:
Thanks to your unlocking of the Racial Skills stretch goals, all playable species will now get unique skills. Today we're talking about the Lizards, so what unique skills could they have? If you have a good idea, do share it with us in the comments section! Nothing is set in stone yet on the Racial Skills and we'd love to hear from you.
Here's a couple of ideas to get you going. But don't hold back on us now!
Health Regeneration (Passive)
Bask in the sun and recharge those battle-damaged batteries.
Resist Poison (Passive)
Not only a lizard's speech is riddled with acid, its blood is too. Good luck trying to knock one out with something as crude as cyanide.
10% chance to fall asleep when chilled (Passive)
Cold-bloods get sleepy in low temperatures. We see it happen at Larian all the time...
Automatically hastened when warm/hot (Passive)
Hand them a cup of coffee on the other hand...
+1 Intelligence Bonus (Passive)
No Larian tie-in here, but them lizards though! They're *real* smart!
And finally they mention that new tiers will be made available. One of them providing the opportunity to have your name in the game.
RPGWatch Feature - Elminage Gothic Review
In our second Elminage Gothic review, Fluent shares his opinion on the game and concludes it is one of the best games in its genre. As it happens not everybody in the RPGWatch team agrees, but a review is a personal opinion and not a community effort.
As you explore the maze-like dungeons, the game places a heavy emphasis on figuring out things yourself and forcing you to pay attention to your surroundings. Since you only have so many maps that you can carry, you will have to manually explore the dungeon, learning it's intricacies and getting a lay of the land, only using your maps sparingly. The game makes you develop a strong sense of direction, because if you get turned around and start burning through maps, you will once again be in a lot of trouble. Managing the maps and learning the exploration system in the game is imperative to making progress. The game again gets easier in this regard when you get teleportation magic and are able to freely move through the dungeon at your leisure, entering and leaving to re-supply. But be warned; your characters age, so all that time you spent going back and forth to town could come back to haunt you much later.
Elminage GothicSP/MP: Single + MP
Genre: Dungeon Crawler
CivCraft - New Graphics and Stretch Goal
A Kickstarter update for Civcraft, talks about new graphics (of which they have animated gifs) and that the stretch goal of $50K has been improved to also include extra immersion by means of graphics and sound.
Thank you for your support, we are nearly at the 25K stretch goal!
The past few days have been busy at Larkon Studio after meeting up with new designers who joined our team. Because of the growth of our team, we've been working on new graphics and artwork, as well as the Arch-Mage pack, and are going to publish new content and artwork on a regular basis.
This means that we'll be able to improve CivCraft's graphics and sound even at the 50K stretch goal!
They also mention an interview at RPGWatch, which we don't have as we didn't receive the answers to our questions yet.
CivCraftSP/MP: Single + MP
Release: In development
Exoplanet: First Contact - Stretch Goal and Main Theme
In a lengthy update on Kickstarter for Exoplanet: First Contact, the team announces a new stretch goal and more information on the main theme of the game.
In many modern RPGs companions are a standard feature, but sometimes it can be annoying to manage and control them. Some developers go even further and make interacting with companions and completing their personal sidequests an important part of the core gameplay that cannot be avoided if you wish to get the “good” ending. We at Alerstam think that all of the game’s features should be enjoyable and not punish the player for avoiding some activities they are not so fond of.
In Exoplanet all of the companions activities are completely optional and in fact there is a special achievement called “Lone Wolf” for completing the game without using their help. They may still appear in some quests on their own behalf, but if you would rather walk the lonesome road and like quiet moments of solitude - then just leave them at your ship to do the daily chores. Or don’t even invite them aboard in the first place. You are the captain after all.
Exoplanet: First ContactSP/MP: Single-player
Release: In development
Matt Chat - Kickstarting Free Software
On his blog, Matt Burton discusses free software and game development and if an open source game can be kickstarted.
First, a bit of history. As some long-time followers know, I used to be something of a cheerleader for the free software movement, doing cover features for Free Software Magazine and writing articles on it for Armchair Arcade. At the time, I was convinced that GNU/Linux was the future I wanted to fight for, and that anything other than 100% free software was unethical. To put it short, I had drunk the Kool-Aid.
My views started to shift partly in response to an email exchange I had with FSF founder Richard Stallman. Stallman told me that even he didn’t think games ought to be free; just their code. Creative assets (music, graphics, etc.) could and should still be protected. The impression I got was that his fight for free software didn’t include entertainment; just utilities, instructional material, or other “useful” wares.
These views shifted further when I began learning more about how real-life game development worked. In particular, I learned that most games aren’t written from scratch; rather, they rely heavily on proprietary packages, libraries, or entire engines they license. In short, they aren’t in a legal position to make their code free. Arguably, you could insist that developers avoid doing so, but that seems to be imposing an unfair burden on them in my opinion.
Satellite Reign - Guide to Mayhem and Corporate Violence
PC Invasion has a guide for people who are struggling with Satellite Reign or who want to be more effective. Read the guide here.
For anybody who wishes Satellite Reign had a pause function, Team Stims are also a must. They effectively become your pause key, allowing you to think for a while about your moves and positioning. Very helpful for those who want to take all four agents into combat on a regular basis.
If you're not so bothered about having a pseudo-pause, Field Medic is a solid investment. Another (mostly) passive ability, this one improves squad health, makes health recharge a little quicker and makes any med-kits you have work better. You can also activate nano-bots for some energy-based healing.
Satellite ReignSP/MP: Single-player
Legends of Valour - Retrospective Review @ Rock, Paper, Shotgun
Richard Cobbet takes a look back at Legends of Valour - a game that was cited as an influence on the Elder Scrolls series.
Who said epic action and high adventure has to be part of an adventurer’s life? (Checks) Oh, right. Pretty much everyone at least expects it.
Still, back in 1992, US Gold and Synthetic Dimensions decided to try something a little different. Specifically, spelling ‘Valour’ correctly. (The sequel might have done the same for ‘Honour’, but we never got to find out.) Also, something to do with life simulation. It’s a little remembered game these days, but one that had a major impact on some of the biggest modern RPGs around. Ever heard of a series called The Elder Scrolls? Bethesda’s Todd Howard has long mentioned this being one of its big inspirations. [...]
Legends of ValourSP/MP: Single-player
Kenshi - Eight Year Development Journey @ Siliconera
Chris Priestman (Siliconera) talks with developer Chris Hunt about the eight year development journey of the sandbox sqad-based RPG Kenshi:
Kenshi’s Eight Year Development Journey From One-Man RPG To A Team’s Success
Kenshi has been in development for a long time. Eight years, in fact. And it’s no wonder: the majority of it is the work of just one person, Chris Hunt, and the game is scheduled to be absolutely huge. So what is Kenshi? It’s a harsh, open ended RPG that relies on detailed sandbox play rather than a linear structure.
Your primary goal in Kenshi is to survive. And it’s not made easy as the other characters in the game will not be intimidated by you as you’re not a fated hero. You’re just a regular nobody trying to get along with your life. And so it’s possible that bandits will kill you in a village raid, that you’ll be mugged, or you may even be turned into a slave at any point if you let an attacker get the better of you.
For the past couple of years, Kenshi has been gaining popularity on Steam Early Access, and due to that the progress it’s been making has accelerated as more money means more time and people can be thrown at it. Siliconera caught up with the game’s lead Chris Hunt to talk about how he got started working on Kenshi, why he undertook such an ambitious project by himself, and where the game is now heading with its latest updates.
To start with, could you give a brief history on the development of Kenshi – how it got started, how long it’s been in the making, and who’s working on it?
I started work on Kenshi around eight years ago now. For the first five or six years, I worked alone on it full time whilst juggling a minimum wage security guard job during the nights to get by. It’s been in the works for a long time, mainly laying in the fundamental systems and getting it into a playable state. But it’s finally picking up pace now that it’s on Steam Early Access and I can afford extra manpower. During the last two years I’ve managed to grow a small team – Sam, our first programmer; Oli, our world designer; Natalie, our PR contact & writer; Otto, our 3D & concept designer; and Maykol, our second programmer.
What would you say is the concept at the center of Kenshi? What kind of experience does it offer at its core that you won’t find in other games?
It’s a mixture of genres: an open world RPG, kind of like Skyrim (very very loosely speaking), but with RTS elements of squad control, base building, research and crafting.
I’ve never liked the hand-holding that most of the big RPGs give the player where you’ll start off a hero, strong from the very beginning, nothing to fear. In Kenshi you start out as a normal runt with no special powers, no higher stats. You are not special, you are nothing, and even survival itself is a struggle. You’ll be bullied, harassed, caught up in the war of another faction… maybe you’ll even get caught up in a bandit raid while resting in the ‘safety’ of a town.
Release: In development
Tuesday - September 01, 2015
Hard West - Previews
Here is another selection of Hard West previews.
I did notice at one point during the battle that a silhouetted figure appeared after one of my move actions. It turns out, enemies cast shadows, which you can spot, but since all you saw was a shadow, it lets you know there's a person there, but doesn't offer any other information. It strikes me as a mechanic that seems fairly innocuous, but may well play a huge part in the game. If you can stick to the shadows, and find your enemies by the shadows they cast, you can stay out of sight until you're ready to move in for the kill. Maybe.
Like XCOM, your characters are placed on a grid with full and half cover spread throughout the map. Where Hard West differs is that you can sometimes make your own cover. Flip a table over for some half cover, or open that basement door to turn half cover into full cover. Another innovation found within is its luck feature; this dictates how successful your actions or actions taken against you will be. You use luck to make hard shots, reduce or even avoid any damage inflicted on you. The abilities you equip before combat affects the luck you have and unfortunately, once you use it all, your luck can literally run out.
Before you and your hired guns enter a battlefield, you’re able to prepare exactly how you want to tackle the situation. Guns, and gun upgrades, let you manage range and damage. Hard West is also silly as all get out — I walked into a Cannibal Farm mission with an absurd quad-barrel shotgun. Cannibals are spooky enough to justify that many barrels. More importantly, though, is the collectible card element of Hard West. Progress, purchases, and exploration lets you draw cards that imbue characters with new abilities when equipped. Lifesteal, accuracy improvements, and other effects make life easier, but it’s the more active skills I enjoyed most.
Fanning your pistol compromises accuracy, but allows a gunman to deal more damage faster. The ricochet is by far my favorite, though. Pinging a bullet off a nearby bucket to take down an enemy hidden around the corner feels fantastic. Launching it off a bucket, into an anvil, off a water pump, and into the face of a sniper on the second level of a barn? Next level.
Hard WestSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Pillars of EternitySP/MP: Single-player
Divinity: Original Sin II - More Previews
Can't get enough of Divinity: Original Sin? Here are some more previews.
Both players now have a plan of attack, but there's also room to derail the other half of your team. With the new skill crafting ability, you can create poison with red food coloring to mimic a potent, yet deadly healing potion. If that doesn't help, there's always thievery. With guards keeping a close watch on dwarfs, random searches occur frequently in the area. The party can easily send items to each other, so the human can take a large set of stolen trading supplies. The dwarf, completely unaware of the switch, will willingly submit to a search, but won't know about the placed items in the inventory. Obviously, anyone caught with stolen merchandise will be immediately sent to jail. The number of missions means that you can continue to screw up your friends' mission progress, or you can be a nice person and help them advance throughout the story.
PwnPow (spotted by Couch):
ELEX - Interviews
Our Eye spotted a few Elex interviews. The first is at Gamepressure.
here is huge fanbase for your series like Gothic – especially in Europe – people are constantly looking for something new concerning your games. Did you ever consider continuing with Gothic series or was Elex your primary goal?
When you ask three people what was the great thing about Gothic, you get five opinions. The central term you always hear is “because of the atmosphere of the game it was so good”. We analyzed all previous titles and we think there were many mind-blowing situations in the game. We want to put all of these cool situations together in one game now. And the reason why we don’t do another Gothic title is that we want to do Elex.
So you’re combining everything that was best in these games?
Yeah, but it is in a completely new context, because sci-fi elements and post-apocalyptic elements make it so interesting and challenging for us. We put it in a hybrid, a setting that we call science-fantasy. So far we made computer games in a fantasy setting, now for seventeen years or something. We think it’s time for a completely new start. If we were to do another Gothic title, we feel like we’re in a closet. Many fans also have their own expectations about what Gothic is all about – you have to implement Xardas, you have to implement Milten, and so on. The expectations that you have to fulfill are so high that we say “no, we want to have freedom to decide what to do”, and Elex is the answer to that.
Platform: PC, PS4, Xbox One
Release: In development
I Shall Remain - Initial Impressions @GWN
Geeks with wives have some impressions of I shall Remain to share with us.
I’ve spent a couple of hours in I Shall Remain, an indie release from developers Scorpius Games. My overall feeling is that it takes more than two hours to hit a point where you are truly comfortable with this title. Released for the PC via Steam on August 24th, the game has been in development for the past 3.5 years, including a good chunk of time in Steam’s Early Access program.
There are quite a few rough edges that make me feel that this title is not for everyone. At first glance, it will make you think that is similar to Diablo. It is a barely isometric action RPG, but this is not about point-and-click to move your character. Yyou use your keyboard to do that. That control scheme has a slight impact on combat, especially in boss battles. It makes some of the challenge just effectively moving your character around a cluttered environment while managing weapons switches, grenade throws, dropping mines, and running away from bosses that have ranged weapons or very long reach. I unintentionally glitched out of having to fight the first boss and defeated the second, but neither fights were easy and some of both got frustrating at times. The environment can definitely be used to help defeat a boss, as they can be cordoned into single approaches and tight corridors where they cannot get to you very quickly given the size of the two I have seen so far.
I Shall RemainSP/MP: Single-player
Grim Dawn - Beyond Darkvale
Time for a new misadventure for Grim Dawn, which talks about the Darkvale Gates and the environments in act 4.
You may have already heard, but we released a major update a week ago, which included our 6th and final class mastery, the Shaman! Take a look at the staggering list of changes that came along for the ride with our master of storms.
With the Shaman and the remainder of Act 3 out in the public eye, we turn our attention to the finale, the culmination of events which have drawn you to the north, where the vile Cult of Ch’thon plots to destroy what little there is left of Cairn. But Inquisitor Creed and Ulgrim are not about to sit idly and watch their world burn. They are marching on the ancient burial ground known as the Necropolis, and they need your help.
But the road leading up to the city of the dead is a treacherous one, filled not only with the enemies of humanity but also bloodthirsty wildlife. But through your valiant deeds, you have weakened the Cult’s hold on the Darkvale Gate, and so the north is open to you.
First, you will venture into the frozen wildlands known as the Asterkarn Mountains. The snowy peaks have claimed many an adventurer, even when the area was under the protection of the Black Legion. Beware the roaming Chillmane Yetis, and keep an eye out for the lone male known as Ragrathar Rageblood. The deranged yeti’s fur is matted with the blood of its victims, counted even amongst the Black Legion ranks.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Skyshine's BEDLAMSP/MP: Single + MP
Release: In development
Divinity: Original Sin II - Crowdfunding Ethics
Cliqist asks the question about the Original Sin 2 Kickstarter, if it is ethical for a developer to go to Kickstarter for a sequel of a game that sold well and answers the question themselves.
One could look at the campaign and ask an uncomfortable question though: “Why is this on Kickstarter? Didn’t the original sell well?” Well, to answer the question, yes the game did do well. While I don’t have exact figures on how many units of Divinity: Original Sin were sold, Larian Studios Creative Director Swen Vincke has indicated that the studio already has the budget in place to make the game based on the success of original.
And to answer that with:
At the end of the day, Larian Studios asking fans of the original to pitch in a few bucks to help make Divinity: Original Sin 2 grander isn’t entirely wrong.
Somewhow I feel they could have made more of this article, but it is what it is.
Underworld Ascendant - 25 Years
The Underworld Ascendant site commemorates the 25 year anniversary of the original Underworld games by reflecting on 3 things that have changed in this period of time.
PC's Have Come a LONG WayThe original Underworlds were designed to run on 20mhz 386 processor class PC's. The smartphone in your pocket would crush a PC of that era without breaking a sweat.
These PC's also lacked any sort of graphics card. You had to do all the rendering in software. That was a huge hurdle to doing real-time 3D texture mapping. Even with some super clever code running in optimized assembly language, we could barely achieve a playable framerate.
In some ways having these performance constraints was helpful, as it compelled us to find creative work-arounds. For instance, there was no way to render fast enough an over-the-shoulder view that would show the player's character in the foreground and world beyond that. Solution was first-person view, which ended up working well for us, and many games to follow.
Today's PC's are ludicrously powerful in comparison. Graphics cards and modern game engines now provide all the building blocks to do sophisticated 3D rendering. The focus has moved from simply trying to get 3D to run, to tweaking the higher end bits of the rendering pipeline to achieve refinements on advanced visual effects. Like getting the fur on that creature to look even more natural than it did in a game from a couple of years ago.
Another notable evolution in the PC hardware is advanced displays and peripherals. The original Underworlds worked with just a keyboard, optionally a mouse if you had one. And the display was a mere 256 colors 640x480 pixels.
Today we have 4K displays. Then there is VR and AR coming into play, which are paradigm shifts in how players get immersed. Not just with their visuals, but with interfaces such as 'wands' that enable a more tactile experience in how you reach out and interact with the game world.
This level of incredible fidelity and immersion compels us to evolve our thinking on how we build games. For example, we can now consider mimicking the sort of physical manipulations a thief would do to pick a lock, instead of abstracting it as a mini-game.
Underworld AscendantSP/MP: Single-player
Release: In development
The DwarvesSP/MP: Unknown
Release: In development
PoE: The White March - Review @ NZGamer
Luke Batt (NZGamer) has reviewed the DLC PoE: The White March Part 1:
It’s always nice to be given new reasons to jump back into games you had lots of fun with, even more-so when they are enjoyable additions. With Pillars of Eternity’s first downloadable content pack, Part One of “The White March”, that’s precisely what Obsidian Entertainment have provided, more of what you enjoyed, but nothing that really blows your mind. [...]
This DLC isn’t meant to only be for people who have maxed their character’s levels, that’s actually one of the beautiful things about it. I started the add-on from the pre-end game save, and the majority of my party were already at level 11, so when I first unlocked and entered the area on the map called “The White March”, I was prompted with a message telling me that I was too high a level to find this content much of a challenge, and asking if I would like the game to increase the difficulty of the enemies. Totally optional, but it was nice to see that they included this. [...]
Truth be told, I enjoyed my time with The White March - Part One. It was a great reason to jump back in, and while it’s not as grand as some of the RPG expansions we’ve had for other games in this genre (see Baldur’s Gate: Throne of Bhaal), it was still a good experience, and one that works almost seamlessly into a new player’s playthrough of the main game. Was there enough to warrant the purchase? I’d say so, but I’m right there with anyone who craves great story, and hopes Part Two ups the ante and brings with it a story to rival the best of them.
Final Score: 7.9/10 - Good
"More of what you loved, but no earth-shattering experiences"
PoE: The White MarchSP/MP: Single-player
I Can't Escape: Darkness - Release Date: September 17
The dungeon horror adventure game I Can't Escape: Darkness will be released on September 17:
I Can't Escape: Darkness is an atmospheric horror adventure game that pulls you into a living dungeon where everything conspires against your escape. It is an immersive journey into the unknown, personified by the Darkness itself. Your odds of escape are slim, and when you fail, the dungeon will change before you can try again. Defend yourself from the Darkness with whatever light you can find; once your light burns out, the Darkness will consume you.
I Can't Escape: Darkness is the spiritual successor to our popular 2013 game "I Can't Escape," which we developed in just one month, and which spooked and thrilled over 250,000 players. We decided to take the simple concept of "I Can't Escape" - a creepy, immersive, and expectation-challenging dungeon experience - and flesh it out into a full game while retaining the fundamental spirit of the original. I Can't Escape: Darkness is designed to invoke feelings of being lost and alone, encouraging player's imaginations to run wild while providing subtle hints of terror (rather than in-your-face savagery). What will you see and hear in the Darkness? Unpleasant things which we - the developers - intentionally placed, or terrors from your own imagination?
- An Infinitely Replayable Living, Breathing Dungeon - Experience dim hallways and caves carved out for unknown purposes and designed to trap all who dare enter. One false step, and you will fall into darkness forever; and when you return, nothing will be exactly as you remembered.
- The Truth About The Darkness - Discover clues about the tomb and the story of The Darkness as you try to make your escape.
- A Guaranteed Uneasy Feeling in the Pit of Your Stomach - The very walls want you to stay; they will try everything to keep you trapped in the dark. Your eyes and ears will mislead you - you'll want to get the hell out of the dungeon as fast as you can.
- The More You Explore, The More You Will Find - Secrets, surprises, and special rooms are hidden on every floor.
- Tweet Your Escape... Or Your Death - When you die, you can let your Twitter followers know how far you made it and what killed you, or perhaps if you're lucky, how long it took you to escape!
I Can't Escape: DarknessSP/MP: Single-player
Release: In development
Satellite Reign - Review @ MDK20
Watcher Blagoj spotted a Satellite Reign review at MD20:
As is to be expected, cyberpunk cities come packed with top-tier technology. Huge neon billboards shine over grand skyscrapers, towering over the rain-soaked and neglected slums down below. The silent moans of the oppressed are silenced by the distant sounds of futuristic vehicles, hitting from all directions.
In Satellite Reign, every installation, whether above or underground, is under the strict regime and control of the corporate police, led by the mega-corporations. It is under this heavy thumb the general populace is surviving, silently getting through each day, following the corporate rules – not because they want to, but because it is the most beneficial way to get by. Your role is to guide four agents through this neon-lit city, using all the tools at your disposal, to shoot, sneak, steal or sabotage your way up the corporate ladder and wrench control of the biggest monopoly.
This game is fully committed to its combat system, tactics, strategy and all the different avenues by which you can approach and achieve your objectives. The large repertoire of tools with which you can react to every challenge and the optimized mechanics with which you do it, as well as the design of the world, make Satellite Reign a far more enjoyable and fun affair than the original Syndicate of the distant 1993, and a worthy successor, but yet with dozens of similarities and same premise.
Satellite ReignSP/MP: Single-player
Monday - August 31, 2015
RPGWatch Feature - Serpent in the Staglands Review
After an array of articles with Gamescom stuff about games that haven't been released and two articles on Original Sin 2 that isn't going to be released any time soon either, it is time to get back to an article that covers a game that you can get your hands on. Here is a review of Serpent in the Staglands, made by Lackblogger weeks ago.
The game's primary point of interest is the Open World map with unbarred freedom to explore any nook and cranny you want in any particular order. Your only barrier being your ability to defeat the level of monsters in that area, or rather your desire to keep yourself in safer combat zones. There's a linear plot that unravels as you explore, so it's the usual case of dipping in and out of the main plot mixed with random sidequests and casual wandering for the sake of wandering.
The world is large and full of variety and includes dungeon crawling, town politics, puzzles, small shrine/ruin areas and huge overland monster infested wastelands, varying in landscape with each location, such as snow, marshland, forest, farmland, plains etc etc. Some locations will disappoint you with their seeming lack of relevance and activities while other areas will be knee deep in monsters/puzzles/quests and all sorts of this's and that's.
Serpent in the StaglandsSP/MP: Single-player