Game of the Year Awards 2015 - Most Promising RPG
Like every year, you also got to vote for Most Promising RPG of 2016. Check out the details to find out what games we and our visitors think are most promising.
» Continue reading the article...
Game of the Year Awards 2015 - Best RPG
The RPGWatch team and our visitors have cast their votes for the best RPG of 2015. Check out the details to find out what games made it to the top three.
» Read the article
I don't do resolutions
I had them, but failed already
I'm still going strong with mine
I'm still thinking about it
Forum WatchGoG Gothic 2 Gold Health Hotkey by Oldboy
Dragons Dogma. Why the Pawn system is a great concept. by Morrandir
What I've Been Watching: The Catch-All Film Thread by HiddenX
Baldur's Gate: Siege of Dragonspear - Expansion Announced by wolfgrimdark
Dragon's Dogma by Zloth
Tuesday - February 09, 2016
Darkest Dungeon - Interview @ Gamasutra
Gamasutra talked with Darkest Dungeon's producer and design director Tyler Sigman and creative director Chris Bourassa about their development process.
How much time have you spent working on the game so far?
Sigman: Chris and I did a lot of prepro via concept meetings and brainstorming sessions, so by the time we kicked off development, we at least had a pretty good idea of what we were trying to do. But we formally began development in April 2013. We Kickstarted in February 2014, Early Access’d in February 2015, and hit full release on January 19, 2016. We originally were aiming for about 18 months of development, but this being videogames, things have a way of stretching out!
Bourassa: We spent a good year or so meeting up outside of our day jobs and talking through the design and structure of the game. I still have those old sketchbooks - they’re packed full of screen layouts, fresh ideas, false starts, and breakthrough ‘eureka’ moments!
What was the toughest part about developing an Early Access game?
Sigman: It’s like a white knuckle rollercoaster ride. We’ve been fortunate enough to have a lot of success, but we’ve had some tough moments, too. Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. Your lows and highs are there for everyone to see. But that’s kind of the point, and DD is a stronger game for having gone through it. I remain extremely bullish on both Kickstarter and Early Access. But my advice is to make sure to swallow your Dramamine before taking the plunge. Community management and live game support are things that take extra skillsets and resources beyond what is already hard enough: making a good game.
Kingdom Come - Preview @ Segment Next
Segment Next chimes in with a preview of the alpha version of Kingdom Come: Deliverance, like with the below comments about combat (note that the article contains spoilers):
Kingdom Come: Deliverance was yet again staying true to its historical accuracy, and the nomadic Cumans of the latter stages of the medieval era seem to be centric to this catastrophe, and likely an integral part of the main plot of the game.
Inside lay dead bodies and a heavily wounded soldier, whose companion requested aid for his dying friend so that his final hours may be less painful.
In the hope of helping this man, I set to head back to Samopesh, but my attention was diverted by a military camp that trained medieval sword fencing. At the expense of a few coins, I was given a thorough lesson by a trainer on how to duel with a sword.
This was the core melee combat of Kingdom Come: Deliverance. It certainly swayed away from conventional mindless hack-and-slash fun we’re accustomed to seeing, and introduced a more tactical form of battle that was fairly sophisticated to learn and even more difficult to master.
The intensity of the combat came not from the blows (I was using a wooden training sword after all), but from the complexity of the task itself.
With intricacies such as timing your blocks and perfectly attacking unguarded parts of your foe either through wide slashes or powerful jabs, the sword fighting was admittedly overwhelming.
In my second playthrough I dedicated myself to become villainous, using every NPC as a practice dummy. I was a little underwhelmed how the normal guards failed to test my novice skills the way the trainer did, dying from a few amateurish jabs I executed without much thought.
I never truly met anyone equipped with a knight’s armor who would push me to the limits, but almost all the combat scenarios felt uncomfortably different from the exhaustive training where I learned the basics of fencing.
The melee combat certainly had overall potential, but the consistency of its application is questionable.
Kingdom ComeSP/MP: Single-player
Release: In development
CivCraft - Alpha Update
The early alpha version of CivCraft, which is only available to backers, has been updated and a next version is eminent.
We would first like to thank you for your suggestions and bug reports for us to improve CivCraft - Legends of Ellaria. We hope you all liked it, and since the release we already made some progress.One week have passed since the Pre-Alpha, and we’ve been working around the clock on the major issues with the earlier version.
First thing we did was to address the biggest issue of all; the massive slow frame rate and CPU cost for running CivCraft - Legends of Ellaria. After a week of coding and optimizations, we’ve doubled the frame rate and speed of the game. In fact, we’ve optimized CivCraft more than expected and decided to add SSAO, Filmic Tonemapping, Normal bump corrections, color corrections, light adaptation, and many other technical words that just makes Ellaria look cool and beautiful!
In the past week, We’ve also managed to complete our day/night cycle, as well as the weather system. The next version will include this feature, as well as a better environmentally sound.
We’re planning to publish a next version with more areas to explore and with forest life, as well as more things to do in your city. However, we’re planning to publish a version just with the optimization, just as soon as we'll build automatic updates and registration system, so that you’ll receive updates instead of a big installation file, as well as the items or CivCraft - Legends of Ellaria version you backed.
In the meanwhile, we’re also working on the city life, and have opened a vote section here.
CivCraftSP/MP: Single + MP
Release: In development
The Digital Antiquarian - The Road to Ultima V
@The Digital Antiquarian, Jimmy Maher explores the development of Ultima V. In this article we learn about the internal squabbles, business deals and relocation of Origin.
The most dangerous of these conflicts was the great sibling squabble over just where Origin Systems should be located. Back at the end of 1983, you may remember, Robert had been able to convince Richard to move the company from their parents' garage in Houston, Texas, up to New Hampshire, where his wife Marcy had found a fine position of her own working for Bell Labs. The deal was that they would remain there for at least three years. Robert, who had spent the months before the move commuting cross-country in his private plane, hoped that during the three years something might change: Marcy might get a transfer, or Richard might decide he actually liked New England and wanted to stay there. Well, at the end of 1986 the three years were up, and neither of those things had happened.
Thus Richard and company, reunited again with Bueche, found themselves a minimalist office in Austin in early 1987, fifteen desks ranged along a single long hallway. And Richard himself, now becoming a very wealthy young man indeed thanks to the huge success of Ultima III and IV, started work on Britannia Manor, a custom-built house-cum-castle worthy of Lord British; it came complete with secret passageways, a cave, a wine cellar, and a stellar observatory. It was pretty clear he wasn't planning to go anywhere else anytime soon.
Jimmy also examined the specifics of the business deal between Origin and EA and how it went sour.
The origin of Origin's EA problem dated back to August of 1985, about a month before the release of Ultima IV. By this point distribution was starting to become a real issue for a little publisher like Origin, as the few really big publishers, small enough in number to count on one hand, were taking advantage of their size and clout to squeeze the little guys off of store shelves. Knowing he had a hugely anticipated game on his hands with Ultima IV, one that with the proper care and handling should easily exceed the considerable-in-its-own-right success of Ultima III, Robert also knew he needed excellent distribution to realize its potential. He therefore turned to EA, one of the biggest of the big boys of the industry.
Game Informer - Long Live Single Player
Remember when the death of single player was predicted? Game Informer has an article on trend driven development cycles.
At 2011's European Game Developers Conference, industry veteran Mark Cerny rattled gamers' cages when he told a room full of journalists he believes "the traditional single-player game experience will be gone in three years. Right now you sit in your living room and you're playing a game by yourself - we call it the sp mission or the single-player campaign. In a world with Facebook, I just don't think that's going to last."
Cerny's prediction placed single-player gaming's death at the end of 2014. These comments were said at a time when a good majority of developers were going out of their way to include multiplayer components into games. Even the strongest of the narrative driven adventure series (like BioShock, Singularity, Batman: Arkham, The Chronicles of Riddick, and Uncharted) invested significant development resources into multiplayer integration.
Not everyone was bearish on single player at the time. Bethesda Softworks largely ignored the industry’s trends and instead focused on making quality single-player experiences like the internally developed The Elder Scrolls V: Skyrim – an adventure players can sink hundreds of hours into – and Arkane Studios’ Dishonored, an exceptional stealth adventure. Both games, which only offered single-player content, were critically acclaimed and sold well.
Monday - February 08, 2016
Dark Souls IIISP/MP: Single + MP
Release: In development
General News - The Best RPGs of 2016
I know you like your lists, so here is another one at The Escapist. I can uderstand looking forward to RPGs but The Escapist lists already the 9 best RPGs of this year that are yet to be released. The list holds Final Fantasy XV, Persona 5, Fire Emblem Fate, Deus Ex: Mankind Divided, The Technomancer, Mass Effect Andromeda, Torment: Tides of Numenera, Horizon Zero Dawn and Dark Souls III.
General News - RPGs love Space
The RPG Scrollbars at Rock Paper Shotgun: Richard Cobbet about the fun of exploration:
The RPG Scrollbars: To Distant Shores
I’m on the road at the moment – not literally, that would make typing very dangerous – so unsurprisingly I’ve been pondering travel. Also regretting taking too long to see The Martian, and again being stunned by what Americans consider chocolate. But I can’t think of even a tenuous connection between those and RPGs, so travel it is – and in particular, the rare joy that comes of not simply going somewhere new, but feeling that sense of distance behind you and a whole new horizon lying ahead.
General News - Why are RPGs so hard to classify?
Another entry in Felipe Pepe's excellent blog at Gamasutra:
Why RPGs are so hard to classify and evolve?
Computer RPGs are weird.
Even thought I play & love them since childhood, even though I'm editing a book on CRPGs, even though I've been posting on the RPG Codex for NINE YEARS (Oh god, send help), I can't easily answer one of the hardest questions ever - be it for devs, critics or fans: "define RPG".
So I've decided to sit down and rant a bit on why it's so hard to define this genre, and also why it's a genre that sometimes end restricting its games. Some of it will be obvious, but I hope to offer some decent insights. I even recruited Batman for this.
Buckle up, this will be LOOOOOOONG.
Age of DecadenceSP/MP: Single-player
Mr. Donovan - Action RPG in Pre-Alpha
A problem occurred with the dark energy drive during hyperlight travel, sending Mr. Donovan's ship spiraling toward an alien planet. Donovan is well equipped to handle himself on a strange planet by using his ship's energy to power his space suit and weapons. The crash landing caused the ship to malfunction leaving Donovan vulnerable to danger. One of the many challenges involved is keeping the ship safe from the planet's creatures and attacks. Not only must Mr. Donovan protect his ship, but he must also repair it in order to escape. If the ship is lost, Donovan will lose the energy needed to power his suit and weapon capabilities. Donovan must solve puzzles quickly in order to mine for resources necessary to repair the ship. Some of the resources are very rare and powerful. Once Donovan has obtained the necessary abilities he can locate the rare resources more easily. With good strategy and clever use of abilities the resources become abundant.
The planet is lush and full of hidden areas, each holding a wealth of secrets. As he spends more time on the planet, Donovan must uncover those secrets in order to succeed. While facing the ever-changing challenges in his new world, defense is his best offense, so he must choose his abilities wisely. For extra help during perilous times, Donovan befriends pets that assist him in numerous ways. Gaining the resources to repair his ship is not easy, but Mr. Donovan is no stranger to difficult situations. Mr. Donovan is up for the challenge. Are you?
Dragon Age 2 - Why Some Fans Did Not Like It
Couch spotted an article on Gamasutra where the author tries to investigate why Dragon Age 2 left some fans so cold.
Gamers are notoriously whiny about even small faults, but the utterly enflamed tower of hatred the game inspired in some quarters is something that could only come from a more primal revulsion, and I suggest that it emerges from Hawke being an NPC come to life.
It’s disempowering to stand in the shoes of someone who can’t bend the world to their whim in a videogame. It disrupts the power fantasy if you find yourself cast adrift in a relentless storm instead of causing it
It’s a less common path taken in RPGs and one that the fan base built up by Origins was unprepared for. But it is not without a certain measure of precedent. Another controversial second entry in an RPG series, Knights of the Old Republic II, does something similar with your character’s relationship to her mentor Kreia. One of the most common complaints I heard, regardless of one’s status as a “hardcore” or “casual” gamer, one’s political affiliation, or age, was that Kreia’s manipulations throughout the story mean your character’s choices don’t matter.
A similar charge is often leveled at Dragon Age II, though it’s complicated there. There are places in Dragon Age II where, narratively, choice should’ve mattered--like choosing the Mages or Templars at the end of the game; that was reduced to something that was functionally cosmetic. You get the same boss fights with basically the same ending. But the complaints go beyond that. Hawke, some seem to think, should’ve had the power to dispel all the plagues of Kirkwall, fix and heal everything that was broken, and conjure perfect endings for everyone.
Dragon Age 2SP/MP: Single-player
Platform: PC, Xbox 360, PS3
After Reset - Development Update and Patch
A new patch for After Reset has been made available of which the change log can be found in this Kickstarter update. The following shows some notes to go with this patch:
1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.
Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue’s final release.
2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (Vixin) and other consumables (such as coffee) that can replenish this resource.
3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.
There are 4 levels of encumbrance:
- None - The character can run and walk at full speed.
- Light - The character cannot run, but can walk at full speed.
- Heavy - The character cannot run, the character walks at 50% normal speed.
- Overloaded - The character cannot move.
The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player’s Guide relevant page.
4. We’ve also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude “container mechanics added” from today’s report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character’s feet. As far as I can see quantity UI works as well.
You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a “trash pile” container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a “trash pile” container.
Based on that the rodmap for the next update is updated: - it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as “completed”; - than it will take 3 days for the Quest system; - and the rest time we’ll devote to Dialogues mechanics embedding.
There is also some information about their side project, the graphic novel The Fall of Gyes and what they mean with sci-fi settings for grown ups (including an explanation of how the brain changes over time)
After ResetSP/MP: Single-player
Release: In development
Ghost of a Tale - Development Update
The development of Ghost of a Tale to reach an early access release on Steam is moving onwards as the latest development update for the game shows.
Welcome to this new Ghost of a Tale development update! It should come as no surprise that hard work continues, more intense as ever; Cyrille and Paul are toiling away on their task list and we still have to implement quite a few things before we’re ready to start beta testing. I mean we do test constantly of course, but this time it should be with people who never actually touched the game before.
Here’s a picture of Tilo exploring the sewers. Ooh lookie, he found the Red Ranger’s hood (the Red Ranger is a folklore character in the game’s world)!
Jeremiah also has a lot of work ahead of him to compose all the tracks needed for the pre-release. But he’s as fast as he’s good, so I’m not worried. Instead I’m excited to be the first one to discover his work!
Over the last couple of weeks I’ve done a huge amount of work in animation, 2D art and coding. I’m currently squashing A LOT of bugs which is actually pretty nice because that means hopefully you won’t find them in the game (no, you’ll find completely new ones! ).
I’ve also started implementing in-game tutorials. As you know it’s a tricky task to trigger them only at the right moment and location. I personally hate it as a player when a tutorial message interrupts the game just to tell me something I’ve already figured out. So that shouldn’t happen in GoaT!
Ghost of a TaleSP/MP: Single-player
Release: In development
Sunday - February 07, 2016
Nebula: Sole Survivor - Now on KS
Daveyd just gave us a heads up about a new isometric sci-fi action RPG on Kickstarter - Nebula: Sole Survivor. Its ambience is dark and almost diablo-like.
Help create the next great Sci-Fi exploration-focused role-playing game with Nebula: Sole Survivor. It’s the story of engineers and astronauts on a deadly moon of Jupiter called Europa. Discover new creatures and weapons as you fight off levels of the “Infection,” to get off of the moon that was once going to become a second Earth for human life. Learn the layout and solve puzzles as you fight your way to an escape through the underground base, CICADA, fighting off anything that comes your way. Become the survivor and experience the fear of Europa’s creatures down every turn. Join the fight!
Sorcery! - Review @ Softpedia
Softpedia is praising the PC adaption of Steve Jackson's Sorcery! (part 1&2):
Steve Jackson's Sorcery! Review
Steve Jackson's Sorcery! loves to surprise players and to thwart their expectations about fantasy worlds, creating tension by making sure that the player is always looking for that out-of-place detail or conversation line that will help him decide how to best solve a situation.
The world and its core quest are familiar but also surprising; the combat is simple but offers genuinely great moments, and the spell system is powerful without giving the player a way to avoid the most important challenges.
Sorcery! never gets bogged down in complexity and knows how to use language to enhance the immersion of the player and his desire to know more about the universe he is trying to save.
The experience was created by Inkle and the first and the second books have launched on February 2 on the PC and the Mac, with both of them already out on iOS and Android-powered mobile devices, where a third chapter is also available.
A fourth book, the final one in the series, is expected to launch at the same time on all platforms later in the year and at that point a complete pack featuring all of them might be also revealed.
Project Resurgence - Kickstarter Update
In Project Resurgence Kickstarter update #12 the dialog system gets explained:
Kelly here! Exploration is one of the key gameplay pillars of Project Resurgence, and by that we mean exploring characters (their personalities, motivations, and backgrounds) through conversation just as much as moving through the environments of Lumen. And in true roleplaying fashion, we find the most compelling aspect of character interactions in being faced with difficult decisions that truly make you consider the motivations and potential consequences of your actions. We intend for these moral decisions to be various shades of grey instead of an oversimplified black and white dichotomy. The concepts of “good and evil” are almost never so clear cut in reality, and so too will we delve the murky complicated areas in between. We want our story to be told like a novel, gripping and engrossing, where every choice you make matters; casting ripples into the future that will continue to affect your personal story and the fate of Lumen itself across all five episodes. The game is not segregated into story and mechanics, since the way you build your character and how you play directly change the story.
So, let’s start talking specifics. Persuasion is an art, and we offer 3 variations: reason (Persuade + INT), intimidate (Persuade + STR), and charm (Persuade + CLT). Appeal to a character’s sense, fear, or desire to get your way. Occasionally we will have extra options show up too, such as “bribe” (Persuade + cash) or “bluff” (Deception + CLT).
Obviously, not all of these will be equally effective for every character and situation. A thug might be more likely to be bribed than charmed, but a scientist might be more persuaded by reason over intimidation.
We also want options to change based on your interactions with characters. For example, if you interact with a character that you previously roughed up, it might take a lot less for you to intimidate them. A character might stick to their guns if you try to persuade them, but if you helped them out on a previous quest they might be more responsive to your suggestions. A character that you abandoned to die probably won’t be charmed by you...unless you can bluff your way around the situation. [...]
Project ResurgenceSP/MP: Unknown
Release: In development
Demon's Souls - VG24/7 Retrospective
Seven years later, Demon's Souls is still sticking with some people and affecting the way they play games. VG24/7 has a retrospective.
Demon’s Souls is seven years old today; it first launched on February 5 2009. A spiritual successor to the King’s Field series, the brutally punishing RPG spoke to a very specific kind of Japanese gamer: those who’d grown up playing baffling, badly-translated (or unlocalised!) western RPGs. It was the sort of situation that gave rise to the great Wizardry schism; the humour of the parody RPG was lost in translation, and the series has a long, po-faced legacy in Japan that seems bizarre to those involved with the original seed.
Nothing ever feels as awe-inspiring, as challenging, as enigmatic, as surprising, as different or as beautifully satisfying as that first run through the terrifying and beautiful Demon’s Souls. In the early days of RPGs traveling west to east, fans would gather on bulletin boards to share tips and advice on how to unpack pages of incomprehensible text and leverage unfamiliar, unexplained gameplay systems. To recreate this feeling, From Software implemented its now famous asynchronous notes system, emulating the collaborative problem solving and regular trolling of those early RPG fans.
The way Demon’s Souls, Dark Souls and Bloodborne refuse to explain themselves to you, peppered as they are with items of dubious use, mysterious references and esoteric synergies, gives you a shadow of the experience of what it was like for Japanese RPG fans before local developers took up the now ubiquitous systems of levelling, inventory, customisation – whatever it is that makes an RPG, as passed down to us by Gary Gygax.
Demon's SoulsSP/MP: Single + MP
Castle Torgeath - Steam Early Access
An indie dungeon crawler called Castle Torgeath: Descent Into Darkness emerged on Steam Early Access late last month. Featured on Chalgyr, Castle Torgeath combines real-time 1st person dungeon crawling with survival mechanics.
It was just another sunny afternoon when you come across a notice board looking for adventurers to help on a quest of exploration and discovery of old castle ruins. Offering a hefty lump sum and an extra cut of anything of worth found, you set off to join the expedition team. At the ripe character level of “1” equipped with nothing more than the clothes on your back, a torch, and a sword, you walk into the castle ruins. There’s a cave-in leaving you trapped in the dark. Torches only last for so long and the expedition team is nowhere in sight. What was that sound? You’re not alone down here and it looks like Castle Torgeath really is going to be a Descent into Darkness to find your way out.
Castle Torgeath is a throwback dungeon crawler that is designed to kill you, the player (I mean who else right?), in multiple and unfriendly ways. Being bitten, stabbed, impaled horizontally or vertically will all be real worries as the only thing that will truly keep you alive down here is your sense of direction and reaction speeds. With all of the external elements that can kill you though, it’s the internal one that matters the most. If your stamina depletes itself then you can quite literally and instantly die from hunger. This is no slow process but neither will it catch you unaware as your stomach makes more than enough noise to draw your attention to feeding yourself and possibly half the other beings down here. Down in this dungeon however food is limited and if you run around willy nilly then death will always be around the corner in more than one way.
Castle TorgeathSP/MP: Unknown
Genre: Dungeon Crawler
Release: In development
Steam - Lunar New Year Sale Live
Steam's Lunar New Year Sale is up, and thousands of titles are discounted. Fallout 4, Witcher 3, Fairy Fencer F, Rebel Galaxy, and most of Crusader Kings II can be gotten on the cheap.
Unsung Story - Project Update #49
It looks like Playdek has hit a few snags in their development of Unsung Story, but they're still pushing ahead the best they can.
Dear Unsung Backers,
There has been another delay in reporting to you since our last development update, and we apologize for that. Our continued intention is to make a great game, and get Unsung Story to development completion and released to you and the gaming public. During the last few months we have had some development setbacks that are affecting our timeline and progress on the game, while also affecting what we need to do in the immediate future as a company.
After we posted our latest development progress, we unfortunately lost a few key staff members that were part of Unsung Story development, and that has had an impact on any progress since then, as well as our product focus. We now have one internal team capable of working on a single project, and for the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story is able to. While this is a difficult choice to make, it is one we need to do for the ongoing financial health of the company. For Unsung Story, we will explore options for outside development help, and will look to see if we are able to bring on an outside team that can assist us in furthering development. While we aren’t assured this will come to fruition, we do want to make sure that we are exploring any options at hand that can make progress on the game.
While the development goals that were spelled out in the previous update remain intact for now, the release window of those goals is affected, and at this time we do not have an update as to what the new release window for development rollout will be. This will be affected by the ability and timing of any outside support, as well as when the single internal team is able to get back onto Unsung development, and when we do know, we will update you all. As we pursue this direction, we will refine the release timeline as soon as we are able to. With the loss of that staff, and without having any new progress to share since the last update, we felt we needed to sort through what options and directions we had available before we updated you on the current status, but again do apologize for the lack of recent updates. We will get back to you as soon as we can with any progress and status update. Thanks.
Unsung StorySP/MP: Single + MP
Release: In development
Saturday - February 06, 2016
Darkest Dungeon - From Kickstarter to Release
Cliqist takes a look back to the Kickstarter and Early Access phase of Darkest Dungeon:
How Darkest Dungeon Stayed True to Its Kickstarter Promises
It entered the crowdfunding realm on March 14, 2014. It covered its $75,000 goal in less than 24 hours. A year later, it was seen regularly on Twitch.tv’s top 10 streamed games despite only being in the infancy of its Early Access life cycle. No, this is totally not a cheesy intro to an article, but merely a list of facts applying to Darkest Dungeon – an astoundingly evil and mind-bogglingly fun dungeon crawler that will surely make you rip your hair in frustration.
I get the shivers just by saying the name actually, thinking about the swine monsters, the drums (the stressful type, imagine that), the necromancy, the heart attacks, the corpses and all those awful diseases I’ve never heard of before… And yet, Darkest Dungeon manages to lure me into playing more and more each day, as if I’m some sort of sadist addicted on torture and despair. I guess it also helps that I’m a sucker for highly stylized visuals, especially ones depicting dank dark dungeons narrated by the most perfidious narrator you’ll ever have the pleasure to listen to.
However, if you’ve come for a review I’m afraid this is the wrong place. Instead, wouldn’t it be better if we took a returning glimpse at the original Kickstarter campaign, how it all lead into Early Access and what the current (final) state of the game is in relation to the original pitch?
Yeah, that sounds like a great idea. Let’s get cracking.
Aveyond 4 - Released
The entertaining RPG Maker game Aveyond 4: Shadow Of The Mist has been released on Steam - the first reviews are positive:
Boyle Wolfbane wanted to rule the world. He failed. Miserably. Forced into retirement early, Boyle now spends his days arguing with haunted trees and scaring off the occasional knight. At least he still has Fang, his loyal storm wolf. Things could be worse. He could have been born a hero.
Features include a sophisticated battle and menu system. There are also many things to squash, burn, and collect. And… You. Will. Laugh. (Unless you are a zombie, in which case, we cannot help you.)
- Recruit minions to aid you in your quest
- Collect magical cheekis along your journey
- Offer your skills to become part of a night watch
- Join a coven and expand your horizons
- Transform friends into creatures
- Discover the locations and purpose of mist portalsloading...
Aveyond 4SP/MP: Single-player
Bethesda Softworks - Todd Howard Honored
Todd Howard was honored with a Lifetime Achievement Award at GDC:
He might’ve been at it for 22 years, but Todd Howard is only getting started. The Game Director of Fallout 4, Howard has provided his clear vision on an impressive roster of titles as a creative director, designer and executive producer at Bethesda. With three consecutive “Game of the Year” titles (The Elder Scrolls: Oblivion, Fallout 3 and The Elder Scrolls: Skyrim), Howard can now add another award to Bethesda Game Studios’ trophy case: the Lifetime Achievement Award.
At the 16th Annual Game Developer’s Choice Awards, Howard will be formally recognized by his peers for his contributions as a pioneer in open-word gameplay. “The Elder Scrolls and Fallout series present gamers with fully realized worlds filled with vast landscapes, and mystery at every corner. We’re proud to honor the visionary developer for his leadership in creating these universes,” said Meggan Scavio, General Manager of all GDC events. “When you’re completely captivated by these detailed worlds, it’s easy to forget the level of dedicated work and creativity that went into every square inch. This award reflects on the amazing craft of Todd Howard and his team in making worlds as real as anything on Earth.”
Along with his innovative work on role-playing franchises like Fallout and The Elder Scrolls, Howard has been a pioneer of open 3D worlds in other genres as well. In 1995 he released The Terminator: Future Shock, the PC’s first 3D shooter with mouselook. Most recently, Fallout 4 has been a smash hit, both critically and commercially, with numerous nominations in multiple 2016 Choice Award categories, including Game of the Year, Best Design and Best Technology. Howard also directed Fallout Shelter, Bethesda Game Studios’ first mobile game, which quickly rose to the number one spot on the iTunes App Store and Google Play store within days of its release. Fallout Shelter also received a Choice Award nomination for Best Handheld/Mobile Game.The Game Developers Choice Awards takes place on March 16, immediately following the Independent Games Festival (starting at 6:30pm PT). Held at San Francisco’s Moscone Convention Center during the 2016 Game Developers Conference, the ceremony will be open to all GDC attendees. Those not in attendance can watch a livestream of the event via Twitch.tv. For more information about the 16th annual Game Developers Choice Awards, please visit
XCOM 2 - Released
XCOM 2 is now available.
Firaxis' sequel to XCOM: Enemy Unknown, simply titled XCOM 2, is now available on Windows, Mac and Linux PCs. The title can be found on the Steam store -- although keys can also be purchased from stores such as Humble Store -- for €49.99/$59.99/£34.99. We're eager to hear your opinions on the title and bring your more news about it, but in the meantime, here's the launch trailer:
Pillars of Eternity - GOTY Edition Revealed
We might be getting a Game of the Year edition of Pillars of Eternity sooner than we thought. According to Paradox and Obsidian, it'll roll out after The White March: Part II.
In addition to releasing the "Update 3.0 New Features" video today, Paradox Interactive and Obsidian Entertainment sent over a press release touting the main features of The White March Part II, while also alerting us to the fact that a Pillars of Eternity Game of the Year Edition is set to be released later this month. The aforementioned link will take you to the the product page on Amazon Germany with a release date of February 19th, but I have to assume that we'll see the compilation pack - packing the core game, both expansions, and an 80-page manual - going live with shifting release dates around the world tomorrow:New Features Coming to Pillars of Eternity for All Players
New Enhancements to Pillars of Eternity Arriving with The White March - Part 2 for Every Owner of Pillars of Eternity
IRVINE, Calif. and STOCKHOLM - Feb. 4, 2016 — Obsidian Entertainment and Paradox Interactive today revealed several forthcoming updates to Pillars of Eternity, the award-winning title backed by dedicated fans of classic role-playing games (RPGs). Later this month, alongside the release of the game’s second expansion, The White March – Part 2, Obsidian will make new updates to the gameplay and features of Pillars of Eternity available for all players. These updates will include a streamlined combat UI, updates to the in-game Stronghold and portions of the game world, a new “Story Time” game mode, and improvements to a broad variety of in-game features such as knockout injuries that change the difficulty during combat. Version “3.0” of the game will arrive as a free update to all players of Pillars of Eternity on February 16, 2016, the same day as the release of The White March – Part 2.
With the forthcoming release of the update and expansion, Obsidian and Paradox bring the exciting first chapter of Pillars of Eternity to a close. "We're committed to expanding and supporting the Pillars of Eternity experience. We have many stories to tell in this world and this has only been the first one," said Obsidian CEO Feargus Urquhart. Gamers who have been waiting for the complete Pillars of Eternity story can now experience the incredible narrative from start to finish, up to and including the exciting conclusion to the story of The White March.
Pillars of Eternity, created by veterans also known for Star Wars: Knights of the Old Republic II: The Sith Lords, Fallout: New Vegas, and South Park: The Stick of Truth, is an RPG inspired by classic titles such as Baldur’s Gate, Icewind Dale, and Planescape: Torment. Created thanks to over 75,000 crowdfunding backers, Pillars of Eternity has sold over 700,000 units, was released to critical acclaim in March 2015, and is among Metacritic’s 15 Best PC Games of 2015.
For more information on Pillars of Eternity and The White March – Part 2, visit http://pillarsofeternity.com/.
Pillars of EternitySP/MP: Single-player
XCOM 2 - 9 Things You Should Know
PC Gamer provides a quick guide telling you nine things to do and look out for when you start a new game of XCOM 2. Obviously, the following link will contain spoilers.
XCOM 2 shares many elements from its predecessor, but there’s plenty of differences that’ll catch even a veteran player off guard. For this guide, I’m assuming you have a basic familiarity with XCOM—knowing important basics such as ‘What is Overwatch?’ and ‘Are aliens good or bad?’ Read on for nine things you should know before kicking off your campaign.
Source: PC Gamer
Friday - February 05, 2016
XCOM 2 - Is Ridiculously Exciting
Rock, Paper, Shotgun tells us 14 reasons why XCOM 2 is really exiting to play:
XCOM 2 Is Ridiculously Exciting
I don’t mean “I’m excited that this videogame sequel is coming out,” but rather that the game itself works so hard and does so much to create a constant sense of near-euphoric drama. In an age where sequels=darker, because far too many people believe that The Empire Strikes Back is the highest watermark of popular culture, XCOM 2 [official site]s lurch towards brightly-coloured celebratory heroism is a welcome one – and it does this even though, thematically, we’re talking a post-alien-invasion Earth and all the horror that implies. It wouldn’t be unfair to invoke Independence Day comparisons, but it wouldn’t be quite correct either: XCOM 2 does have that hoorah-heroism, but fortunately it’s bereft of flag-waving. This is the bright dystopia, the heroic rebellion rather than the forlorn resistance.
When I play XCOM 2, I feel incredibly excited most of the time, and it’s not just because of soaring military march soundtrack – there are dozens of tiny things it does to make me feel like an action hero (or a least a commander of action heroes).
Screw it, I’m doing a list. It’s either that or weirdly disassociated paragraphs.
Shadowrun: Hong Kong - Bonus Campaign released
The Shadows of Hong Kong Bonus Campaign Is Here!!
We are pleased to announce that the Shadows of Hong Kong bonus campaign is now available as part of a free update to Shadowrun: Hong Kong.This update also adds the developer audio commentary Kickstarter reward and a variety of small game improvements such as new visual effects, updated dialogue, and editor features for User Generated Content.
So, we’ve rebranded the title asShadowrun: Hong Kong - Extended Edition to reflect all the new content. Hong Kong has never been better!
The Extended Edition update is free for all Backers and existing owners of Shadowrun: Hong Kong - to receive the update, you just need to go to your chosen game store (Steam, GOG, or Humble) and download it as you would any other game update. (On Steam this should be automatic.)
Shadowrun: Hong KongSP/MP: Single-player
Black Desert - Beauty More Than Skin Deep
Rock, Paper, Shotgun's Steven Messner says that Black Desert Online's beauty could be "more than skin deep", and says some intriguing things about the upcoming MMO...
I am bored to death of MMORPGs. Not their potential mind you, but the execution. The seemingly endless chains of quests, the sole focus on murdering everything that doesn’t give you a quest (and some things that do), and, perhaps most of all, the way developers think that shoving more quests into the meat grinder is the solution to prolonging a game’s lifespan.
This is exactly what I was expecting to see when I sat down and hesitantly logged into Black Desert Online for the first time. Here we go again, I thought. But within my first hour of playing, Black Desert Online revealed that it was more than just a pretty face (and some not-so pretty faces). It made me feel something that I haven’t felt while playing an MMORPG in a very long time: I felt lost. The good kind of lost.
Black DesertSP/MP: Massive
Release: In development
Age of Decadence - A Bit of Everything
The Age of Decadence team has produced an update they call "A Bit of Everything", containing plenty of much-requested additions and fixes.
The update contains a lot of things that were requested by the players:1) A Stash!
As requested, a stash to store your ill-gotten gains. Rent a room at any inn and get a magic chest that will follow you everywhere (i.e. to the inn in the next city).2) Sneaking & Stealing
As requested, more opportunities to ply your shady crafts. Stealing from sleeping inn patrons and merchant stalls is now a thing.3) Spearman's Kit
As requested, a one-handed spear with a longer reach. It comes with a fancy buckler, a well-crafted blue steel helmet that doesn't restrict your vision, and its current owner. Enjoy!
To get your hands on that kit you have to bravely enter a tavern in the Arena district and challenge a dreadful pirate currently terrorizing the peaceful patrons. Are you bad enough dude to save the patrons and claim the villain’s spear for yourself?4) Trading Cards.
As requested, now you can trade cards and craft your very own badge (or two). Steam gave us hard time ensuring that the divine badge is up to the code and meets the highest requirements (shines like the North Star on a dark night), so hope you won't be disappointed.
One of the badges5) Expanded Endings
If you always wanted to know what the Zamedi demon is up to (and other memorable characters you've met on your journey), well, now you can. As requested.6) Camera & Interface Resolutions
As requested, the camera's code has been updated and now it's much smoother. Don't expect any miracles but it's better than before. Plus we added higher resolutions support for the interface.7) Minor things
Several new characters, text descriptions, bug fixes, improved textures and models, minor balance tweaks.
Thanks for playing.
Age of DecadenceSP/MP: Single-player