Clandestine - Playthrough Diary
Aubrielle infiltrates Clandestine and brings back valuable intel about the upcoming spy thriller.
» Continue reading the article...
Heroes of a Broken Land
Heroes of a Broken Land Review
Forgottenlor takes us to Heroes of a Broken Land, and shows us what it's like to be a demigod in this retro dungeon crawler.
» Read the article
It Was a Good Year
It Was Just Okay
It Was Terrible
Saturday - December 20, 2014
GamesRadar - The 8 Worst Uses of DLC
GamesRadar has a new article they posted where they talk about the eight worst ways DLC was used in gaming history, and surprise Horse armor is number one.
Elder Scrolls: Oblivion marked the start of a new era of gaming in more ways than one. It brought many into then-new-gen gaming, sold people on the Xbox 360, and notoriously set the bar for insulting DLC. Oblivion’s Horse Armor is a famously poor example of downloadable content, charging players $2.50 / £1.70 for some extra equine protection that did absolutely nothing besides make your four-legged ride glimmer in the sunlight. It quickly becoming a cautionary tale in how not to handle DLC- but that 2006 offense to gamer's wallets seems quaint when compared to some of the downloadable mistakes that followed.
Despite consumer backlash, publishers always seem a little too willing to test the limits of how much they can charge for additional content. And consumers have always been ready to let them know where that limit is. Read on to see some of the most ludicrous ‘enhancements’ gaming has seen in the recent past...
Lords of Xulima - Early Impression @ RPS
Rock, Paper, Shotgun's john Walker posted his thoughts on playing Lords of Xulima. He isn't ready to post a full review so here is just his early impression.
I’m still very early on in the game, but I wanted to alert RPG fans to it in time for their Christmas holidays. They say it’s over 60 hours long, and it’s all rather nicely put together, reminiscent of classic RPGs while cutting out a lot of the faffy bad interface stuff that plagued them. From my first few hours, I’d certainly recommend a look. It’ll set you back a not inconsiderable £15 on Steam. Or it’s the same price via the dev’s Humble Widget, which will see them get 25% more of your money, and get you a Steam key anyway.
Lords of XulimaSP/MP: Single-player
Rebel Galaxy - Interview @ GamerHubTV
Double Damage Games
Age of Wonders 3 - New Holiday Gift
The Age of Wonders 3 developer's haven't been idle with making the games next expansion pack, and now they offer a free X-Mass gift to every buyer.
Here is the infomartion from a new Steam Post.
With the Holidays approaching fast, we have a bit of a different kind of Journal for you: a gift to all you Age of Wonders 3 players.
The Age of Wonders 3 Holiday update features a dozen new types of head gear to be used with the Leader Customizer. The set includes sinister cloak hoods plus Undead and Frostling themed head gear in anticipation of the upcoming expansion, set for Q1 2015
As with other head pieces it takes on player colors; so if you want to create a Santa, select the new fluffy Santa hat, ensure to pick a red and white color scheme and choose a big bearded dwarf. Or select a hooded skull mask if Santas aren’t your thing. Al lot of these accessory types were tricky or time intensive to make (such as the hoodies), so they didn’t make it in the original release. Hurrah to Daniel for pulling it off!
All the head gear is available for all the classes and races, so get these updates from Steam (Auto update) and GoG (download patch) and get customizing now to look at your Christmas best.
Thank you for making the game such a success this year.
- Team Triumph
PS: a lot of us will be off during the next two weeks; but we might have an additional journal lined up for you next week.
Age of Wonders 3SP/MP: Single + MP
CI Games - Physical-Digital Turning Point
Lords of the Fallen studio head Marek Tyminski talked with gamesindustry.biz, and shares his opinion on how digital distribution is changing the way his company makes games.
CI Games CEO Marek Tyminski says digital distribution is changing the way his company does business. Speaking with GamesIndustry.biz last week, Tyminski talked about embracing the advantages of selling games digitally after a rocky release for what he called CI Games' first AAA title, the action-RPG Lords of the Fallen.
When the Xbox One and PlayStation 4 editions of the game passed the platform-holders' certification checks on the first attempt, CI Games figured it was well-positioned for a smooth launch. However, the variable hardware configurations of the PC platform posed a greater than anticipated problem, and the game launched with significant stability issues.
"We got slapped in the face after the launch of the game," Tyminski said.
ME4 - Designer Teases More Information
If you feel like reading more information about Biowares next Mass Effect game then head on over to gamingbolt who has a roundup of Twitter posts from Bioware.
Bioware hasn’t showered us with Mass Effect 4 information in the past year (we’re still waiting for an official name till this point) but it has offered one tiny bit of information after another. The latest bits come via designer Jos Hendriks who talked on Twitter about traversing the space in the game. Hendriks first tweeted that, “I’m in space now, you guys. Space sure looks pretty these days.
The rest deal with the Mako, and talk about the game.
Battle Brothers - Worldmap Presentation Video
Overhype Studios latest blog update for Battle Brothers shares a new video with developer commentary about how the games Strategic Worldmap will work.
For the first time we present you a video of our strategic worldmap in action. In the video we explain all the core features and mechanics of our Battle Brothers worldmap and show how the different factions act and behave. It took us a little longer than expected to get this done as we completely reworked all worldmap tiles and the way they are combined to achieve a more natural look.
Battle BrothersSP/MP: Single-player
Release: In development
Aldorlea Games - X-Mas Steam Sale
If your a fan of commercial RPG Maker games then check out the full catalog of Steam games form Aldorlea Games. They sent out a new press release with the information.
Aldorlea's full Steam catalog on discount for Christmas!
Aldorlea Games (http://www.aldorlea.org) is proud to announce that all its 7 games will be up to 80% off during the whole Steam Sale in December. This includes the full completed Millennium series, as well as 2 stand-alone games. With great production values, exciting stories and exceptional replay value, the RPGs designed by Aldorlea are a great gift idea for Christmas!
The Book of Legends:
3 Stars of Destiny:
And a final positive note for the fans: Aldorlea will remain a force to reckon with in 2015, as more games from its catalog will be released on Steam.
Diablo 3 - Patch 2.1.2 Release
Blizzard will be releasing the next patch for Diablo III on both consoles, and the PC. A fansite by the name of Diablo Somepage has all the infomation on the new patch.
Diablo III Patch 2.1.2 will be the first patch to arrive simultaneously on both the PC client and the Ultimate Evil Edition next-generation consoles. At a recent PlayStation Experience event, Diablo III lead Josh Mosqueira was joined by other developers to discuss the console Ultimate Evil Edition. They explored the process for bringing Diablo III from the PC to console, and features of the next big patch.
Diablo 3SP/MP: Single + MP
Genre: Hack & Slash
SW:TOR - Where Were You Three Years Ago
A fan site by the name of SWTOR Strategies has information about Bioware asking on the MMO games forum where were you three years ago when the game launched.
What do you know… This upcoming Saturday, Star Wars: The old Republic ( SWTOR) have been around for 3 years. I still remember when I started this blog about the game back in 2008, right when I heard about the game the first time.
Now BioWare want’s you to share where you were 3 years ago when we launched. Or, share a happy memory of yours from the past 3 years! We will also have devs, other members of the community team, etc. swinging into the thread to share there memories!
I still cant believe the game is turning thee years old as everyone said it was doomed.
Centauri Sector - New Space Combat Game
The following game called Centauri Sector by developer LW Games was brought to my attention earlier today. While it's not a true RPG it does have some RPG elements.
Here is a new Alpha video, and the games description off Steam.
Centauri Sector is a top down space combat game powered by a dynamic campaign, RPG elements, fleet management and detailed ship control.
- Pilot your flag ship in a top down 2d combat.
- While in combat manage your shields, power, weapons capacitor and more.
- Engage in advanced tactical combat by forming your own fleet and issuing commands to destroy your enemies.
- Gain new active and passive skills and bonuses by climbing through the ranks.
- Equip your ships with a wide variety of modules and guns.
- Engage in a dynamic war powered by a turn based dynamic campaign that doesn't always plays the same.
Indie RPGsSP/MP: Unknown
Release: In development
The Red Solstice - New Update & 50% Off
Ironward has updated The Red Solstice with some new maps, graphics, bosses, music, and announce the game is now half off on Steam till January 2nd.
With this update we officially feature a new industrial themed map. It provides a dark and gritty feel. It's narrow corridors and a central defense position will require some new strategies and should provide a fresh experience to veteran players. Monsters will move 10% faster on this map.
Along with the new map we feature four new missions:
- In the Eye of the storm mission players will be trying to restart failed reactors and bring back colony shields while running in the dark. Remember that box of road flares you threw away? Well, sh*t happens...
- Enemy at the Gates mission will teach players a valuable lesson, that the enemy at the gates is much better then the enemy rushing through the wide open gates.
- Colony Defense System makes the marines deal with a case of hacked turrets. Sometimes it's worth finding the person responsible and undoing the damage they have done. Sometimes it might be preferable just to clean the mess up with some explosives.
- There are many enemies in The Red Solstice. Good thing is that they can't multiply on their own. Until now. "Kill it before it lays eggs" is no longer a valid option. Can you contain the infestation from spreading before you face overgrowth?
The Red SolsticeSP/MP: Single + MP
Release: In development
Friday - December 19, 2014
Original Sin - Post-Funding Update #66
The Kickstarter page for Divinity Original Sin has been updated with the news that they have won the Gamespot PC game of the year award, being named by RPS the Bestest Best Kickstarter of 2014 and winning the Best RPG in Spain. For this update they also made a 16 minute video:
This also contains info on using DOS with a controller, the hardcore mode, the economy of the game, redesigning how the main story is told and the stories of the companions, banter between the companions, the Linux version, tweaks to the engine to better utilize high power gaming rigs, perfermonce improvements which also could allow creation of persistent campaigns, positions for a job at Larian Studios and the new RPG(s) for which there is actually no news.
In addition there is also a 9 minute video in which they look back to what happened in 2014.
Avernum 2: Crystal Souls - New Release Date
Thanks to Kordanor we now have an update on the release of Avernum 2: Crystal Souls. It was supposed to be December, but the website now says January 2015.
Windows and Mac Release Dates are now listed as January. Later in 2015 a iPad Version will follow.
Avernum 2: Crystal SoulsSP/MP: Single-player
Release: In development
Dex - Early Access Phase #3
Developer Dreadlocks posted news on Steam that has that Dex has entered the the third phase of development on Early Access. Here are the details, and a new video.
We’re happy to announce a major content update that introduces several new quests and new locations, as well as over ten new NPCs and loads of minor additions and improvements!
Release: In development
Shroud of the Avatar - Release 13 Instructions
Release 13 of Shroud of the Avatar is now available for all backers, and Portalarium has once again released instructions on how to download, and play the new update.
I'm still waiting on the news for when I can play the single player version.
When we first released our Q4 2014 schedule over 3 months ago we were quite optimistic about how much we could accomplish in that period of time, while at the same time transitioning to 24/7 uptime with persistence. While we were able to complete as much work as we had planned (and in many cases more) that work ended up being very different than what we first planned. This is what comes out of a very iterative and responsive approach to development. Our velocity is almost exactly what we had hoped but the direction of our efforts varies.
We believe that this approach will result in a much better game than if we simply marched along with a rigid plan that had no room for adaptation. We hope you share that belief and continue to support us on this unique journey.
Release 13 is our first release since launching on Steam Early Access last month and we believe that the changes and additions we have made are making the game both more beautiful and more playable. From the incredible stark beauty of the desert scenes to the rush of flames engulfing your axe, you will find much to enjoy. Of course with new content comes new bugs and balance issues, so help us out by posting bugs and feedback in our official forums.
Shroud of the AvatarSP/MP: Single + MP
Release: In development
Frontiers - Early Access Launch Update
Lars Simkins takes a look back at his funded kickstarter game Frontiers. The main point of the update is about what he has leaned from the game on Early Access.
1,000 days later: Early Access launch (and beyond)
The first piece of FRONTIERS code that I can find - code written for the actual project, not just for noodling with Unity - is dated March 14th 2012. It's from a test scene where I implemented an inventory square.*
So here we are 1,000 days later. (1,008 but whatever.) That's a lot of missed birthdays, anniversaries and holidays. A whole lot of unreturned phone calls from friends and family and bill collectors. A whole lot of VFX jobs turned down. Sometimes I ask myself: was it worth it? Was it worth all the insane late nights and frustration and answering hundreds of emails and forum posts and sending out press info and - oh, right, working on the game, at least when I'm not butting heads with this god-forsaken engine?**
Yeah. It was. Maybe I'll feel different by the time the game is actually finished (we should start a backer pool on how many more days that will take) but right now I'm looking at the FRONTIERS logo on the Steam home page and thinking: yeah it was worth it. Seriously look at this:
When I started this project I could barely write an inventory square, and now two campaigns and a Greenlight backer-blitz later, we've got a game on Steam! That's nuts!
Release: In development
Satellite Reign - Impression @ RPS
Rock, Paper, Shotgun's Alec Meer posted his thoughts on the Early Access version of Satellite Reign that was released this month, and his opinion is very positive.
There are ripples of possibility from every attempted incursion, and right now I’m enjoying watching them spread. The game is in a rickety state right now, no doubt about that, but nothing like enough to destroy what’s working so very well here.
The big question is how this will all play out on a wider, and longer-lasting stage. Car stuff is super-buggy at present, augmentations and weapon upgrades aren’t in there yet, so there’s no way to tell how bigger stuff will affect the delicate balance of combat, and right now missions (selected in an order of your choice from a rudimentary and placeholder menu) don’t entail anything more than getting inside somewhere. The fun is how you get inside, of course, but I suspect it’s going to need a better pay-off if it’s to be done regularly.
There’s a long way to go for sure, and don’t anticipate spending more than a few hours with the current build, but it’s that rare and precious Early Access thing – a game that gets its fundamentals right, right out of the gate, and I’m actively keen to watch it grow, rather than being frustrated by everything that isn’t there.
Most of all, this: Satellite Reign is on course to be the Syndicate we need, not simply the Syndicate we wanted. Please don’t let anything go wrong.
Satellite ReignSP/MP: Single-player
Release: In development
Dragon Fin Soup - Happy Holidays Everyone
The Grimm Bros wish every backer a Happy Holidays in the latest kickstater update for Dragon Fin Soup. They even posted a new image to go along with the update.
It’s the tail-end of 2014, and it has been an AMAZING year for us at Grimm Bros… we've gone from an indie start-up that nobody knew about to one of the up-and-coming indie studios showcased at PlayStation Experience. And all of this happened in big part thanks to all of YOU! You backed us, supported us, and cheered us on as we pursued our dream and we can’t thank you enough. On behalf of Randis, Sem, Nick, Mark and myself have a wonderful holiday season and happy New Years!
Dragon Fin SoupSP/MP: Single-player
Release: In development
BioWare - The Sound & The Fury
Bioware's latest blog entry talks about what the writers of Dragon Age: Inquisition, and what music they listened to for inspiration to write the game.
If you wandered into the Writer’s Pit while Inquisition was in full swing, you probably would’ve seen seven writers (and one editor) with headphones on, eyes fixed on monitors, typing furiously. Most of the writing happens when we can shut out the rest of the world and immerse ourselves fully in the story and characters. For many of us, this requires music. Often the music we listen to informs and even inspires what we write.
Child Of Light - IGN Game of the Year Nominee
IGN released a short video about why Child of Light is a Game of the Year Nominee. I seem to remember some of you liked the game, and others criticized the art style.
The IGN crew breaks down why they chose the unique RPG as one of 2014's Game of The Year Nominees.
Child Of LightSP/MP: Single-player
Genre: Metroidvania RPG
StarCrawlers - Post-Funding Update # 32
Juggernaut Games latest post-funding update for StarCrawlers has information about a new contest, music trailer, wallpapers, and the games development progress.
Soundtrack Preview Trailer
The StarCrawlers soundtrack is just about done and it is AMAZING! We wanted to give everyone a bit of a preview of Ben’s work, so we put together this trailer that has a medley of several tracks, plus a first glimpse at some new environments you may not have seen yet!
Backer-Only 'Design a Weapon' Contest
For those who didn’t get the opportunity to participate in content creation during Kickstarter, we thought we’d offer another opportunity for you to contribute your creative ideas to StarCrawlers. We are running a contest to design a legendary weapon drop. The winning weapon will be featured in the final release of StarCrawlers! Rules and entry form are below:
- 1 entry per person
- 1 Winner will have their weapon featured in the game
- Winner will be announced after January 9
- Deadline for submission: January 5, 2015
We’ve been making so much progress on the game in the last few weeks its hard to know where to start! The team has been pushing themselves like never before and it shows. Here are a few of the many things we’ve been working on:
- Character Abilities - all characters now have a full set of unique abilities, complete with particles and effects. We are currently working on balancing, tweaking and SFX from the talented team at PowerUp Audio.
- Itemization - randomized weapons are in and we are working on randomized art for them - armor and shields are in progress. There are currently thousands of possible unique weapon drops that can be encountered in game. Weapon class specific upgrades are coming soon.
- Character Art - Final art for male and female versions of all character classes is complete
- Mobs - new enemies are in and can be encountered on runs - rarespawns have started to appear also.
- UI Overhaul - the UI has been completely redone in the past few months to improve functionality and appearance - we can’t wait to hear what you think!
Release: In development
JA:Flashback - Version 1.1.0 Avaiable
Another patch for Jagged Alliance Flashback was released earlier this month. As usual the game still needs a lot of fixing, but here are the changes.
First off we've expanded the island of San Hermanos and add 3 new sectors (2 visble and one underground). With the new sectors we have also added a new quest that has a a "wild" twist and added lighthouses that negate deployment costs in the current and adjecent sector if you control it.
Attachments have also been added to this version, so now you can add up to 10 different attachment and just to name a few: Sniper Scope, Nightvision Scope, Reflector Sight, Supressor and Bipod.
We've also updated the modding menu in the game, so it's now hooked up to Steam Workshop properly and you can easily manage your mods.
JA:FlashbackSP/MP: Single + MP
Thursday - December 18, 2014
Lords of the Fallen - iOS/Android Ports Announced
In addition to the recently announced sequel, Deck 13 has also announced iOS and Android ports of the first Lords of the Fallen. It is unclear what, if any, changes will be made for these ports, but both are expected to be released in 2015.
Lords of the FallenSP/MP: Single + MP
Larian Studios - Updating D:OS & New RPGs
According to a new blog post, Larian Studios has ambitious plans for 2015. While they are celebrating Divinity: Original Sin's critical and financial success, they are not resting on their laurels:
Progress can only be made if you’re aware of your faults and intend to do something about it, so explaining our plans starts with explaining what I think sucked about D:OS and more importantly, why those sucky things made it to the final game....
Anyway, can you guess what is keeping us busy for the moment?
Yep, we’re fixing parts of the story, improving the UIs, revisiting the encounters, rebalancing the loot, rewriting certain dialogs, adding extra feedback, looking at what we can do to fix character progression, improving the companions etc…
Of course, this is only the beginning, as Larian is expanding their team size and even starting a new office in Quebec City. Why all of this expansion?
Fixing things is not all we’re doing however, far from it. We’re not hiring all those people just to transform D:OS in a better experience, no, obviously we’re also working on our new RPGs.
Notice the ‘s’. It’s intentional and while I’d love to tell you more about them, I need to refrain for fear of losing whatever press momentum we’ll be able to muster when we’ll announce them. But there’s one I thing I can already tell you, and it fits well with the second big thing we’re doing to improve the quality of our future offerings – both RPGs are being built on top of the D:OS engine.
So new RPGs are incoming from Larian! Sadly, more information will have to wait.
Deck 13 - Lords of The Fallen 2 in Development
Executive producer Tomasz Gop announced on Eurogamer that his working on a sequel to Lords of The Fallen. I guess the game must of sold well on Steam to warrant one.
Executive producer Tomasz Gop confirmed it in an email to me this morning. "We're now working on vision and concepts for Lords 2," he wrote, but wasn't ready to talk further details.
Gop revealed the news in a Facebook post translated by our friends at Eurogamer Poland.
Lords of the Fallen came out at Halloween, at the end of October, and was a chunky action adventure much in the same vein - but far less punishing - than Dark Souls/Demon's Souls.
"If an easier, less obtuse variation on From Software's combat RPG is all you crave," wrote Dan Whitehead in our Lords of the Fallen review, "then it will certainly reward you with a lot of game for your money.
"I just wish it wasn't so happy to sit in another game's shadow..."
With Lords of the Fallen 2, developer Deck 13 and producer City Interactive have a chance to step out of that shadow. The groundwork is laid, a PC, PlayStation 4 and Xbox One presence established.
Dragon Age: Inquisition - New MP DLC & Upgrade
Bioware announced on the Dragon Age: Inquisition website a new MP DLC called Destruction is now available for free to all buyers of the game.
Dragon Age™: Inquisition - Destruction adds new paths to existing destinations. The conflicts raging throughout the world have upset the balance of nature. Wild creatures now roam the battlefield, introducing chaos as they attack both friend and foe. Best of all, you can download this pack right now, totally free!
Also they are now offering the Deluxe Version pre-order DLC as a paid upgrade.
Whether you’re on your second playthrough or experiencing the world of Thedas for the first time, the Deluxe Upgrade will grant you cool bonuses to empower your Inquisition! This upgrade is ideal for players who purchased the Standard Edition of Dragon Age: Inquisition.
Here’s what you’ll get for the low price of $9.99
- Skyhold Throne – Every ruler should sit in a place of high honor, but as the Inquisitor you will have the greatest throne of all, fashioned from an ancient dragon skull.
- Red Hart Halla – Navigate the perilous, living world atop this great-horned beast.
- Bog Unicorn – Once belonging to an evil marauder, this unique mount has returned to inspire fear into those who would oppose you.
- Bring the world of Thedas wherever you go with the digital soundtrack. Click here for instructions on how to download yours.
- Dragon Age Multiplayer Deluxe Edition chests!
Dragon Age: InquisitionSP/MP: Single + MP
InSomnia - Demo Development Process
Yet another update that was missed earlier this month Studio MONO posted a new kickstarter post about the development of the demo for InSomnia.
Good day to everyone! Due to a number of reasons, we haven’t posted any news for a while. We had a lot of work to do regarding the transition to Unreal Engine 4. We chose this engine to speed up the development and, mainly, to get make it easier for us to release PC, Mac, and Linux versions at the same time. At this moment we finished transitioning the old functionality and now we are starting to add new features.
As you already know, we are now working on the demo of the game with 3 to 5 hours of gameplay. The demo will take place on a colossal space station that has been moving to the evacuation point: a faraway planet, where station inhabitants hope to start over the history of the human race. The working name of the demo is “The Premise”. It’s going to be a part of the game that includes a tutorial and a kind of prologue to the main events of InSomnia RPG.
In the demo, you’ll be able to try the main features of the gameplay: close and range combat, leveling up, the dialogue system, and main and side quests. Also, you’ll be able to try some of the basic skills like mechanics, unlocking, stealth, and medicine. During the demo you’ll be playing for one of the main characters of the game - Typer (in the release version of the game you’ll create your own character from scratch). This character has his own story, unique skills, social position, weaknesses, and strengths. Some of the inhabitants are friendly with him and some of them are not.
InSomniaSP/MP: Single + MP
Release: In development
Original Sin - Gamespot's PC Game of The Year
Gamespot has named Divinity: Original Sin their PC game of the year, and before I forget, thanks Joxer for bringing this to my attention earlier today. Here are the details.
If you haven't played Divinity: Original Sin but have only seen screenshots, it would be easy to dismiss its success as owing to its grab at PC-enthusiast nostalgia. That isometric perspective? A party of four? They recall the good-old days of Planescape: Torment and Baldur's Gate II. Could a game really be blamed for appealing to our fondness for the past?
In the case of Divinity, however, appearances are deceiving. What makes Divinity special isn't how closely it hews to an old recipe, but how far it deviates from it. This is a game in which the most innocuous of choices have consequences that you may not have foreseen, but which nonetheless make sense within this internally consistent and varied world. Making decisions in Divinity isn't a matter of following dialogue paths to predesignated story beats, but about deciding whether a conversation is even worth having in the first place. And should that conversation occur, it's up to your own personal gifts of persuasion--and a little bit of luck--to determine whether it will go your way. Violence is an option, but it's not the only one.
Violence is nevertheless an enjoyable option, however, thanks to Divinity's excellent turn-based combat, which harbors surprises of its own, most of them due to elemental reactions that could blow up your entire party if you aren't paying close attention to your surroundings. In Divinity: Original Sin, every encounter, every discussion, every step into the unknown is an event. And you know a game is special when you know that the simplest of choices might create lasting, heart-pounding, game-changing drama.
Kingdom Come - Interview @ Digital Digging
Warhorse Studio’s Head of Communications Jiří Rýdl was interviewed on Digital Digging to talk about the development of Kingdom Come: Deliverance.
DD – The Kickstarter goal to introduce the miller’s daughter as a playable character has been successful – will she have her own time-line, and if so will it precede that of Henry, or run alongside?
JR – Well, I don’t want to spoil the game too much :-] You will be able to play a few quest as a millers daughter, and if you do it well, you will help Henry in a major way!
DD – Will we be experiencing seasons in Kingdom Come: Deliverance? Will there, for instance, be rainy seasons (similar to a British summer), and Autumn gales? And if so, would they be synced to the player’s location?
JR – The story is not long enough to see snow or falling the leafs from the trees, but the weather changes will be included.
Also the new Alpha update has been delayed according to a new twitter post.
Kingdom Come: DeliveranceSP/MP: Single-player
Release: In development
Final Fantasy XIII-2 - Review @ Hardcore Gamer
Hardcore Gamer posted a new review for Final Fantasy XIII-2, and gave the game a final score of 4/5. Here is a short summary of why they gave the score.
Final Fantasy XIII-2 is the best entry in the Fabula Nova Crystallis series, offering far improved gameplay systems while giving players access to a highly diverse soundtrack and various timelines to explore. While the two protagonists are among the weaker of the franchise, the ability to recruit monsters into your party is a delightful change to the formula. The PC version is also a step up from what Square Enix offered a couple of months ago with Final Fantasy XIII, establishing more graphical options than ever before, but they still have a ways to go. While the seemingly automated combat system may turn some people away, and the lack of control of party members can be discouraging to some, it’s all streamlined well enough that players will enjoy how battles turn out. Final Fantasy XIII-2 is a step in the right direction for Square Enix, paving the way for future releases from the Japanese giant.
Final Fantasy XIII-2SP/MP: Single-player
That Which Sleeps - Development Timeline
Another update that was missed while I was gone is for That Which Sleeps with information from developer King Dinosaur Games about the gamed development.
Development Timeline and Impact of Stretch Goals
With the technical specifications locked in for the new map structure and sufficient analysis done on the code to support our stretch goals we are now confident in setting a timeline for release to backers. The overall delay will be three months for Beta, and an additional month for the full release to all backers.
December - Scenario VIewer release, New map complete, overhaul existing scenarios with new settings, map editor complete
March - Final testing, release Beta and Mod Tools to Beta Backers
May-June - Gods and Religions beta release and testing
June-July - Release to all Backers
On seeing the success of the Kickstarter I had hoped we could keep the delays to only two months, but it turns out that would give us very little wiggle room in case of unexpected issues. We came up with this timeline by ensuring all risks are understood and generating development hours based on prior experience. After a final calculation I add +30% to the total time to account for potential overage. We have confidence in the timeline presented and I do not believe their will be any additional delays.
That Which SleepsSP/MP: Single-player
Release: In development
Dungeons Of Aledorn - New Updates
The Dungeons Of Aledorn website had two new updates in the last two weeks. The first update has infomation on how the develper will use motion capture.
Greetings to all RPG fans, dungeons fans and fans of Dungeons of Aledorn. Today, we have again something new in development. This time it will show our mocap (motion capture). This news update we decided to process the form of videos, in the same spirit as the recent Teaser presentations with music. Once again the video will be complemented by music from the game, produced by Marek. In the video you will also see our Swordmaster Zdenek. If you are interested in finding out anything about mocap, feel free to ask us. In the Team 21 crew we have several people who have extensive experience with mocap.
The second update is about some new updated screenshots.
Greetings to all fans of dungeons and our Dungeons Aledorn. Many of you have rightfully criticized some of our game screenshots for their lack of realism and atmosphere. To prove you all that we take your opinions seriously, we introduce you once more to the below deck area. We worked hard on texture editing (blending), object shadows and lighting. The result was more than satisfactory as you may see in the following screenshots.
Dungeons Of AledornSP/MP: Single-player
Release: In development
Caribbean - The Multiplayer Dilemma
It has been a while since any news for the Mount & Blade spin-off game Caribbean! had any news posted, and in the latest update the developer talks about the Multiplayer.
Initially, we only thought of 'Caribbean!' as a single-player game, because at its foundation was our attempt to convey the feelings that gave us Sid Meier's Pirates! in its time. But taking something as template doesn't mean full copying. Mount & Blade's genom, that we got together with its engine, obliged us to focus on a good fighting system as well.
That's why the game's concept sounded like this:"economic strategy + naval battles + war strategy + roleplaying". This is a good, massive foundation upon which we can build so many ideas. So many, in fact, that we have more planned ideas than we can possibly implement. Trading routes? River expedition into the depths of America? Searching for the secret Maia towns? Advanced control of generals and fleet? We'd like to do all of it.
Multiplayer was left for later, as it requires a different approach. And not just different, but an entirely opposite one.
For us the perfect blend of roleplaying and strategy means playing at a pretty slow pace. You can sit and think as much as you like. You can send your squadron to loot a town and drink some tea while your ships cross the Caribbean sea. Multiplayer's having none of it: everything is fast paced, there's a lot of emotion and tension involved and compressed into 5-10 minutes sessions.
Traditional multiplayer, such as the one we did in 'With Fire & Sword', isn't very interesting to make at this point. We think it's time to try something new, but what would it be exactly? Maybe some sort of team deathmatch with set goals? Goals that could be different for each team or maybe for each individual player?
A lot of people ask to add multiplayer. Some of you ask to add co-op. Could you tell us what you mean by 'co-op' for this game?
Before we dig too deep into this, here's an official announcement. If by co-op you imply an ability to play the single-player campaign, but with friends online, we won't be able to make it happen. This game would be titled 'Mount & Blade Online' and our studio of 10 people is not the one for this job.
But perhaps you'd like to suggest your idea for a fun multiplayer mode without resorting to creating another WoW-killer? Let us know what you think.
CaribbeanSP/MP: Single + MP
Release: In development
Graywalkers - Back On Track Update
Dreamlords Digital posted another kickstarter update after a few weeks of silence with news about the development of their funded game Graywalkers: Purgatory.
Hello everybody! Hope everybody is well. We just wanted to do a short update so you guys know what's been happening.
1. Unfortunately, we still haven't gotten the funds from Amazon. For some reason, they are holding it and been giving some weird reasons like it wasn't approved (yet they approved it before and even already deducted the funds for themselves and for kickstarter). Honestly, at this point, we're very frustrated with the way it's been going with them. They gave us some steps to fulfill and we're trying to fulfill those again just to facilitate it. They said, worst case scenario they will release the funds in 90 days. We are hoping this is not the case.
2. Despite the delay in the funds, we've started working fully on Graywalkers already. We've welcomed several new members to the team and they have started to work. We've also done our development schedules and planning. We're still looking for some key members to bolster the team but definitely we are moving forward.
3. For the rewards, we are already starting to prepare for them. We are targeting to have many of the rewards not dependent on the game ready within March.
4. Me and some members of the team will be in GDC in March in San Francisco. We still haven't finalized if we will be having our own booth at the GDCPlay area or if we can join the indie megabooth. Still in the works and we will keep you posted. We will also be having the dinner where those who reached the appropriate reward will be joining us. Take note that it's still not too late to avail of that dinner as an add-on.
5. We are currently working on the forum and should hopefully have one setup before the month ends.
6. For those who have design rewards, you can start conceptualizing what you want and emailing them to us. Please email us your descriptions and some reference guides for them. You can email the information to me personally at email@example.com.
7. You guys can still continue to support us through PayPal if you want. We have decided to keep the rewards still the same except for a few Kickstarter only exclusive rewards. http://graywalkers.com/Pledge-Now.html
8. With regards to updates, we constantly monitor our comments section so please feel free to post there anytime and we're sure to answer it within a day or two at the latest. We definitely want you guys to be comfortable knowing that we can be reached at anytime that you guys have a question.
9. We will try and have a monthly update so we can summarize whatever relevant information we can provide you guys.
10. With regards to development, we will be focusing first on the combat system. You can continue to post what feedback you had from the demo on gameloop, as well as your wishlist with regards to features.
11. We're now in talks with several potential investors. Hopefully one of them pans out to guarantee a bigger budget for the development of the game.
Release: In development