Victor Vran Review
Our forum member Greywolf00 checked out Victor Vran for us
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Expeditions: Viking Preview
Aries100 visited The Nordic Game Convention in Malmö to check out Expeditions: Viking
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For the most part
Really don't know
Maybe a bit
BattleTech - Interview @ MMO RPG by Capt. Huggy Face
XCOM 2 - Every new Class and Alien revealed so far @ Gamespot by Carnifex
Graywalkers - Development Update by Kordanor
Project: Gorgon - The First Let's Play Online by Fluent
Quest for the Unicorn - Silver Anniversary Edition Released by getter77
Tuesday - July 28, 2015
Fallout 4 - Base Customization @ Gamespot
Gamespot asked Pete Hines about base customization in Fallout 4:
Fallout 4 Base Customization Will Have More Options Than Skyrim
Want to build a spaceship? You can do that.
At E3, developer Bethesda announced that Fallout 4 would have places in its world for players to build bases. Now, Marketing VP Pete Hines has revealed to GameSpot a little more about the extent of this creator and a level of customization available to players.
In an interview at Quakecon, Hines told us that the base creator isn't limited to pre-determined frameworks for buildings. Rather, players will be given the ability to decide many different aspects of their buildings. Hines specifically referenced the homes players can own in Skyrim - although there are small choices in customization, most of the buildings were set and unchangeable. Hines explained that Fallout 4 gives you much more control over your base than Skyrim does.
"It's not just, 'Hey, here's Breezehome [one of the houses in Skyrim],' where we just picked a house, and you can buy it, and you can go to somebody and say, 'Here's this much gold, and put this thing into my house.' [In Fallout 4] it's, 'Now I'm building it, I'm actually building the house, I'm building the wall, I'm placing the door, I made the table, I made the mattress.' It's that sense of making your own way in the world and defining, 'Who am I and where do I live and what's my story in this world?'"
He went on to say that building locations are limited, but there are a lot of options for building within those spaces. "There are preset locations around the world where you can [build]," Hines explained. "You can definitely build up... [In one demo] there's a radio tower, and the developer that built it just kept going up and incorporating the tower into their structure."
He continued: "Much like a game like Minecraft, you can be a noob and just build a simple little thing. And you can also get the guys who go crazy and [can say], 'I rebuilt the spaceship from this game... [or] I rebuilt the Tardis from Doctor Who using the lights and stuff and it looks exactly like it.' Like, holy s**t that's incredible."
Fallout 4SP/MP: Single-player
Release: In development
Mount & Blade II - Debut at Gamescom 2015 @ NicheGamer
Mount & Blade II: Bannerlord will be revealed at the Gamescom 2015 in Cologne:
TaleWorlds Entertainment will be revealing Mount & Blade II: Bannerlord for the first time at Gamescom 2015 in Cologne. Media will be invited to attend private viewing sessions of live gameplay from the game in its current state. Video and additional information about the game will be released to the general public concurrently, satiating some of the massive player demand for information on the new entry to the franchise.
The series, which has until now accumulated over 6 million unit sales, is a favourite among players, much loved for its refreshing sandbox gameplay that centres around player freedom. This next instalment takes place 200 years before Warband but brings the series forward by greatly expanding gameplay in all areas and offering much improved visuals.
Mount & Blade IISP/MP: Single + MP
Release: In development
Monday - July 27, 2015
Witcher 3 - Is Getting A New Game Plus Mode
The last free DLC will be a 'New Game Plus Mode':
Already finished The Witcher 3: Wild Hunt multiple times?
We’ve got something coming up…
New Game+, the final DLC, is on the way and, of course, it’s completely FREE!
Stay tuned for more info regarding the release. It won’t happen this week though - we need a little bit more time to finish it.
Witcher 3SP/MP: Single-player
Wizardry 8 - in RPG Heroes Bundle
Wizardry 8 is one of the attractions in Bundle Stars new RPG Heroes Bundle. Other games included are Blades Of Time Limited Edition, bit Dungeon II, Etherlords I & II, Rune Classic, Fate:Undiscovered Realms, and Realms Of Arkania:Blades Of Destiny & the DLC For The Gods. The Bundle is $2.49 for the first 48 hours only. (42 Hours left as of this writing).
Wizardry 8SP/MP: Single-player
RoA: Blade of Destiny HD - Patch 1.35 Released
Two years after release we get a new 381 MB patch for RoA: Blade of Destiny HD:
After months of development and just in time prior to the 2 year anniversary of the Blade of Destiny release, Crafty Studios and the Beta Team of BoD HD are proud to present Patch 1.35, consisting of more than 300 changes, additions, modability extensions and fixes. Detailed patchnotes can be found in our official forum at Patchnotes 1.35. Just some highlights:Content changes and extensions
- Castle Felsteyn: Mod of Viana included as Event
- In Thorwal there is now the building "The Black Finger"
- You can now sell books in the Thorwal Mage Academy
- New event "Revenge of Ottaskin"
- New event in Phexcaer: Nancy's Note of Validor the villain
- Random city event "A pickpocket"
- Random city event "A Carriage"
- Random city event "A shooting star"
- Random city event "A beggar" extended
- 8 new events for resting at an inn
- 6 new events during outdoor camps
- 4 additional random battles after campsNew and updated Features
- User Interface is now scalable (e.g. for 4K resolutions)
- The console now logs experience points
- Console messages are in different colors
- Battle Avatar look improved (rimshader removed, specularity reduced)
- The spell "Solidirid" can now be used in the game
- The group now shares its food and water reserves
- The Spider demon is now a significantly bigger avatar in battle to diversify from the lesser spidersExtensions to Modability
- Displaying images (up to size 256x256) possible in dialog boxes
- Character classes can now have custom portraits by mod
- NPCs can now have custom portraits
- Temple flags (in size 256x512) can now be replaced
...and a myriad of Bugfixes.
Enjoy and spread the word!
RoA: Blade of Destiny HDSP/MP: Single-player
Edge Of EternitySP/MP: Single-player
Release: In development
ICY - Released
Here is the official press blurb for the releases of ICY today on Steam now with a 25% discount and later also on Humble Store and others (but can't find it there now).
ICY, THE NARRATIVE-DRIVEN POST-APOCALYPTIC RPG LAUNCHES TODAY!CAN YOU SURVIVE THE WHITE WASTELAND?
STAMFORD, CT, July 27, 2015 – Digital Tribe Games is excited to announce the launch of Inner Void Entertainment’s narrative-driven, survival RPG, ICY, on Steam, Humble Store and other major digital distribution channels. ICY releases today at the suggested retail price of $12.99. An additional 25% discount will be available for a week in celebration of the title’s release.
ICY presents a full cast of complex characters with diverse personalities and dramatic backstories – each willing to tell you all if players decide to ask. Some characters encountered will even be willing to abandon their chosen path and join the player’s ever-growing nomad family as they make their way across the Frozen World in search of lost friends and a better life. Prepare to hunt, scavenge, trade and sometimes kill in order to obtain what is needed to survive.
In the world of the new Ice Age, players are immersed in the dire struggle to stay alive. The words you say and actions you make send you down branching paths where characters can become new friends, or bitter enemies, based on the tone of conversation you choose. The EXP players invested in Skills, and Items discovered when scavenging, dictate which options are available as they continually face new situations in this post-apocalyptic environment.
“ICY began as a little experiment inspired by NEO: Scavenger, which really managed to simulate the harshness of surviving in a hostile environment, as well as various RPGs in which player's choices really matter - Games where dialogue isn’t just something to skip to get back to shooting people.
Survival games are quite popular, but most of them are procedural games in which the player has to survive as long as he/she can. With ICY, we wanted to put a long and complex plot alongside some more standard mechanics of the survival genre, but without using a central hub in which the player had to constantly return to as they slowly gather and build resources to improve their chances of survival.
In ICY, the player is the leader of a nomad family where survival is based on more than just collecting resources. That is just part of the nomad’s daily routine where survival not only consists of hunting and scavenging, but also how they choose to interact with other characters and tackle the situations they face as the narrative of the game plays out.
We worked hard to give it a unique flavor, to create a unique experience. ICY is not a clone of another game, but something with its own identity and we are very proud we have been able to achieve that.”
- Nathan Piperno, Inner Void
ICY is out today for Windows PC and Mac on Steam, Humble Store and other major digital distribution channels. Gamers will enjoy a celebratory 25% discount during the launch week.
- Experience an intense and mature story of survival in a unique post-apocalyptic new Ice Age setting.
- Influence the plot with your choices, each containing various shades of morality that lead to multiple endings.
- Lead a group of survivors, each one with different needs, values and ideals.
- Scavenge for items and hunt for food while facing the challenges of starvation, illness, harsh elements as well as other bands of survivors.
- Over 400 pieces of detailed hand-drawn artwork illustrate the backdrop for the story.
- Customize your character by choosing how to distribute attribute points among 3 main character traits and 10 different skills that effects your abilities and experience through the entire game.
Baldur's Gate - In Depth Analysis
On our forums Lilura mentioned her/his blog is now covering the first two parts of the (expected) 10 part analysis of Baldur's Gate. The length of these two parts are already individually longer than an average review, so it is more than that. It is in any case an interesting read, if you are up to it.
Welcome to my Baldur's Gate review thing-a-mee! The following comments, criticisms and pro-tips pertain to BioWare's first RPG - Baldur's Gate (1998) & Tales of the Sword Coast (1999), patched to 5512; so, what follows is based on the original release and expansion only. While fixes, tweaks and various ambitious mods have long-existed that fix glitches, bugs and change the game-play, my concern is just with Baldur's Gate (& TotSC) as BioWare released it, "warts n all". Much of what I write here is from a somewhat fuzzy memory, so if I get something blatantly wrong please don't hesitate to jump down my throat, so that I can correct it before I mislead too many... ok, let's get on with this!...
...BioWare eschewed a traditional, tactical turn-based combat system in favor of real-time with pause (RTwP) or "pause n play"; and while I personally would have preferred the former - as seen previously in Goldbox and Fallout (and subsequently in ToEE) - apart from the niggling imprecisions related to pathfinding and spacebar tapping (ie, pause), combat is free-flowing and still fairly tactical and satisfying. The player controls up to six combat units (i.e, a party of adventurers) in "point n click" fashion, assigning them tasks singularly or as marquee-selectable groups. The basic combat flow is: "pause the game when enemy sighted, assign commands to your units (move, attack, cast spell, backstab etc.), unpause and observe what unfolds, pause again to make adjustments and assign more commands, rinse n repeat until enemy is dead". I'll write in-depth on melee, ranged and spell-casting combat in the follow-up to this post.
Baldur's GateSP/MP: Single + MP
The Technomancer - New Screnshots
Four new screenshots for The Technomancer are available.
The Technomancer, the Red Planet explored in screenshots
The new Sci-fi RPG from studio Spiders will be presented in more detail during Gamescom in Cologne
The Technomancer, the new sci-fi RPG for PlayStation 4, Xbox One and PC from developer Spiders, today unveils new exclusive screenshots.
Technomancers are "mage-warriors", who harness, thanks to an innate talent, destructive electrical-based powers, amplified by their cybernetic implants. Both respected and feared by all, they are fearsome warriors trained from a young age to fight. You are one of them, about to finally pass your initiation rite to become a fully-fledged Technomancer.
In today's images, we discover the Technomancer and his companions, about to explore one of the Old Domes, vestiges of the first human colonies on Mars and places considered "sacred" by Technomancers, who guard them zealously. Like the rest of the planet, the Ancient Domes are dangerous places, with countless dangers such as looters lured by the prospect of lost technology, as well as some of the most dangerous mutant creatures to roam the Red Planet. This is a true challenge for an aspirant Technomancer, about to pass his initiation rite...
The TechnomancerSP/MP: Single-player
Release: In development
The Mandate - Production Update
A lengthy update for The Mandate showed up on their Kickstarter page, providing information on the stage they are in with development and offering a range of new screenshots an animation preview and a 8 minute preview of the 2 hour soundtrack.
Before we continue, we want to address the subject of Alpha and Feature Beta. Back when we announced the deal with Eurovideo in Kickstarter update #45 last year, our plan was to roll out Alpha in early third quarter. We are in third quarter but our Alpha version is not ready yet. Now what do we mean by that? Well, we want to deliver a top notch quality product so that you can enjoy the Alpha and provide valuable feedback. We also want to have the capacity to respond to the feedback and make a better game. We are not yet feature complete, and from both a stability, usability and performance point of view we still have work to do. Our current focus is the Gamescom demo preparations and we will share gameplay footage from this demo soon. As for when you can expect the Alpha, we will get back to you as soon as we know more.
...Shifting focus to the art budget we can say that since space combat and boarding combat are two of our main game modes it follows that a large part of our art budget is allocated to those two modes. Ships, ship interiors, character armours and animations make up the bulk of the art budget.
...Next we have the character armours which are important for boarding combat. Again we are aiming for the same eight factions as with the ships. For each faction we are producing four sets of armour: a duty suit (jump suit), light, medium and heavy armour. So far we have produced the Grand Fleet, Black Eagle and Romanov armour sets. The Arkwright armours are currently in production. Our production rate is approximately 1 faction or 4 armours per month and we expect all armours to be completed by end of December.
The MandateSP/MP: Single + MP
Release: In development
Matt Chat - #301: Chris Avellone on Siege of Dragonspear
Chris and Matt against the technology curse :)
Chris Avellone is the best! After hearing about the snafu with the missing segment last week, Chris volunteered to redo it! It's all about Baldur's Gate Siege of Dragonspear this week, one of the most exciting expansions ever.
Sunday - July 26, 2015
Guild of Dungeoneering - Review @ TechRaptor
Xavier Mendel (TechRaptor) has reviewed Guild of Dungeoneering:
Guild of Dungeoneering is a game by Gambrinous, purchasable here at GOG for $15 or from other outlets seen on their website. It’s a turn based dungeon crawler that gets its originality by building the dungeon around the hero rather than by playing as the hero directly. Each turn you can play three cards, of which there are rooms, monsters, and loot. You progress through the dungeons and reach objectives by adding rooms and monsters, getting loot, and leveling up. At the end of each dungeon the hero resets, but the money gained from the adventure can be used to upgrade your guild for better rewards, new classes, and boons that can be applied selectively. [...]
Final Score: 9/10 Amazing
Summary : Guild of Dungeoneering is a fun roguelike that adds guild management, card battles, and other interesting mechanics into one package to create an awesome game.
Guild of DungeoneeringSP/MP: Single-player
Genre: Card-Based RPG
The Guardian - Commodore Amiga at 30
Keith Stuart looks back at the 30 year old Commodore Amiga:
Commodore Amiga at 30 – the computer that made the UK games industry
It’s 30 years since Commodore launched its powerful Amiga 1000 computer, ushering in the era of Worms, Lemmings and myriad other Britsoft classics
In 1985 my family made a terrible mistake – a mistake that would have far-reaching consequences; a mistake that would blight my life for several painful years. I still look back at it with a sense of sadness and, yes, if I’m honest, fury. What happened was this – and if you’re a gamer of a certain age, you may want to sit down: my family bought an Atari ST instead of a Commodore Amiga.
With its powerful 16bit processor and vast 256k of memory (expandable to 512k and beyond), the original Amiga 1000 was the epoch-shattering home computer that effectively invented the concept of the all-round multimedia machine. The Atari ST, meanwhile, was pretty good for midi music.
Today, the Amiga is 30 years old and the internet is full of veteran computer users nostalgically wallowing in its seminal importance. In fact, many of those people probably experienced the internet for the first time on an Amiga, via its original 1680 Modem (it had a 1200 baud rate, speed fans).
But at the time, I didn’t care about its serious computing prowess or the fact that its multitasking operating system was incredibly advanced. I cared about games. And the Amiga was amazing for games – especially for British developers.
ICY - Let's Play Video
Colonel RPG has started a let's play series for the upcoming game ICY:
ICY is a narrative-driven post-apocalyptic survival RPG set in a new Ice Age where your life and the lives of your followers hang on every decision you make. Create your own character using a detailed stats system that influences your abilities to hunt, travel, scavenge, communicate and lead then begin a journey of survival across the white wasteland.
It is up to you to take on the responsibilities and lead your new-found nomad family in their fight for survival. Do not take your role lightly for each decision you make, each word you speak, ripples through the lives of your community.
You and your group are not alone in this frozen world. In addition to the elements and wild life you encounter there will be loners and bands of miscreants to deal with. Decide well on who to trust and how to react or the snow covered landscape will become your icy tomb.
ICY Release Date: July 27
Dragon Age 2 - Retrospective @ 102.1 the Edge
Andy Borkowski is a news anchor and host of the radio show “VGS” (=Video Game Sophistry) across the Corus Radio Network. He continued to talk with the lead writer of the Dragon Age franchise David Gaider all about the series.
This time he sunk his teeth into Dragon Age 2. He outlines exactly why it major portions were cut, how the game could be better and why he nearly walked out.
Dragon Age 2SP/MP: Single-player
Platform: PC, Xbox 360, PS3
Saturday - July 25, 2015
Deus Ex: MD - Defeat Bosses with Combat, Stealth or a Chat @ GamesRadar
Joxer spotted this article at GamesRadar:
Deus Ex Mankind Divided lets you defeat bosses with combat, stealth or a chat
Despite being one helluva great game, Deus Ex: Human Revolution's boss fights were a nasty bottle of plonk next to the balanced vintage of the main story. Eidos Montreal has already promised that it's leaned from its boss battle boo boos while still pushing itself to ask some really hard questions with its latest effort, Mankind Divided. In the latest issue of Official Xbox Magazine, gameplay director Patrick Fortier and narrative director Mary DeMarle discuss the importance of giving you the same freedom of choice you have in boss encounters as you do in the main game.
Considering the stark difference of quality between those dust-ups and Human Revolution's engaging story, it's so surprise to learn those battles were actually developed by a separate studio. Thankfully, for Mankind Divided, Eidos Montreal is firmly in charge. "It’s all about supporting all the different play aspects," says Fortier. "That was the main thing that was missing from the boss fights. Thematically, I think they were interesting, but certain players found a challenge there that wasn’t really catered to them." Mankind Divided’s bosses are much more balanced in this regard. "There are ways to stealth them, there are ways to beat them in combat and there are conversations you can have that maybe give you a different means of dealing with the situation altogether."
"You can also decide to do it lethally or not," adds narrative director Mary DeMarle. "For Human Revolution, because of the way we designed it, [the bosses] always died in the cutscenes. You had no choice. But we rectified that in the Missing Link DLC, and we’ve rectified it in this game." This means the outcome of your boss fight will directly affect the story going forward. Finally, true Deus Ex choice is ours!
Deus Ex: MDSP/MP: Single + MP
Release: In development
Lord of the Rings Online - A Trip Through the Trollshaws
In this new Fluent's World video, I take a leisurely trip through the Trollshaws in the game Lord of the Rings Online and continue to work on my Speechcraft skills! Best of all, the video has been recorded in glorious 4K resolution on the highest graphical settings, so details are crisp.
Check it out!
Hey everyone! In this fun little video I take a look at Rivendell and take a trip through the legendary Trollshaws in the online RPG, Lord of the Rings Online! I talk a bit about what makes the game interesting and my time spent with it, and show off a bit of the Trollshaws and the road to the Lone-Lands!
If you'd like to see more videos like this, please let me know in the comments section! I can showcase various aspects of the game, like showing off different zones, places to find quests, tips & tricks and more.
LotRO: Mines of MoriaSP/MP: Massive
Chaos Reborn - Interview @ PCGamesN
Interview with Julian Gollop, the designer of Chaos Reborn:
The growth of Chaos Reborn: X-Com's Julian Gollop on Early Access and defecting to the aliens
Chaos Reborn has been one of the finest turn-based skirmish games available on PC for over a year. But only in its last update did it grow an outer layer - equivalent to the globe view that lends X-Com’s strategic shootouts their permanence.
Julian Gollop, designer of both games, ended a stint at Ubisoft to take remake Chaos. He saw it as a return to the independence he’d enjoyed in the ‘80s. But in reality he’s now beholden to a new set of voices: the double whammy of Kickstarter backers and Early Access buyers.
“I don’t know how to put it. It feels like you’re in an arena with a gigantic audience, all shouting at you, trying to tell you what to do.” he laughs. “Everybody’s watching you on every step and they’re analysing it in minute detail. That is perhaps a little bit scary in some ways.” [...]
Chaos RebornSP/MP: Single + MP
Release: In development
Spiderweb Software - Interview @ Don't Die
Jeff Vogel did a lengthy interview with Don't Die about indie game development, the state of the industry, how games are reviewed, the internet and more.
So, I'm just gonna zoom out meta really quick. Everything on the Internet now works on clicks. Everyone from the lowest blogger to The New York Times gets paid by clicks. You write something for 1,000 clicks, you make $n. You write something that gets 2,000 clicks, you make twice that. This is an oversimplification, but that's the basic idea. When you write something, you don't want to be telling the hard truth. You don't want to make the world a better place. You want to get clicked, and that's how you eat. And that's the system.
I think that the system has certain effects on how people communicate and how people think. If you write an article that makes people angry and people get super-angry and they keep going to it and arguing about it and going to that page and arguing about it, that's the most efficient way to make money. And the most efficient way to make people angry is to go to certain sorts of politics and certain sorts of identity politics and just bang the drum and everyone gets mad, and then they'll go to your comments section and they'll get in big arguments and that's more and more and more clicks. And, you know, I can't change the system. It just developed and here it is and we all just have to deal with it in our own ways.
I delete a lot of bookmarks. A lot of websites that I love get infected by it to varying degrees, and I just go there less. When people write a headline -- clickbait is really popular and I think it is a very accurate term. You will see a website like "Five Things You Didn't Know about Cherries" or this next one's a real example from Slate: "You've Been Making Scrambled Eggs the Wrong Way Your Whole Life." Let us tell you the right way. The headlines themselves are designed to make you angry.
The headlines themselves are designed to raise your blood pressure just to click and go, "Oh hell yeah I know how to make scrambled eggs. I'm gonna go to the forums and let's argue about scrambled eggs."
Let's not. Scrambled eggs are fine. Scrambled eggs don't need our help. Videogames are afflicted by this, but everyone's afflicted by this now. Identity politics are the best ways to get the clicks. If I was working for Kotaku, I would write articles all the livelong day that was like -- what's a game? Splatoon. Splatoon's a game that just came out.
"Splatoon's an Example of White Male Privilege." Say I wrote an article with that headline. It doesn't matter what the article is about. People are going to click on that link. It doesn't necessarily -- I don't know. I've never played Splatoon. For all I know it is all about white male privilege. So, if anyone wants a quote to pull out of context: Splatoon is all about white male privilege. There. "Noted Indie Developer Calls Splatoon Racist." [Laughs.] Why not? I need the attention, too. We don’t get a lot of press.
People single out the gaming press for it, but all press works like that on the Internet. And because the Internet is the only press -- in my country now, that's how all the press works. I personally think it kind of sucks but that's just where we are. All of everyone's wants and needs have added up to that and we just kind of have to live with it, but every once in a while, I'm still gonna say, "This isn't great. I'm not enjoying this very much." It won't change anything, but at least once in a while people should say it.
Seven Dragon Saga - Development Update
A development update from TSI Games:
Seven Dragon Saga moving ahead
Meet the Slyth Warden, one of the many dragonkin who vie for dominance in the mountains of the Firewind Coast. Suspicious of the empire, they are likely enemies, but with the right inducements, they could be powerful allies. It’s all a matter of player choice, as they adventure deep into the Drakelands, in service to their emperor.
We are proceeding along developing different elements of the game. In Engineering, we’ve been running various elements of combat and movement through prototyping. Checking out how best to implement multiple targets, area of effect attacks, and persistent things like zones. On the movement side, Seven Dragon Saga has a number of methods to move, and we want them to feel different and work clearly. Mystic Leap allows characters to leap up onto areas others can’t, and gain height advantage. Special thanks to junior engineer Sebastian for taking point on the prototype process.
Up next is how best for the game to recognize cover, then determine if it is half or full, and convey this in an intelligent manner to the players. Then there are Attacks of Opportunity and the Retaliate ability to work out. Lots of little details where frequent prototype iterations works wonders.
In design, we are creating flow charts for story progression, depending on which factions the player is aiding, and which he’s harming. David Shelley pushes a strategic vision, while Edwin McRae drives things from an NPC and story arc viewpoint. This all feeds into the locations we need, and hence the environmental art required.
In systems, Paul Murray and David Shelley are running through a first draft of the various crafting methods, beginning with Alchemy. Again, this affects other elements, such as the skills system, and especially the economy (meaning what players find as loot, as well as, in stores). While single player game economics has a bit more slop allowed than in multi-player games, we still need valuable items to feel valuable and achievable. All the glittery things scattered on the ground after battle should have some meaning.
The art team is busy as ever, since we revamped under our new art director, Lee Dotson. The animation and rigging team is moving from player characters to the first batch of enemies. The new environments are moving from concept to implementation. And we’ve squeezed in a revision to our main user interface — with much discussion with the designers over what the scribbled wireframes really mean for functionality. Meetings can be noisy, but very positive.
Seven Dragon SagaSP/MP: Single-player
Release: In development
BombshellSP/MP: Single + MP
Platform: PC, PS4, Xbox One
Release: In development
Tsioque - New Kickstarter
A new point & click Adventure is now on Kickstarter: Tsioque
Its key features are: meticulous, hand-drawn 2d animation and a music system designed to dynamically follow the player's actions, which combined create a unique experience, merging boundaries between adventure game and animated film.
More info on Tsioque:
Darkness, humour and animation. Tsioque, a new adventure game, has just been launched on Kickstarter
Creators of critically acclaimed Tormentum, Polish OhNoo Studio, joined forces with award-winning animation filmmaker Alek Wasilewski (Lucky Day Forever) to create a whimsical, frame-by-frame animated point click adventure game in a dark but humorous fairytale setting.
Tsioque is a playfully dark 2d point and click adventure game inspired by such classics as Day of the Tentacle, Dragon's Lair or Ron Gilbert's Pajama Sam series. The game is being created with the use of meticulous frame-by-frame animation, where each second of gameplay requires multiple frames to be drawn by hand from scratch. By combining the hand-drawn 2d animation and a music system designed to dynamically follow the player's actions, the developers hope to create a unique experience [merging boundaries] between adventure game and animated film.
The protagonist is a little warrior princess named Tsioque, imprisoned in a castle ruled by the Evil Wizard. She's not the kind of princess who waits for Prince Charming to rescue her - she's brave and stubborn, and has an unusual talent for bringing unintended chaos and destruction wherever she goes.
During her escape, Tsiqoue will explore a castle with a mysterious past, which - bound by a powerful spell - has not only become home to demons and magical creatures, but also, itself, has been affected by the evil power... It bends and shapeshifts, forming layers upon layers of transformation and illusion. It is an essential part of the plot and – especially later in the game – is tightly integrated into the gameplay.
“And if you think it's just about a girl in a castle - well, you're in for a surprise.” - says Alek Wasilewski, adding that we may expect many surprising twists and turns in the game.
The developers hope to raise $35,000. Most of this money will go to creating more frame-by-frame animation, which is the most labor-consuming part of the project. During the next 44 days, the campaign can be followed and supported on its official Kickstarter page. It's worth mentioning that many interesting rewards wait for those who decide to support the project. The title will be available for PCs and is to premiere next year.
TechRaptor - Playing Roles: On Co-op and Multiplayer
Robert Grosso (TechRaptor) on co-op and multiplayer gaming in CRPGs:
This article is not about MMOs, however, as those online RPGs are a separate discussion in and of itself. What should be discussed is how games such as Borderlands, among others, have slowly been evolving our perceptions of role-playing games further, while simultaneously influencing other genres with their design. Co-op play is increasing in popularity in role-playing video games, and titles like Borderlands are at the forefront of either an emerging genre in RPGs or a pre-existing genre that has long been dormant.
To fully understand how, we need to look back at the history of multiplayer in RPGs. Most computer and console RPGs have been primarily a single player experience by definition, and it is mostly due to design. The book Andrew Rollings and Ernest Adams on Game Design, describes role-playing games as having a developed storyline structure and setting, with players having complete control of their party at all times. Many games, from the classic SSI Goldbox titles to Square and Enix games, tend to follow this paradigm to the letter; the player has complete control over their experience based on their choices, characters, equipment, and progression. As we have mentioned previously, the plotline is unaffected, but players also control the narrative tone of some of these games as well.
The full control of a role-playing game experience of course varies between a person’s preferences. Fans of dungeon crawlers like Wizardry, for example, look for specific design choices when choosing a game to play, and having full control of the player’s party, character classes, equipment, formation, and inventory is paramount of the genre. It has been argued previously how the etymology of role-playing games is difficult to pin down, so the best solution would be to divide games through genre by design, not by country of origin. For a game like Borderlands, such classification can be difficult at first glance.
Many don’t consider it a RPG in any form, instead a first-person shooter with RPG elements attached. While there is a growing number of games outside of the RPG genre incorporating such elements into their design, Borderlands follows a more standard design philosophy found in most RPG games, from open world design, to non-linear character progression. Players have complete control over the optimization and growth of their character, right down to the weapons and abilities they use in combat. Borderlands also borrows many elements often seen in modern role-playing games, namely aesthetic design of inventory—multi-colored, multi-tiered items based on rarity—uniqueness of character classes, quest-based mission structure, and character rewards and progression.
Fallout 4SP/MP: Single-player
Release: In development
Friday - July 24, 2015
Rampant Games - Good Looks, But No Interaction
The Rampant Coyote talks in his blog about good looking 3D worlds that are just pretty pictures and offer little to no interaction.
Naturally, as a game developer, I knew better. I looked forward to playing games that were as beautiful and fully realized as this, and knowing all the while that once they were, just poking around the landscape wasn’t gonna do it for anybody. And that all came to pass very quickly. And we took it for granted, looking forward to even more beautiful, more realistic worlds, ignoring the incredibly interesting details because there are bad guys in need of shooting!
But I think there’s more to it than that. It’s not just that we take these beautiful worlds for granted because we’re so used to them. I think we miss these painstakingly-textured details because they are meaningless to us. The pock-marks on the wall, the old posters, the burn-marks… in theory, they help tell the story of the landscape that we’re in. But in reality – it’s all just a soundstage. All that beautiful set dressing is simply to hide the fact that we’re on a linear obstacle course.
And so we’re used to these prettier worlds being of the “look, don’t touch” variety. In fact, we’re pretty accustomed to the idea that the prettier a 3D world is (relative to modern technology), the less interactive it is. All that incredible detail comes at a price, and that is that you can’t move things around and screw things up. There’s nothing behind those doors, and the forest in the background is just a picture.
Victor Vran - Release trailer
Victor Vran has been released today and that comes with a release trailer.
The new demon hunting action-RPG Victor Vran officially releases today. After just five months in Early Access, Victor Vran is released with amazing 94% user approval from the Steam Community. The game won the hearts of the players with its action packed combat dynamics, where dodging and jumping mean the difference between life and death.
Victor Vran features four player coop gameplay, a class-less gear-based character progression system, dozens of secrets, over 400 different challenges and dynamic difficulty personalization. The game was created with replayability in mind and promises many hours of pure fun on top of the 20-hour story campaign.
Victor VranSP/MP: Single + MP
Original Sin EE - October Release Date
Swen told GameReactor that the release date of Divinity: Original Sin Enhanced Edition is scheduled for October and that it is the first release date they probably won't miss.
"Currently we're targeting end of October [for release], says Vincke. It's already very far advanced, all the content is there, all the voice recordings are finally finished took us six months."
Hitting the release date "would be a first for Larian" said Vincke, but he clearly didn't want to jinx it adding "we'll see" at the end.
Original Sin EESP/MP: Single + MP
Release: In development