Titan Books has announced that they will be publishing four Mass Effect novels, each tied into the upcoming Mass Effect: Andromeda.
The first is named Mass Effect: Andromeda Initiative, written by N.K. Jemisin, and is set for release in August of 2016. N.K. Jemisin is an American science fiction novelist whose books have received multiple Hugo Award nominations.
The following three novels are given release windows of March 2017, September 2017, and March 2018. The last novel will be authored by Mac Walters, who is best known as the writer for the Mass Effect trilogy and is currently the creative director for Mass Effect: Andromeda.
The novels will act as prequel and sequels to the events in the games and will become part of the overarching Mass Effect saga. They will focus on key characters and answer the many questions fans have been asking.
Torment: Tides of Numenera
Torment: Tides of Numenera Beta Impressions
Corwin entered the world of Numenera in the beta version of Torment: Tides of Numenera.
» Continue reading the article...
Stardew Valley Review
Purpleblob goes down on the farm with Stardew Valley.
» Read the article
Mega Bucks AAA+
Noticeably well funded
Fairly well funded
Cheap and cheerful
Forum WatchThe ever-popular "Currently Listening" thread by pibbur who
"Nextgen" GPUs by Caddy
So what did you just grab from Steam's Summer Sale? by Galaad
What mordern RPGs lack by sakichop
What I've Been Watching: The Catch-All Film Thread by joxer
Tuesday - June 28, 2016
Anarchy Online - Celebrating 15 years
I wasn't aware it was still running, but I don't tend to play MMOs anymore, so it is nice to read that Anarchy Online is still in business after 15 years of operation. To celebrate the anniversary, the press release below comes with some gifts to all those who are still playing or at ant time in the past 15 year played the game.
ACCLAIMED SCI-FI MMORPG ‘ANARCHY ONLINE’ TURNS 15
- Funcom celebrates 15th anniversary of the first Sci-Fi MMORPG -
Oslo, Norway - June 27th, 2016 - Funcom is excited to announce that ‘Anarchy Online’, the first Sci-Fi MMORPG and one of the longest-running titles in the genre, celebrates its 15th anniversary today!
As part of the celebration, Funcom invites everyone who has ever played 'Anarchy Online' to join in the festivities between June 23rd and July 11th (regardless of current Membership status). New Membership offers, with brand new armor pieces, login rewards and the Desert Rider event are also part of the grand 15th anniversary celebration!
Included with the anniversary is an all new Game Update which changes the Player vs Player attack windows on Notum Tower fields, where players battle for dominance over the planet Rubi-Ka. The update also introduces a new Research Line for end-game players, with powerful skill increases, and adds new Veteran Shop rewards with bonus Veteran Points for existing members.
Read more about the celebration and game update here
“I wish to thank everyone who has been part of this extraordinary journey,” said ‘Anarchy Online' Lead Designer Henry Senger. “Anarchy Online's incredible community has always been the heart and soul of the game, and I also wish to thank everyone who will continue the adventure with us, so we may go on for another 15 years!”
Released in 2001, ‘Anarchy Online’ shaped the face of the MMORPG genre with its Science-Fiction setting and innovative features, including dynamic missions, item levels, and instancing. A Beta version of a new ‘Anarchy Online’ rendering engine was released last year, and thousands upon thousands of players continue to explore the world of Rubi-ka today.
Anarchy OnlineSP/MP: Massive
The Technomancer - First Reviews
Here are some early reviews of The Technomancer, with two low scores and one relatively high score.
I highly recommend playing this game with a controller of some kind, especially if you are playing on the PC like I did, as it makes the game feel more fluid as the combat system is generally just a serious of non-sensical button mashing. Think Tekken but with customisable boots. I found the controls somewhat slow to react especially when trying to stop running as this would last a little longer than needed. I keep coming back to the voice acting but a big part of an RPG is the how the story is conveyed and this game falls flat on it’s face here making the story seem drab rather than the colourful tale they have crafted. The environments are nice but overall nothing to write home about. The game looked good on paper but unfortunately it has too many pitfalls causing it to feel very lackluster.
If there is a game to compare The Technomancer with, it is reminiscent to Alpha Protocol. Both titles felt limited and decisively average in almost every way, except for one area where the game can excel. For Alpha Protocol, it was the game’s dialogue and factional dynamics that elevated it above the dredges of a failed game. For The Technomancer, it is the fluid combat mechanics that pulls Spider’s title from the abyss. This doesn’t save either game from their fate in the bargain bin, but for the right person, the right audience, it is at least a passable experience in the way a B-game can only be, shlocky and without thinking about it too heavily.
We got this covered, 4/5
Despite these few issues, The Technomancer is actually a very accomplished game that does well to fight for place among some truly exceptional action RPGs. It has A-list ambitions with a B-list budget, but more often than not it feels more akin to the former than the latter. The fluid combat system gives more than enough cause to play and replay the adventure, and a simple but effective story is well-supplemented by a rich world and solid RPG progression techniques. The trials of Zachariah Mancer are fraught with peril and danger, but his unique skills and a band of companions mean that he is more than up to the challenge. Above all else, The Technomancer is a tremendously fun adventure that more than deserves your attention and, perhaps, a spot at the top table of action RPG titles.
Chaos Reborn - New Mode Reduces Randomisation
A new 'law mode' has been added to Chaos Reborn that reduces randomisation. If you still want the traditional gameplay it is still there and called 'chaos mode'. RockPaperShotgun outlines the changes.
In the traditional version of the game, spells and attacks have a probability of success, so every move is a gamble, with the odds known in advance. In Law mode, those probabilities are replaced, with mana costs, hit points and predictable outcomes taking their place. The actual deck of spells you take into combat will still be randomised, though with some rigging of the numbers permitted through use of gear that bumps up the likelihood of certain spells being selected.
I've long thought that the perfect tactical game wouldn't use any random number generation at all (hi, Chess) but I enjoy variety enough to see the benefits of the occasional dice roll. Truth be told, I like the tension that a percentage chance to hit or survive provides in certain circumstances. A game that can support the roll of the dice and predictable outcomes, from one mode to another, could offer the best of both worlds, so I'm pleased to see Chaos Reborn attempting just that.
The reasoning behind the mode is best explained by Gollop himself:
"The new mode is entirely optional, but we added it for the benefit of those who prefer less random elements in their game play. It also adds an interesting alternative game style for our existing players. It is also an interesting experiment in comparative game design. By changing just a few rules a whole new game experience is possible."
And this isn't the end of Chaos:
"...we have released eight updates of the game since launch, including the recent addition of a flexible custom multiplayer games lobby that allows co-op and AI players. We always listen to feedback from players both old and new, and will continue to support the game on a regular basis. There is more Chaos to come."
Source: Rock, Paper, Shotgun
Chaos RebornSP/MP: Single + MP
The Technomancer - Launch Trailer
The Mandate - Producers Letter
There has been a lot of time since the last update from The Mandate and this is addressed in the latest kickstarter update called 'The Producers Letter'. They have brought on board a new community manager who will endeavour to update the community more.
We are putting the Galaxy together. The first Cluster, which consists of a four star system, is done and it was very needed to have the core systems in place for fast iteration and to have a quality benchmark for level design -- now it's much easier for us to expand and build the rest of the "world". It was a major step and we're much relieved now that it's completed and that it works as we imagined it.
We wanted something rich, we have it, next for us is: build on it and use it up to its full potential.
We are starting to populate the Clusters with missions. This includes both tutorial missions and advanced missions.
Since the relationship with the crew is our focus, personal missions will be included, like requests from your very own officers. You will dive into their Background and learn about the world you live in through their own experience. We know precisely the experience we want to create but it ties into a lot of game Systems. We are looking at how to integrate this at the moment.
As of today, the entire story for the first Cluster is completed, we are currently designing the crew missions, additional side missions and faction specific missions.
Some of the delay can be attributed to the narrative. When we put everything together, we felt, that it was too weak. Of course our universe stayed the same and, but we have now achieved the internal consistency we needed and a way for the player to create his unique version of the story.
There is a much deeper and richer narrative, which ties into you as a captain on a personal level as well as your crew, while still retaining all we have promised before story wise, like the conflict between factions for example.
Events are situations that happen during play and require a response from either your crew or your captain. Basically every event has a clear cause and effect, but there are a couple of events that are triggered randomly, to act as some kind of surprise element you need to take care of.
For now, events are split into two categories: Interior Ship Events, affecting the interior of the ship and Space Events, relating to situations that occur outside of the ship, such as rogue asteroids, pirate attacks, etc. This is one of the things we had right, so we kept it and are working on integrating it to the missions.
Exploration will be a big part of the experience when you are roaming the universe. You will encounter different Points of Interest (POI) -- You can unveil them by ordering your Astrogation Officer to activate the ships' scanners. There you might find lore, items, events or other types of activities, such as special combat encounters. This is part of the things we decided to add as we looked at how we could make our adventure mode the most interesting we can. We will confirm several more aspects as we move forward.
For our internal test purposes, the UI did not have to be very user friendly or pretty, so let me tell you, it made Amelie's eyes bleed. But slowly but surely we are changing this, replacing placeholder art with real art assets - she is thankfully already recovering. Of course this process needs a lot of iterations, but hey - we are getting there and moving towards playtest in the next 3 months!
This is one of the things that nobody notices if you get it right, and everybody complains about it if you do not. During the last months we iterated on the control scheme for the Adventure Mode. Currently you can decide how to navigate your ship, you can also set a desired camera angle to enjoy the universe either top down or more from a third person view. We need to pass the validation test in a few months and iterate to make it smooooth.
The MandateSP/MP: Single + MP
Release: In development
Driftland - A blend of Heroes and Majesty
A new fantasy inspired 4x title modelled after Heroes of Might and Magic and Majesty is in the works called Driftland: The Magic Revival and GamePressure have previewed it.
Driftland: The Magic Revival takes us into a classic fantasy world, which is slowly shaking off the effects of a magic catastrophe which had almost annihilated the planet hundreds of years ago. In a galaxy far away, there was a planet inhabited by four races. It's kind of easy to guess that those races couldn't simply co-exist in peace - war was virtually permanent, only once in a while a fragile, temporary peace was established. Blinded by the war, people abused magic, and the planet slowly began to fall apart - no sooner have the mages managed to reach an agreement. Exhausting all sources of magic, they created a powerful spell holding the world in a relative balance. The civilizations, which up until that moment were entirely dependent on magic, became incapacitated; some cultures have vanished forever, others became savage... Now, as centuries have passed, the shattered magic is gradually returning, and with it beings that are able to control it again: the new mages. They create new nations and try to resurrect the fallen civilization - and so, wars break out again. The players become one of the said mages - the task is to build a country and fight with others for domination over the world.
This simple story is both the background for the campaign, which consists of a series of associated missions (much like in Heroes of Might and Magic or Age of Wonders III), as well as the means to create a really interesting setting. The map on which the game is taking place is made of islands floating above the planet's core. It looks pretty spectacular, and is rather uncommon in strategy games - it reminds me a little bit of Bastion, an RPG by Supergiant Games.
A silence before a storm?
There isn't much publicity around Driftland: The Magic Revival yet, despite the fact that the game is slowly but steadily heading towards the end of its development. The devs are planning to launch early access on Steam before the end of this year, and the full game will be released in 2017. If everything goes according to the plan, the players will get updates, e.g. introducing new biomes, for free, after the release. The Star Drifters have high hopes for this game, since they would like it to grow into a well regarded franchise, and-as they've said-they're definitely not short on ideas. I really like these guys' attitude, by the way. They promise to release a demo, for those undecided, and here's what they've said about early access:
We think that a game should only enter early access if its technical side is solid. Otherwise, the feedback from gamers will focus on obvious mistakes, going nowhere. The players' opinions can be very helpful, and we're looking for legitimate support from them.
Can you call this the "CD Projekt RED effect"? It's hard to say, but we wouldn't mind it one bit should open mind and prioritizing quality become Star Drifters' trademarks.
The solution of population growth is also interesting. You cannot simply recruit more units, as in other RTS games. Instead, they're born independently of the player's actions - there are two prerequisites: food surplus, and... some free time. So, during the game, you have to manage your units in such a way, that some of them always have some time to spend on procreation. I mean procrastination.
It seems that Driftland: The Magic Revival has all the attributes needed to achieve success, namely: simple rules, solo and multiplayer gameplay modes, original mechanics, free updates... and that's only a couple of examples. The graphics, powered by Unreal Engine 4 are an icing on top of the cake. The few screenshots that we've seen so far suggest that Driftland will get a detailed and eye-catching visual layer. I especially liked the animation of building construction - when a castle was slowly and smoothly transitioning into its upgraded version, a bit like in the intro of Game of Thrones. I hope that the Polish strategy will transition from an unknown strategy into a critically acclaimed hit just as smoothly. Driftland: The Magic Revival definitely has the potential to achieve it.
Non-RPG General NewsSP/MP: Unknown
Release: In development
System ShockSP/MP: Single-player
Monday - June 27, 2016
Grim Dawn - 500k copies sold
In a press release Crate Entertainment reveals a new milestone as Grim Dawn reaches 500k copies sold.
Boston, MA - June 27, 2016 - Grim Dawn breaks 500,000 copies sold!
The action-RPG Grim Dawn, Crate Entertainment's first title as a studio, has recently passed the half-million mark in sales on PC. More than two years after its initial debut on Steam Early Access and now four months after its full release, Grim Dawn remains one of the top 100 games by sales on Steam; with a 93% user rating and a Metacritic meta-score of 83%.
With no outside investors or publishers, the financial success of Grim Dawn will remain with the studio and fund future projects. Currently in the works are "Crucible," a new game mode for Grim Dawn, along with a full expansion and a yet unannounced new project.
Thank you to all the early supporters who helped make this game a reality and to all those who continue to enjoy and recommend it!
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Stranger of Sword City - Sequel Planned
Experience is planning a sequel to the astonishingly good Stranger of Sword City. It's still early on, so no word about a western release yet, though considering the success of the first game, they'd be foolish not to.
Experience is planning to create a sequel to Stranger of Sword City, director Motoya Ataka confirmed in a Twitter Q&A session.
Get all the interesting tidbits below.
Stranger of Sword City 2
- Stranger of Sword City 2 is in planning and will feature artwork by Yoko Tsukamoto. (Tweet) Nothing has been set in stone regarding its release in the west. (Tweet)
- Ataka would like to make a horror game. (Tweet)
Wizardry V is Ataka’s favorite entry in the series. (Tweet)
Stranger of Sword CitySP/MP: Single-player
Genre: Dungeon Crawler
RPGWatch Feature - Torment: Tides of Numenera Impressions
Corwin entered the world of Numenera in the beta version of Torment: Tides of Numenera and wrote his first impressions of the game.
The 'look' of the game is very reminiscent of PS:T from the architecture to the camera view; I almost felt at home. The atmosphere also has been captured quite effectively, at least in the opening area of the Sagus Cliffs. Each of the many maps is made for exploration and this is an aspect to be enjoyed; there is something interesting to discover on all parts of every map; there's very little 'empty' space and almost all the maps are crowded with people. While some of these people are there merely to decorate the scenery, most will have a detailed conversation with you and many will offer a quest. Talk to everyone, some of them more than once.
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Ghost of a Tale - Beta Has Begun
In a new development update, Seith informs us that the closed beta for Ghost of a Tale has begun.
The entire process has been an eye-opener though and we’ve already got some quite astute notes. But I’m very happy to report we haven’t heard anything of a nature to make us doubt the validity of the entire experience! Whew!
What we’ve got in spades are insights into what some players expect, or may take for granted. If you’ll allow me to digress here: When I was working on movies we did what’s called “test-screenings”, after which producers would come back to us (the crew) and make us change A LOT of things, sometimes putting into question the foundations of the project.
I always disliked those periods. Not because of the feedback itself (it often had merit) but because it meant our leaders (the studio) didn’t make the right decisions in the first place. Sometimes even though we were telling them there were issues.
To be fair, creating a piece of entertainment is always difficult because it has to be communicated clearly. You need to make sure your intended audience “gets it”. Although it can sometimes lead to a certain amount of pandering. Or on the opposite end you can get obtuse experiences with a mightily cerebral message, which does not appeal to me either (at least as far as games are concerned). Finding the right balance always is a difficult act.
But it’s exciting watching players put two and two together and as a result wanting to learn more about the world they explore. Which is why I don’t want to reveal too much about the story or even some game mechanics.
Ghost of a TaleSP/MP: Single-player
Release: In development
Exoplanet: First Contact - Art Direction
In update #24 for Exoplanet: Firts Contact we are introduced to Art Director Ivan Taranenko, who talks about the game and his art career up to now, which includes games such as: Disciples III: Renaissance, Bravada and Legends of Eisenwald.
Working on this game is incredibly interesting. I believe that we're producing beautiful concepts, especially characters and weapons. The unusual setting of space western is also very close to my heart as well as the genre — despite my passion towards turn-based strategies (Disciples) and stealth-action titles (Deus Ex, Dishonored), roleplaying games were always number one for me.
When I was a kid, my friend got a first PlayStation and we spent a lot of time playing Tekken and Twisted Metal. But I truly started loving games after I found Final Fantasy VIII — I was astounded by its story and how it managed to evoke my emotions.
Then there were Planescape: Torment, Star Wars: Knights of the Old Republic, Fallout, Fallout 2, Gothic — these games were masterpieces. And, of course Gothic II: Night of the Raven — this is probably the best Action RPG that I ever played.
This last decade changed a lot. We've got more powerful and functional engines, more polygons in the models, and the industry itself became more demanding towards highly qualified specialists. All this allowed to bring the visuals to a new level, which in turn affected the work of artists.
Dishonored's incredible visual style, The Witcher 3: Wild Hunt scenery that shock your imagination, colorful Uncharted 4 artbook, Metal Gear Solid art performed in sumi-e — all of these are wonderful sources of inspiration.
Exoplanet: First ContactSP/MP: Single-player
Release: In development
Ikenfell - New Lighthearted RPG
@Cliqist described Ikenfell as a cross between Paper Mario and Harry Potter. It is currently being kickstarted and asking for a total of $25K CAD and with $23K already and 26 days to go is sure to fund.
Ikenfell is a JRPG adventure about witches, wizards, the school they attend, & the trouble they get into. Inspired by quirky RPGs like Paper Mario, Earthbound, and the world of Harry Potter.
Ikenfell's music is created by aivi & aurasshu, composers for Steven Universe. Listen to more of their tracks here: https://soundcloud.com/aivisuraIkenfell is a JRPG with a mix of turn-based and timing-based battle mechanics with a heavy focus on characters and story. Rather than being a classic RPG, it is inspired by quirky games such as Paper Mario, Mario & Luigi: Superstar Saga, Earthbound, and Robotrek. It is also inspired by magical teen stories such as Harry Potter and Carry On.
- Magical duels in an original turn-based RPG battle system
- Time your hits to increase spellpower and block incoming attacks
- Explore a sprawling and mysterious school of magic and secrets
- Meet a huge cast of strange and diverse characters
- Find hidden spells, items & equipment to aid you
- A touching story of friendship, rivalry, & romance... in many forms <3
There aren't enough words that could describe how stoked I am for Ikenfell. It has everything going for it and I honestly can't find anything negative to say based on its kickstarter campaign. Imagine taking a strategy RPG, like Fire Emblem, and throwing it in the three row combat system of the Mega Man Battle Network series with the timed actions of Paper Mario.
The artwork is pretty amazing too. Every character has an adorable pixel art portrait that expresses so much about their personality. Even the attack animations look great despite their small sprite size. However, the environments are a little underwhelming compared to the rest of the visuals. That isn't to say they are horrible, just that the rest of the art sets such a high standard that the environments stand out as less detailed. Also, if that trailer song sounds familiar then you'll be happy to know it is by aivi & surasshu, the duo behind all of the music for Steven Universe.
Kickstarter GamesSP/MP: Unknown
Release: In development
Fallout 4 - Looks good with mods
@Dsogaming some more visual overhaul mods have emerged for Fallout 4 thanks to ENBSeries members.
When it was released, Fallout 4 disappointed a lot of PC gamers with its visuals. Thankfully though, its modding community has stepped in and after a number of graphical mods and texture packs, Fallout 4 can look great on the PC. ENBSeries members dpeasant and jacon have shared some incredible screenshots from their modded versions of Fallout 4. Enjoy!
Fallout 4SP/MP: Single-player
Conan Exiles - Early Access now early 2017
@Dsogaming they announced that Conan Exiles, which was going to launch into early access September 13th this year, will now be making an appearance early 2017. Funcom have also released some screen shots through the Steam page.
SYNAPSE - Upcoming Science Fiction RPG
A new upcoming science fiction RPG has been announced from Transhumanoid Games called SYNAPSE. Check out their website for more info.
SYNAPSE is a science fiction RPG adventure set in a post-libertarian future where governments have been deemed irrelevant, and 90% of humanity live in megacities run entirely by corporations. Find out more and sign up to play the demo at https://synapsegame.com/
The game presents a futuristic world that spurs the imagination, while remaining logical and plausible, by incorporating several technologies and socio-economic theories that are currently in development and which may become reality in the near-to-distant future.
Megadimension Neptunia VII - Launches July 5
Megadimension Neptunia VII, the latest in the popular JRPG series, will be arriving on PC July 5. It will launch with a 40% off discount.
Megadimension Neptunia VII will launch for PC via Steam on July 5, publisher Idea Factory International announced.
At launch, the RPG will be available at a 40 percent discount, with Japanese audio, Histy’s Beginner Item Set, Histy’s Trial Item Set, and a variety of missions, level caps, and accessories included free in the game.
The Steam version will also be available in a Digital Deluxe Set, which will be detailed at a later date.
If you missed it the other day, view a set of PC screenshots here.
Brexit - Likely to Impact Gaming Industry
It's hard to get away from the topic of #Brexit these days, and rightfully so, since it affects us all. Industry experts are saying that the gaming industry won't get by unscathed, either. (article isn't from today)
The UK game industry, which benefits from EU-supported subsidies and employs individuals from around the union, is in a state of disbelief this morning. Ukie, the UK games and interactive entertainment trade group that provided the statistics above spoke out this morning about the decision.
"Ukie is committed to ensuring the UK is the best place in the world to make and sell games, and although this decision and the political uncertainty it brings will have an impact on our businesses, it is important to remember that we are already a globally successful sector and a leading exporter in the digital economy," says CEO Dr. Jo Twist. "Ukie will continue to work hard with colleagues in government to ensure we continue to have the best possible business environment and we will be following developments closely as well as advising members as they unfold."
The organization laid out its priorities this morning. With change on the way, Ukie will not only have to focus on financial matters, but also ensuring that a wall doesn't go up segregating Europe's development community. "Issues that will be particularly pertinent to the UK games industry in the coming months, and that Ukie will be working hard to fully represent our sector on, include securing access to overseas talent, ensuring we have the right investment in skilling up our homegrown talent, the continuation of the Video Games Tax Relief, and access to funding," says Ukie head of policy and public affairs Theo Blackwell.
Despite Ukie's reassuring sentiments, small developers see the decision as a blow to the UK games sector. "I'm shocked and disgusted, beyond that there's not much else to say, as right now we've no idea what will happen, time will tell," says Just Add Water founder Stewart Gilray.
Source: Game Informer
Sunday - June 26, 2016
Enderal - Launch Trailer
Farflame spotted the Enderal launch trailer already:
Enderal - Launch Trailer (German, with English subtitles)loading...
Enderal (to be released July 1-3 of 2016 - English version some weeks later) is a total conversion for TES V: Skyrim: a game modification that is set in its own world with its own landscape, lore and story. It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics and a dark, psychological storyline with believable characters.
Release: In development
Skyrim - Price Inflated Prior to Sale
@PCInvasion Sadly Bethesda have inflated the price of The Elder Scrolls: Skyrim legendary edition to take advantage of those looking to get the legendary edition ahead of the free upgrade for said edition to the special edition.
In what appears to be a blatant effort to take advantage of people looking for a cheap version of Skyrim: Legendary Edition on PC (and qualifying for a ‘free' upgrade to the Special Edition), Bethesda inflated the price ahead of the Steam sale.
Technically speaking, it was even more devious than that. Perhaps in an effort to avoid another run-in with the UK's Advertising Standards Authority (which eventually cleared Bethesda of similar shenanigans with Wolfenstein: The New Order in the 2015 Steam summer sale), the version of Skyrim: Legendary Edition currently on sale through Steam is (semantically speaking) a different one.
The prior version, listed in this pricing database for $40.00 USD (some $25.00 cheaper than the present version) actually no longer exists on Steam. Bethesda's current version of Skyrim: Legendary Edition is now a ‘bundle' of the regular game and the individual DLCs, rather than a single title.
It's exactly the same, content-wise, but it allows the publisher to re-list the game at an inflated price, and exploit those who want to get in on the Legendary Edition before the Special Edition update shows up. So, rather than the Legendary Edition being on sale for $15.00 (or possibly even less) as it has been in prior sales, it'll instead cost you almost $27.00; and no doubt more in Europe.
All (probably) nice and legal, thanks to the "no no, it's a bundle now" dodge. But all rather unpleasant from a customer's point of view.
Witcher 3 - Pulp Fiction Covers
The Witcher 3 sees you running around playing detective for just about everyone. Freelance illustrator Astor Alexander takes it a bit more literally with his pulp dime novel renditions of Geralt and Co.
For a game that features giant monsters and lawless bandits, you sure do spend a lot of time in The Witcher 3 playing medieval detective. Which is an idea freelance illustrator Ástor Alexander takes and runs with in these incredible images.
It’s not the first time he’s done something like this—you might remember his Nintendo book covers from a while ago—but man, these Witcher ones are something else. From the outfits to the Igni...perfect.
Witcher 3SP/MP: Single-player
Mass Effect - New Novels to Tie Series Together
Titan Books plans to publish four new novels to bridge the gap between the original Mass Effect trilogy and Andromeda.
Mass EffectSP/MP: Single + MP
Platform: PC, Xbox 360
Mount & Blade II - More on Sieges
After TaleWorlds showed us the impressive video of Mount and Blade II: Bannerlord's siege mode at E3, they went on to say that M&B II could support even more than 500 units, as well as promising better siege AI than its predecessor.
Now, the expanded team is working on the highly anticipated sequel: Mount & Blade II Bannerlord. The game was featured in E3 2016’s PC Gaming Show, where TaleWorlds demonstrated the new siege system for the first time.
This has been majorly improved since the first game in the series, which will please those fans who gave their feedback on this feature. Gamers will now be able to choose different tactics and control their approach by positioning troops and weapons exactly where they desire; according to the developers, this will allow for a much more involved experience.
The siege demonstrated below had about 500 units in total, but TaleWorlds is confident that bigger sieges will be featured in the game without performance issues. Another significant improvement introduced by Mount & Blade II Bannerlord is the enhanced Artificial Intelligence (AI).
TaleWorlds promised “massive strides” with the AI so that the soldiers can now take smarter actions on the battlefield. For example, if you manage to open a breach in the castle the enemy commander NPC will try to close that breach.
Castle defenses are destructible and the AI will make the defenders retreat should the walls be lost to the attackers. An important note is that sounds aren’t final yet in the video below, so take that into account.
Mount & Blade IISP/MP: Single + MP
Release: In development
SteamWorld Heist - Released and on Sale
SteamWorld Heist launched a couple of weeks ago and is currently on sale on Steam for 25% off.
From the makers of SteamWorld Dig:
In SteamWorld Heist, you command a steam-driven pirate crew in a series of epic tactical shootouts. It’s turn-based strategy with a twist: You manually aim the guns of your robots, allowing for insane skill shots and bullet-bouncing action!
As the captain you will board, loot and shoot your way through enemy spaceships. Overcome the challenges of the vast frontier by upgrading your recruits with unique abilities, weapons – and even stylish hatsKey features
- Strategy focused on skill rather than chance
- Procedurally generated levels
- 15-20 hours of playtime, followed by New Game+
- Kind to newcomers, deep and challenging for veterans
- Soundtrack by Steam Powered Giraffe
SteamWorld HeistSP/MP: Single-player
Genre: Tactical RPG
Saturday - June 25, 2016
Arena - Retrospective
Zaric Zhakaron explores The Elder Scrolls Arena in this video retrospective.
Showcases of each Elder Scrolls game, posted infrequently.
Download the FULL GAME: http://theelderscrolls.wiwiland.net/F...
Game Manual For Elder Scrolls 1 The Arena: http://tes.riotpixels.com/arena/files...
This is the first entry in a series of Elder Scrolls game showcases, I will be doing them in order of release and the non-numbered releases will be included as full entries as well.
Each episode will have the same basic structure including: Game Information, Story, Game Information, The Ending, and Commentary.
Fallout: NV - The Frontier Mod
Fallout New Vegas has a new ambitious mod on the horizon called 'The Frontier' which features working tanks and helicopters with voice acting included.
From Operation Sunburst to The Frontier to Space, we've pushed the Gamebyro to its true limit.
Yes we have mannable turrets and drivable vehicles in the Frontier. Yes on Archimedes II, the space environment will feature low gravity. We also have a ton of new creatures and other new features which will be shown in the future. Obviously we could not fit it all in one video. For now enjoy the fruits of our labor :D
Fallout: NVSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Earthlock - Beta Testing Begins
Earthlock: Festival of Magic has finally arrived at the beta testing stage, after rating woes and other obstacles.
Beta Testing: Your patience has paid off and it’s time for beta testing. Today, our beta version is live on steam and those who have backed the appropriate tier are invited to give us some much valued feedback. Within the next few hours, you will receive an email from Snowcastle with your Steam beta key. For those who have downloaded the alpha version, your game will automatically update so there is nothing for you to do there.
Note: be sure to check your junk folder if you have not received your key by the end of the day
All feedback you guys have for us can emailed to firstname.lastname@example.org or you can send us a message to our facebook page if you'd prefer.
We will also be sending out a survey in the next few days that will hold multiple questions about the game and your experience. Any feedback is greatly appreciated and the more constructive, the better!
Important Note: This version of the beta will only work with platform controllers (PS4/Xboxone/Xbox360) We will be adding Steam controller support, and PC mouse support later on.
Spoiler Warning: This game does not represent the final version of Earthlock: Festival of Magic. Therefore for those of you who would just like to enjoy the game, we suggest waiting until the official launch.
Release: In development
Tyranny - Preview @GamePressure
GamePressure has played Tyranny and shared their impressions.
The premise of this project is very interesting: the events take place in a land called Tiers, the main difference between other typical fantasy worlds being that here, the Evil had already won. The protagonist isn't a good candidate for a saint - the players will control an officer of the army which conquered Tiers, and according to the devs, he's going to be a no-good scoundrel. The players can keep his nasty character in check to some degree, but there's no place for chivalric deeds of a knight in shining armor. Analogically to Pillars of Eternity, the players will create an avatar at the beginning, and the team will be assembled throughout the game.
Enacting a rather villainous hero may not be the most original idea of the decade, but whenever such idea has been utilized, it was approached in a lighthearted manner (see Dungeon Keeper or Overlord). In case of Tyranny, however, we're dealing with a serious and gloomy story, a negative Mass Effect of sorts; no matter whether Shepard was an idealist or a renegade - he (or she) always saved the Galaxy. Meanwhile, the protagonist of Tyranny is a bastard through and through.
Group skills are yet another novelty in the combat system - these are certain skills that the members of the party use together with the main character. For example, one of them can knock down an opponent who is then finished off by the protagonist. Such sequences are, obviously, dependant on the chosen skills, as well as on the opinion that the team members have about the protagonist. That's nothing new, of course, but such dependencies are always a welcomed addition to the classic RPG convention.
The overhauled interface, which is now much more legible, is also an advantage. There are contextual text quests, which are completed solely using dialogues. Usually their point is to test the protagonist's skill and abilities levels. Such trials often appear during dialogues with NPCs - having a sufficiently high level of a given skill will unlock additional dialogue options. I've learned that such occurrences are supposed to be much more frequent than in Pillars of Eternity.
Since we're talking about skills - let's talk character development. This time, the protagonist is classless - using skills often will increase their efficiency, similarly to the solution known from The Elder Scrolls series. Along with the development of certain attributes we unlock skills and spells. There will also be the possibility to create your own spells, but there's not much information on this element so far. The items carried by the team are also going to be important.
Release: In development
Buck - Now on Kickstarter
Buck is a 2D post-apocalyptic action adventure with player driven dialogue, weapon customization and fast-paced combat:
In this Metroidvania-style game you play as Buck, a motorcycle garage mechanic who decides to leave everything behind to find the truth behind the disappearance of a girl. Buck struggles to adjust himself to a world he doesn't fully understand. Traverse the wasteland while fighting and talking your way though junkyards, mountain passes, ghost towns and survivor outposts. As the game progresses, Buck gradually pieces together the reasons that brought this world, and its rugged inhabitants, to their knees...loading...
Kickstarter GamesSP/MP: Unknown
Release: In development
Stygian - Funded!
The Lovecraftian RPG Stygian has been funded on Kickstarter.The newest update shows evironment art:
Beauty in Madness: Environment Art of Stygian
Greetings fellow admirers of the macabre!
In this update we'd like to give you more information on the creation process of our environment art along with sharing some images from different stages of production. Our environment artist Elwira Pawlikowska is responsible for breathing life into the eerie landscapes you'll visit in Stygian. Her painstaking, authentic pencil drawing style and background in architecture made her the perfect choice for Stygian's backgrounds.
Release: In development
System Shock - Demo Coming With KS
The new System Shock Remastered will just be called System Shock, according to Polygon. A bunch of new screenshots have been released ahead of next week's Kickstarter campaign, which will apparently feature a demo.
System Shock is still getting remastered, but don't call it System Shock Remastered anymore.
Just ahead of the game's Kickstarter campaign launch, developer Night Dive Studios told Polygon that the upcoming re-imagination of Looking Glass Technologies' 1994 game has a new name now: System Shock.
"We felt that the amount of passion and resources that we are putting into this game elevated it beyond the expectations that someone would have for a remaster," CEO Stephen Kick said. "This is a full-fledged reboot of a classic game into something new."We've gotten glimpses of the reboot through early alpha footage and screenshots. When the crowdfunding campaign starts at 12 p.m. PT next Tuesday, June 28, nostalgic backers and the genuinely curious alike will have a chance to actually play System Shock themselves. A short demo of the Windows PC version will be made available to anyone through Steam, GOG and Humble the same day that the Kickstarter opens.
Polygon got an early look at that build, as well as the various rewards that will be offered just to those who back the crowdfunding project. Take a look at some screenshots above — we'll also have a full gameplay video up early next week.
We also got a preview of some of the campaign rewards. These include a collector's edition box with a physical copy of the game (launching on both Windows PC and Xbox One), a miniature and a manual, among other items; there's also a Razer-brand laptop with System Shock-centric detailing. There will be other rewards offered on a variety of tiers.
System ShockSP/MP: Single-player
Friday - June 24, 2016
Meriwether - Silver Version available
Last week saw the release of the Silver edition of Meriwether, which is the version before the gold version.
By "Silver," we mean that this is the release right before "Gold," which is the version we will begin selling to the general public. Of course, you get access to all versions, including Gold: you just get to play the game much earlier! That said, it's important to remember that this is not the finished game. If you prefer a polished play experience, you would do best by holding off until Gold.
But the very good news is that, as of now, the game is playable from beginning to end, it is feature-complete, and it showcases the many narrative and mechanical innovations we have developed in the creation process. We can't wait for you to play and enjoy!
You can download Meriwether Silver via the Humble store: https://www.humblebundle.com/home/library. Make sure to download the build from today (you may still have access to the Beta.) If you don't have a Humble account, you'll need to create one using the same email you used to back Meriwether on Kickstarter. If you don't see the game in your account, please contact us via Kickstarter and we will get you squared away.
In terms of continuing Meriwether's development, our two immediate concerns are polish and performance. By polish, we mean making sure the gameplay is intuitive and interactive; that the writing is pristinely copyedited; that the tutorials are just helpful enough without getting in the way of the game; and so on. We want to make sure the game "feels good" to play! Another factor that affects whether a game feels good is performance, so we'll be working on making the game run faster and require fewer resources from your computer.
Release: In development