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InSomnia

2014-07-14

InSomnia Community Q&A

As promised here is the community Q&A with Studio Mono about their kickstarter RPG Game InSomnia. I want to give a big thank you to the RPGWatch members who sent me their questions.
» Continue reading the article...

Children of War: Blood and Snow

2014-05-13

Children of War: Blood and Snow Q&A

We had the chance to interview COO/Program Director Ryan Lamb of Shadowforge a few questions about his kickstarter Children of War: Blood and Snow.
» Read the article

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Monday - July 21, 2014

Witcher 3 - GOG Paper Toys & Contest

by Couchpotato, 14:25

GOG.com has a new announcement about some new paper toys for The Witcher 3: Wild Hunt, and a new contest for the game on site.

The Witcher 3: Wild Hunt Paper Toys + Contest

New GOG.com-exclusive bonus content for The Witcher 3: Wild Hunt + hot photo contest!

GOG.com digital edition of The Witcher 3: Wild Hunt just got even more extensive than it already was! We've just added six templates for papercraft toy figurines of Geralt of Rivia, Triss Merigold, Yennefer of Vengerberg, Ciri the Lion Cub of Cintra, Eredin of the Wild Hunt, and Leshen the Forest Spirit. They've been designed exclusively for GOG.com by the top paper toy artist Tougui, and are available with every DRM-Free copy of CD Projekt RED's upcoming RPG epic. If you've pre-ordered The Witcher 3: Wild Hunt on GOG.com, you can download the PDF figurine templates right away!

We do hope you'll enjoy our official Witcher 3 paper toys. You can expect more GOG.com-exclusive bonus content to be added to our digital edition of The Witcher 3: Wild Hunt, before the game's launch on February 24th, 2015. Now, since these here are paper toys not paper ornaments, let's have some fun!

What you can see above, is an unexpected encounter between Geralt the Witcher, the Sorceress Yennefer, and Leshen, the elder forest demon. You can feel the tension in the air, as Geralt readies his silver sword, Yen gathers her mystical powers, and the beast slowly draws near. If you can take the paper toys and arrange an exciting scene (or a funny one, or beautiful, or…), you'll get a chance to win one of three amazing prizes! A wolf head medallion, a gorgeous Artbook, and for the first place - a sculpture of Geralt battling the mighty griffin! Each of the prizes will come complete with an official Witcher 3 T-shirt.

Now, wouldn't it be amazing to get your hands on that fantastic Collector's Edition figure before anyone else? How to enter? How to win? Just follow these simple guidelines:

1. Download and assemble the paper toys (templates are now available with your GOG.com pre-order of the game).

2. Arrange them into a scene that will capture our attention, and snap a photo.

3. Give your photo a title and tweet it with the #PaperWitcher hashtag (just a general tweet, please--don't start it with "@GOGcom). Multiple entries are allowed.

4. Not a Twitter user? No problem. Post your entries below, right here in the GOG.com forum thread.

5. Your photo will be added to a curated gallery that will launch as soon as we get enough photos. The gallery will be updated periodically. By submitting your work, you grant us the right to re-post it in the gallery and CD Projekt RED / GOG.com communications channels.

6. Post-processing is allowed. Adding elements in PhotoShop (or equivalent) is fine, as long as the final effect still looks more like a photo than computer graphics.

7. You have to enter the contest before Thursday, July 31, at 9:59AM GMT.

Once the submissions are closed, a joint-team of CD Projekt RED and GOG.com judges will pick the winners. We reserve the right to award any additional number of honorable mentions. The winners will be announced and the prizes will be shipped within 3 weeks after the submissions are closed.

We wish you all a good time in the fantastic world of The Witcher paper toys, and best of luck in the contest!

Information about

Witcher 3

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Torment: Tides of Numenera - Adam Heine AMA

by Couchpotato, 14:20

The Tumblr page for Torment: Tides of Numenera has news about Adam Heine answering a few questions on his blog from a fan.

Adams talks Numenera

From the AMA pile, Surface rfl says:

"In a recent interview, among lots of superb stuff (great companions concepts! can we call the ball of goo… Ballte? Goolte? no? ..damn…), - ive noticed this line:

- “Magic” in Numenera is performed by tapping into the ubiquitous numenera around you—even in the air and the dirt—and using it to reshape the world. -

I know thats most likely a convenient background lore explanation explanation and i dont expect “magic” to be realistically explained, but im curious when it comes to the setting… what exactly does this “ubiquitous numenera” mean?
Did you refer to various technological remnants of previous epochs like cyphers, artifacts and other actual numenera that the player will find, or maybe some kind of more microscopic nano machines saturation… or is it something else?
Im asking because so far ive gotten use to thinking about numenera as small objects basically, and any still functioning or malfunctioning rogue nano machines as something exactly specified, like the Iron Wind, for example."

Yes to all of the above.

So a brief recap for those unfamiliar: the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms. In those epochs, a number of great civilizations have risen and then disappeared into obscurity, each one orders of magnitude more advanced than all but the wackiest science fiction could even imagine.

The people of the Ninth World, however, are at approximately medieval technology levels, but they live among the debris and leftovers of a billion years of civilizations. Of course there are no books or other degradable things still lying around, but there are massive monuments made of metals nobody recognizes, giant crystals floating in the sky, mutated descendants of bioengineered creatures, automated military constructs following orders that don’t make sense anymore, and other weirder things that have withstood time.

The Ninth Worlders don’t understand how to make any of this stuff, but they know enough to cobble together useful artifacts from what they find.

To (finally) get to the question, “this stuff” is the numenera, but it doesn’t just mean sci-fi devices you find lying around (you actually don’t find sci-fi devices lying around much, but have to cobble your own). It also means the invisible forces still in the air. It means the datasphere that some civilization built around the planet — the one that can be accessed if you know what you’re doing (not that you’ll understand what you find) and beams the occasional strange vision (known as glimmers) into people’s heads at random. It means the creatures that look like they stepped out of a horror film. It means the dirt itself, which has been worked, refined, manufactured, or grown and then ground back into soil by time.

Although we do frequently use “numenera” to refer to the items and devices you will find in Torment, it really is ubiquitous and can be used by the clever or knowledgeable in infinite ways.

Information about

Torment: Tides of Numenera

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Unbended - New FAQ Posted on Site

by Couchpotato, 14:16

The developers of the Sacred inspired ARPG game Unbended have uploaded a new FAQ on the website to answer a few question about the new game.

Here in this section we will answer the questions our fans and supporters have asked here in our forum. If you have a question just post it in the forum or email us at info@unbended.de. We’re going to keep the FAQ up to date.

Information about

Unbended

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Pillars of Eternity - New Podcast @ Guy Cocker

by Couchpotato, 14:13

 Guy Cocker had the chance to do a new audio interview on his blog with Obsidian's Brandon Adler and Josh Sawyer about Pillars of Eternity.

On this week's podcast, games journalist Guy Cocker talks to Obsidian's Brandon Adler and Josh Sawyer about upcoming RPG Pillars of Eternity, and discusses the week's news, new releases, and the games they've been playing.

Information about

Pillars of Eternity

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Torchlight II - N4G News Roundup

by Couchpotato, 14:08

The N4G NewsBlog has posted news about a new competition, did a new preview, and even interviewed two developers from Runic Games this week about Torchlight II.

Preview- Become a Hero in Torchlight II

The third title in my triad of indie games comes from the folks at Runic Games. Known for the first Torchlight game, I was introduced to Torchlight II and I admit that this game had me drawn in as soon as I saw that you can have a panda as a pet. Well, the gameplay, loot system, and role-playing also did play a heavy part in why I enjoy this game. Growing a reputation as a new hero with his or her own tale to tell in this amazing world is just one of the reasons why this game should be in your Steam library.

Interview- Runic CEO Max Schaefe

HONESTDRAGON: When Runic Games was developing this sequel, were there any immediate challenges facing its development? For example, plot ideas or adding certain features?

MAX: Obviously the biggest challenge was implementing a multiplayer mode, with internet and LAN play, with centralized matchmaking. Aside from that, creating an overworld outside of the dungeons was both a great opportunity and relief for our artists, but also a whole new design challenge. It has to appear vast, without being tedious or confusing. It has to give you the feeling of a real space in multiple terrain types, but still offer strong pacing and narrative. The layouts had to be randomized and still fit together properly. It has to give you the feeling of exploring without devolving into trying to figure out where you are. And it has to get you to your destination before the player becomes bored or annoyed. So there was a lot more iteration than expected.

Interview- What I've learned about corporate culture while at Runic Games

I fell into the gaming industry almost by accident, serendipity. Prior to being hired by Flagship Seattle, I held jobs as diverse as a production manager for the film industry and working at a daycare. Now that I find myself with the supreme luck of working at Runic Games, I tell anyone that asks that I have the best job in the world. 

I started thinking, how does "the best job" really break down? What makes it so great, besides being in games? And after some reflection, here are what I consider the hallmarks of an excellent corporate culture that can be applied to any industry.

And for last they have a new competition to win a free copy of Torchlight II.

Information about

Torchlight II

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released

Details

BioWare - Freaking out the Neighbors

by Couchpotato, 13:59

Bioware released the second audio only video from their GaymerX 2014 panel. The video has no transcript Log for those interested in just reading it.

Freaking out the Neighbors: What is "good representation" in games and why would anyone be opposed to it? Considering the romance elements in BioWare games, we've heard it all, and it's worth discussing where some of these feelings come from and how it's possible for a developer to be inclusive in a way we can feel good about. Let's talk about where this is going for the industry and what expectations LGBTQ fans have.

Information about

BioWare

Details

Transistor - Interview @ Popzara

by Couchpotato, 13:55

Popzara interviewed Supergiant Games Greg Kasavin. They talk mostly about his recently released game, and a few other questions about the developer.

Transistor clearly shares a heritage with Supergiant’s first game, Bastion. When the team was working on Transistor, did you make a conscious effort to differentiate the game from Bastion? What aspects of Bastion did you explicitly decide to carry over or drop?

GK: Our main goal with Transistor was to create a new game with its own distinct identity, as strong as that of our first game. Any similarities between Transistor and Bastion are mostly due to it being the same team that created both games, and a conscious decision on our part to continue exploring the action RPG genre. Other than that, we held over nothing from Bastion for the sake of doing so.

When we did come around to making similar decisions — things like the camera angle or the use of voiceover as a major component of the narrative — it was because we felt that those decisions were best for Transistor.

Upon Transistor’s PC launch there were a number of technical issues that hampered people’s ability to play the game. As an indie studio with perhaps less of a staff and budget for QA, how does Supergiant feel about this kind of problem and how do you approach it when it comes up?

GK: First off, if you personally ran into problems with the game at launch then I’m very sorry about that. I hope from your perspective that you felt like we addressed those problems swiftly.

For the small percentage of players who ran into compatibility issues or other problems around the time of the game’s launch, we responded often in a matter of minutes and worked closely with each individual to make sure they could get the game running. While there is no excuse for a rough launch in this day and age, if and when the reality of technical issues arises during a game’s launch, I think it is the developer’s responsibility to work swiftly to resolve those problems.

We invested heavily in the quality assurance of Transistor — much more so than we did or could on Bastion — both because we think it’s worth it and because we expected we might have a lot of folks trying to play the game on day one.

Fundamentally I think our approach was the right one: To test the game as thoroughly as possible on as many different systems as possible for as long as possible prior to launch, then to all be standing by for the launch to swiftly address any issues we did not or for whatever reason could not have anticipated.

Information about

Transistor

SP/MP: Single-player
Setting: Sci-fi
Genre: Action-RPG
Platform: PC
Release: Released

Details

Skyrim - Hoarding Canít Stop & Wonít Stop

by Couchpotato, 13:51

Nathan Hughes of Onlysp has written a new article for The Elder Scrolls V: Skyrim where he talks about hoarding. and why he can't stop doing it while playing the game.

If there’s one thing that can be said about gamers everywhere, it’s that we love to hoard stuff. By having an inventory full of legendary enchanted equipment that’s just gathering dust, I admit that I, or my characters in games, have a serious case of hoarding. As a result, I decided to peel back the layers of games like Skyrim and uncover the real reason to just why I have a house full of cheese wheels and fur boots. I wish I was making this up.

Information about

Skyrim

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released

Details

Shroud of the Avatar - Update of the Avatar #82

by Couchpotato, 13:48

Well you guys know the drill by now as Portalarium has posted the next update for Shroud of the Avatar. As usual the update is a mix of news, and new items.

Here is the list if topics.

Here’s what we have for you in this week’s edition of Update of the Avatar:

  • Are You Ready for some PvP?
  • Dev+ Early Early Release 8 Access
  • Lord Reward: Noble’s Magical Discourse Orb
  • Knight Marshal Winged Helm
  • Row House Expansion
  • Crowdsourcing Music Update
  • Hangout of the Avatar Developer Roundtable ~ Player Owned Towns
  • Flexible Placement Stretch Goal
  • Alienware Sponsors 1000 Access Keys and Prizes for Release 8
  • World Builder/Level Designer Job Opening
  • Upcoming Events

Information about

Shroud of the Avatar

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Battle Brothers - Dev Blog Update #19

by Couchpotato, 13:45

Its time for another developer update from Overhype Studios for Battle Brothers. This time they talk all the various world map location you will visit in the game.

The strategic worldmap in Battle Brothers is filled with opportunities for adventure, battles and interaction. One of these opportunities are locations that you can explore, destroy and plunder or trade with. In this week’s developer’s blog we want to present you a couple of these locations.

Information about

Battle Brothers

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Fable - Retrospective Review @ Continue-Play

by Couchpotato, 13:40

Continue-Play takes a look back at Fables: Legends, and decided to review the game at the same time, Here is a small sample to get you started.

Even decoupled from Project Ego’s infamous reputation, Fable: The Lost Chapters remains an ambitious undertaking that underlines everything troublesome about the gaming industry’s fixation with innovation. As an action-RPG, it’s simplistic, button-mashy, poorly balanced, and a bit repetitive. As a story, it’s inconsistent and discordant.

But as a project, Fable: The Lost Chapters is somewhat faultless. It’s a mishmash of mechanics and storytelling tools that don’t always weave the most interesting stories. But when it does, it does so with such earnestness that it’s difficult to hate it.

At the time of its release, Molyneux’s words certainly cast it in a terrible light: there’s no magnificent oak tree coming from one beautiful acorn. There’s just the stock story of the Hero of Oakvale, a lot of farting, burping, tens of marriages in tens of towns, some light property management, and a lot of disappointment. However, decoupled from its backgrounds, Fable: The Lost Chapters is just pure, dumb fun.

Information about

Fable

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released

Details

Sunday - July 20, 2014

GOG - Nordic Nobility Sale

by Couchpotato, 16:15

Well the following sale came to my attention two days late, but you still have one day left to buy a bunch of Nordic Games in the latest GOG Nordic Nobility weekend sale.

Weekend Promo: Nordic Nobility

Red Faction 1&2, Full Spectrum Warrior, The Book of Unwritten Tales, and more exciting titles 70% off!

This weekend we've prepared for you a promo presenting games that belong to the Nordic Nobility! Looking at the catalog of titles available on GOG.com via the publisher Nordic Games, one just cannot miss the fact how exceptional some of them are. Just look! There's one of the most notable RPG sagas, where you play as the nameless hero destined for greatness. There are some excellent FPS titles that truly belong to the genre's hall of fame. There's a war game notable for being one of the few tank simulation games. There's a pair of adventure games notable for brilliantly spoofing the fantasy genre as a whole. Everywhere you look--an exceptional game with a pedigre.

Information about

GOG

Details

After Reset - Species in After Reset: Humans

by Couchpotato, 14:53

The next kickstarter update from Mr. Nixon of Black Cloud Studios for After Reset introduces us to what species you meet in the game. Here is the first part.

Species in After Reset RPG: Part I. Humans

In this news we'd like to share game lore about the species of the After Reset world. This news is dedicated to Humans.

A species is one of the basic units of biological classification and a taxonomic rank. A species is often defined as the largest group of organisms capable of interbreeding and producing fertile offspring.

IMPORTANT NOTES: Due to storyline limitations, you can choose only Human species for your character in After Reset RPG's single-player mode. Despite that, you will meet a variety of other species during your adventure in the world of the game.

HUMANS:


Humans are the most diverse and contradictory species in the world of After Reset. Being one of the most adaptable, flexible, fierce predators on the planet, humans easily gnawed their way to the top of the food chain in the Past Age. Along with that, humans kept and developed exalted, soulful life drivers like love, compassion, faithfulness and self-sacrifice; as well as passion, violence, betrayal and madness.

The average human height varies from 5 to 6 feet tall, with an average weight of 125 to 250 pounds. Men are normally heavier and taller than the typical woman. Human skin color varies from almost black to pale white, and the typical hair color is from black to blonde. Human hairstyles show much variety - long or short; curly, kinky or straight. Male humans can grow facial hair that varies from sparse to thick.

During the Past Age, humans overpopulated the Earth. By the count of the United Governments, human population exceeds 17 billion people by the end of 2 B.R. During the Reset, more than 99% of them perished. The human civilization as we know it was destroyed during that apocalypse or the years that followed.

SPECIES TRAITS:
Base HP: 10.
HP per level: 8.
Base Field of Sight: 180-degree.
Base Range of Sight: 300ft (60 squares).
Base Attack Quantity: 2 per round (6 sec).
Base Speed: 30ft (6 squares) per round (6 sec).
Skill Points per level: 4 + INT Modifier.
Skill Points at 1st level: (4 + INT Modifier) × 4.

* * *

That is all for today, I hope you've enjoyed reading that lore.

Coming parts of the lore about species are coming (Animals, Insects, Plants, Synthetics, Biomass, Incoeporeals). And according to our tradition, after the end of that small series we'll put those pretty concept arts in HD available to our backers exclusively.

Information about

After Reset

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development

Details

Risen 3: Titan Lords - Preview @ Angry Gamer

by Couchpotato, 14:46

A gaming blog by the name of One Angry Gamer has posted a new English preview for Risen 3. So maybe we have more incoming soon, and it's about time I say.

To keep some of the game’s appeal mixed up and diverse, Piranha Bytes has various mini-games and treasures sprinkled throughout the game. So exploration is most definitely encouraged, even though the game mechanics are somewhat limited in how the exploration takes place (there is no parkour like in Assassin’s Creed, so it sometimes requires a bit of creativity to get around).

As for the mini-games, players will be to partake in various activities outside of the standard main and side-quests. For instance, there is an archery mini-game available where players attempt to get their arrow as close to the bulls-eye as possible. Also, there are other interactive-world activities such as being able to lock-pick doors and treasure chests in order to access areas that aren’t easily reachable.

There’s really no telling how well players will take to a game like this. The limited customization will instantly keep certain gamers from wanting to give the game a chance. However, the hard-as-nails combat and free-form character scaling – as far as attributes, stats and abilities go – could give gamers looking for a serious challenge a bit of something to tide them over until Wasteland 2 comes out of Early Access, or Project Eternity drops for public consumption.

Information about

Risen 3: Titan Lords

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Wasteland 2 - Beta Preview @ Leviathyn

by Couchpotato, 14:38

Here is another Beta preview of Wasteland 2 this time from Leviathyn.

Wasteland 2 is shaping up to be the Fallout 3 sequel fans of the first two never got, which would be a dream come true. Its combat and dialogue systems are decidedly old-school (you can even type words in instead of clicking the buttons), while modern features like a log book, quick bar, and nifty topographical overland map are welcome additions. I’ve been very impressed with the amount of updates and improvements that Wasteland has received from its long beta period; InXile has done a fantastic job utilizing feedback from backers and Early Access adopters. For fans of a certain genre of tactical RPGs Wasteland 2 will fill a very nice niche, a space that’s suddenly (and joyously) exploding with the amazing Divinity: Original Sin and upcoming Pillars of Eternity.

Information about

Wasteland 2

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development

Details

Kingdom Come - Interview @ Area Autodesk

by Couchpotato, 14:34

Area Autodesk did a new interview with with Warhorse Studios. The interview layout is a little weird but ignore it for more information on the game.

The Area: We are happy and very excited to have the chance to speak with Warhorse Studios, arguably one of the hottest game studios in the Czech Republic. Back in February, Warhorse Studios completed their Kickstarter campaign, where upon asking for £300,000, were instead greeted with a little over $1.8 million USD. Congratulations on such a successful campaign! That said - once you start factoring in all of the actual costs needed to make the scale of game that you have in mind, this money is maybe just enough to cover things like salaries, hardware, software/game engine license, rent, and other general expenses for running a company. Something that you most certainly already know! So, Dan, how and when did Warhorse Studios and "Kingdom Come: Deliverance" become a reality?

Dan Vávra: Warhorse was established about two years ago by myself, Martin Klíma and several veterans from the Czech gaming industry and the reason was simple – there was no chance to work on games that we would like to make in any existing studios. And since we wanted to work on something new and innovative and there was zero chance that we could do it under a big publisher's wings, we started a new company.

The Area: Certainly the history of "Mafia" and subsequent titles are known amongst gamers, but for those who only know you for the first time through "Kingdom Come: Deliverance", can you give a bit of background on yourself?

Dan Vávra:
I am part of the 80's computer generation – people who grew up with the first 8-bit computers, played the first games on the ZX Spectrum and C64 and started to make their own stuff on the Amiga. I started as an artist in Illusion Softworks and after some minor work on its first game “Hidden and Dangerous”, I went on to be the Writer, Designer and Director on “Mafia: The City of Lost Heaven”. I wrote and designed “Mafia II” and worked on some others, sadly unreleased projects.

The Area: As overseer in the production of this game and making sure that all gears are greased, so to speak, what are some of the main tasks you have to take care of?

Dan Vávra: I am the Creative Director, so I have my fingers in most aspects of the game. But my biggest task is of course design and writing.

Our game is so massive, that there is no chance I would be able to write everything myself, so we have seven other writers and lots of scripters ... I work kinda like a show runner on TV – I work with other writers, prepare concepts for the story, review their work, we brainstorm a lot and the I write parts of the story myself.

Information about

Kingdom Come: Deliverance

SP/MP: Single-player
Setting: Historical
Genre: Action-RPG
Platform: PC
Release: In development

Details

Zpocalypse: Survival - Game Updates

by Couchpotato, 14:28

It has been a while since I posted news about the failed kickstarter game Zpocalypse: Survival. The developer Greenbrier Games has posted a few more updates.

The first update talks about the re-launch on Kickstarter.

Ever closer to Alpha and re-launch!

It has been a little while since out last update and in our silence you will find us hard at work on the game getting it ever closer to an alpha state. I have some nice new screenshots to show off in this update around some of the things that we have been working on. I did however, want to mention that while things are still progressing nicely we lost our level designer. We have been working hard to get our new level designer up to speed and our programmer has been hard at work getting the random world generation and free-form base building working. The world randomization is already shaping up really well and the only slowdown is getting all the models and art to start populating the world fully. As a side note, if there are any talented environmental 3d modelers with texturing skills out there we are looking for some extra assistance. 

The second update is about the progress of the Alpha version.

Quick Update

Just wanted to give a quick update as we continue to move forward! I just got in a new screenshot from our level designer as he is working through things. This is a first look at the a new world build. Still a lot we are working on but it is great to see things getting back to normal. Keep in mind this is all with our world generation and is not the static world we had before!

Information about

Zpocalypse: Survival

SP/MP: Single-player
Setting: Modern
Genre: Roguelike
Platform: PC
Release: In development

Details

Dragon Age: Inquisition - Next Gen Difference

by Couchpotato, 14:23

Onlysp posted a new article for Dragon Age: Inquisition that compares the graphics to all past games in the series. Of course we all know the Frostbite engine wins.

The Next Gen Difference: Dragon Age: Origins, 2 and Inquisition Compared

We here at OnlySP are incredibly excited for the upcoming onslaught of games coming this October. A lot of those games include sequels that are bridging the gap from PS3/Xbox 360 to PS4/Xbox One. So, we decided that we would take a look at the difference certain details between those games, from the last generation to the current gen.

This is The Next Generation Difference.

For our first Next Gen Difference article, we decided to focus on BioWare’s epic fantasy RPG series Dragon Age. Dragon Age: Origins was released in 2009 for PS3, Xbox 360 and PC while Dragon Age 2 was released in March 2011. The next game will be released on PS4, Xbox One and PC in October of this year. We’re going to take a look at elements of the game and compare them to each other. While some of the differences should be plain to see, it’s always good to focus on the minor details too.


Information about

Dragon Age: Inquisition

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Rampant Games - Ultima IV & Rational Worlds

by Couchpotato, 14:17

The Rampant Coyote took a break from posting news about the Steam release of Frayed Knights to talk about Ultima IV in a new blog post on his website.

Ultima IV and Rational Worlds

I’m gonna take a break for the weekend on the Frayed Knights posts (more next week!), and just refer you to a couple of posts by The Digital Antiquarian about a game that’s very near & dear to my heart, Ultima IV.

First, the origin story – and some conjectures about the real history behind it that go beyond the short & sweet “official” story:

Article: The Road to IV

Article: Ultima IV

Now, as much as I like to wax prosaic about Ultima IV, because it really was a pretty landmark game and IMO still a great game to play, it is still a (relatively) simple game with simple mechanics. Although the interesting thing is that while modern games with complex faction systems may be far more sophisticated, the simple rules and ability to check with Hawkwind to monitor your progress may have actually strengthened the focus of the game and increased the verisimilitude than far more murky but “realistic” systems. Go figure.

But maybe a more significant factor – and reason that the game series is so beloved today – is suggested in the second article. Though violated as often as reinforced, a logic and consistency permeated the Ultima games. This was a part of game design as well as the fictional world-building. At least through the middle of the series, the games were far more simulationist than narrativist. The game ran on consistent rules with very little special-case code. The player acquired and learned to use tools to make progress in the game – from finding an artifact to fly over mountains to using a cannon to shoot a door off its hinges.

The magic system tried to follow that same consistency – it seemed to be created of a combination of elements, which included reagents some games, and runes in Ultima Underworld. Likewise, the virtue system was a combination of a handful of base elements. In Ultima VI and VII, crafting and simple economy were introduced much the same way, with a number of basic procedures allowing the creation of items in the game.

Maybe it was the transparency of these systems – and how they permeated the same game – that made players feel like Origin was living up to its motto, “We create worlds.” And maybe there’s a lesson to be learned by game designers (especially RPG designers) about  the art of world-building.

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Rampant Games

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Fallout 3 - Game Developers & Bugs

by Couchpotato, 14:12

Pixelated Shawn Bird shares his opinion about how game developers should fix their games. He uses Fallout 3 as an example, and I agree with him.

Last year during one of the big Steam sales I finally got my hands on Fallout 3: Game of the Year Edition for around $5 and I thought I was stealing it. That was until I sat down to play it and found that the game would constantly freeze and I would have to bring up my task manager to shut it down. At first I thought it might be a silly glitch, but then I learned that it was a deep rabbit hole of which there was no return.

I am not a PC gamer because I know my way around installing games and screwing with game files and folders. I only became a PC gamer about five years ago now and it is because of how easy Steam makes it to play games. Sure I had Diablo II and a few others back in the day, but for the most part PC gaming was out of my element and so I stayed away and stuck to consoles. Consoles, you know like the PlayStation 3 and Xbox 360, hardware that could still play Fallout 3 on if I had it for those systems. I actually did own it for both of those systems at different times, but of course traded them in for that lustrous gaming credit to purchase other games.

I have put hundreds of hours into Fallout 3 and even all the DLC for it. I have completed 99% of all the game’s missions. I even collected all the bobbleheads on more than one occasion. So you might be asking “Why rebuy it?” Well I miss it, a lot and now on PC I can livestream it and/or make YouTube videos of me playing it and all the whacky things that happen. Fallout 3 is an amazing game, one of the most popular from last generation. It is the reason we all are clamoring for a Fallout 4, that and surely partially because of this whole debacle. That is what upsets me the most about this whole situation. If it was a game I didn’t care so much for I would just cut my loses and go on my way, but I love Fallout 3! It is even on my top ten list of games from last generation. I really want to play it again and unfortunately, I can’t under these circumstances.

Information about

Fallout 3

SP/MP: Single-player
Setting: Post-apoc
Genre: Shooter-RPG
Platform: PC, Xbox 360, PS3
Release: Released

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Elysian Shadows - Kickstarter Announcement

by Couchpotato, 14:06

he Elysian Shadows development team has released more information, and a new video with news about the games upcoming kickstarter in two weeks.

We're back with a gigantic update on Elysian Shadows and our Kickstarter campaign! The team takes you on a wild ride inside the high-stress, sleepless world of full-time indie game development, as they work day and night preparing for the launch of the campaign on August 1st. With almost a full hour of highly polished and sincere commentary from the team fused with unapologetically raw and uncensored footage, this is our most ambitious production to date... We truly wanted to show our fans everything that goes on behind trying to run a startup gamedev company and successfully running a crowdfunding campaign.

The date we've all been eagerly awaiting is rapidly approaching... We're both terrified and excited for it, and we have truly poured our hearts and souls into creating a product and a campaign worthy of your backing. Thank you for the continued love and support we have received from the indie game development community over the years. Let us know what you think of the stretch goals and if you have any input on the campaign. We would love to hear from you!

Information about

Elysian Shadows

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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Torment: Tides of Numenera - New Interview

by Couchpotato, 14:02

A Polish site called Gry-Online shares part of a new interview in English with a few developers from inXile Entertainment about Torment: Tides of Numenera.

One of the most beloved features of Planescape: Torment was the incredible uniqueness amongst found equipment. Almost every single weapon looked differently and had its own story. Is your approach to items in Torment: Tides of Numenera any close to this one?

Kevin Saunders (Project Lead): Items are very important to the Numenera setting – in fact many items are numenera, which are remnants from past worlds. We do plan to give items unique descriptions and they will help you to understand some facets of the world. How unique they will appear visually is still an open question, though certainly the most significant items will stand out.

What about game difficulty? Are you planning to escalate it somehow? If so – what will change at „hard” in comparison to „normal”? And if not – how do you want to reconcile the expectations and needs of hardcore RPG gamers and casual ones?

Kevin Saunders: We do plan to have difficulty settings, but aren’t yet prepared to discuss the details of how we’ll approach this feature. In general, we aren’t targeting super casual players, but we are using best practices for UI design and game design to make the game accessible rather than arcane. The quests, storyline, etc. typically don’t take well to different difficulty levels and we aren’t planning much, if anything, there. Meanwhile, because the Crises are hand-crafted experiences, and fairly few in number, we hope we can be somewhat sophisticated in how we alter them based on difficulty.

Unfortunately, you were unable to acquire the copyrights for Planescape: Torment and the game will be set in a completely different universe. Can we at least expect some easter eggs and references to the Nameless One, Morte and others from the original?

Kevin Saunders: TTON fans will catch glimpses of PS:T but we don’t plan to have direct references.

Even though there is still a lot of work to do, the core of the story is probably already finished. How much time will it take to complete the game? Planescape: Torment provided from 40 to 50 hours of pure gameplay in addition to almost 800 000 words to read. Can we expect similar numbers in Torment: Tides of Numenera?

Kevin Saunders: Yes, the core of the story is finished (though elements of it will be iterated upon through to the end). We don’t want to make guesses as to what the final gameplay length will be, but I expect we’ll be somewhat shorter than PST, though no less dense. In part this is because we won’t have the dungeon crawling sections that PST did. We will definitely have a lot of words, be they dialogue or descriptions. (We’ve written/implemented over 50,000 dialogue words already and we’re not yet in full production.)

Information about

Torment: Tides of Numenera

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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The Red Solstice - Two More Previews

by Couchpotato, 13:57

Here are two more previews of the Early Access version of The Red Solstice.

Trust in Play

Nevertheless, would I suggest buying The Red Solstice? It’s currently in Early Access and I’ve already gotten more use out of it than some of the bigger budget games I’ve played. I’m glad to say The Red Solstice isn’t one of the grayed out titles in my Steam library. The Red Solstice is an entertaining top down strategy game that you can play with a few friends or none at all. I’ve found it both fun playing with random people and friends of mine. The Red Solstice will get you your bang for your buck and it’s not even finished yet!
The Red Solstice is a promising game with enough graphical and gameplay features that will remind you of several classics you may or may not have played. However, due to the framerate and lag issues, the game tends to be somewhat unplayable at certain hours. The Red Solstice starts to feel repetitive, even when playing with others on a regular base, due to the fact that you will always need to scavenge and do quests in the same map. Having only one game mode available only makes the repetitive feel bigger. However, besides all of this, the game can still go in many directions which can ultimately make the game not just fine but great.

Information about

The Red Solstice

SP/MP: Single + MP
Setting: Sci-fi
Genre: Strategy-RPG
Platform: PC
Release: In development

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Cube World - Quest System Preview

by Couchpotato, 13:54

Developer Picroma has released a new video preview of the quest system for Cube World. It has been a while since I posted any news about the game so enjoy.

This video gives a first preview of the new quest system that we're currently working on. It's still work in progress and we're still adding more variations and content

Information about

Cube World

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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Saturday - July 19, 2014

Dead State - Progress Report

by Aries100, 19:21

DoubleBear Productions have updated the game's Kickstarter page with news of the progress they've made since the latest Early Acces update.

Here are some of the progres since the last Early Access Update:

* Our programming team is working on implementing dogs, shelter upgrades, and character perks and traits, as well as the usual bug-fixing;

* Our animator is working through importing a number of new and existing animal, human and undead animations into the build and creating new dialogue gesture animations;

* Our design team is crafting crisis events, adding ever more allies and their corresponding dialogues to the game, and working on new and old levels;

Also, Brian is bringing back Monday Design Updates to the forums.

 

 

Source: RPG Codex

Information about

Dead State

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development

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Wasteland 2 - Hands On Preview @ RPGFan

by Aries100, 19:11

Robert Steinman from RPGFan has written a preview article based on hands--on time
with the game.
  A quote, then, on, the UI:

Admittedly, the UI is a bit clunky for my taste. I didn't understand that I had to click on a skill on my hotbar before trying to use the computer skills given to one of my party members. I just assumed they would automatically perform the designated task, but W2 is rather old school in asking you to pay attention to the world and how you can interact with it.

A quote about player choices:

I was tasked with repairing repeater units at two different locations. With only enough time to choose one, I had to decide between the aforementioned science center or a highly inhabited area under attack by raiders. Your commanding officer tasks you with making the decision, and this level of player choice could lead to a great deal of replayability.

Information about

Wasteland 2

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development

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Balrum - Post-Funding Update #39

by Couchpotato, 06:25

It has been a while since Balcony Team posted any new information for Balrum. Though they did post a new kickstarter update about the games progress this week.

The upcoming update!

Hello everyone!

We are making steady progress! The remaining bugs are fixed and the content update is on it's way!

Here is what you can expect from the next beta update:

  • Every skill is redesigned and now the skills have more meaning. Every skill has a detailed tooltip explaining the skill.
  • The unfinished quests are now finished: (spoiler ahead!!) For example: The sick troll quest is now completable by curing the troll (various ways) or by killing it.
  • Building your home has been heavily altered. Now instead of being able to build a house in specific places, the story will reveal a safe place for you where you will be able to build your own home early on in the game. A build button has been added to the main bar.
  • Hundreds of new sound effects are in the game.
  • Lore bits are finally in the world! This means that you can find old letters and documents that the long forgotten inhabitants of Darkwood wrote. We think that reading these texts will help you understand the history of the woods and Balrum.
  • All crafting systems have been redesigned. As we mentioned in our first beta update the crafting systems were really primitive. Now we feel that we have well working and more comfortable crafting systems for you!
  • Now there are recipes/schematics hidden in chests and other places in the world that you can learn from.
  • Translation support is finally complete! All text in the game is now accessible via simple xml files.
  • New AI behaviors are implemented. For example: a mainly ranged enemy will try to use it's ranged abilities more often than it's close combat ones.
  • There are already many mini games/puzzles/secrets in dungeons. Now there are a few of them above ground too. Some of these puzzles are only completable if you read the lore bits and find the information you need to solve them.
  • Special weapon and armor properties. Quite a few weapons now have special on hit effects and give the player various attributes. There are armor sets in the game now. These sets will give the player extra attributes and effects if a certain amount of the set pieces are equipped.
  • Information! There are small helper tooltips where there should be one. These will help you understand how certain mechanics work in the game.
  • Item tooltips now tell you more about the item. For example the tooltip of a potato will inform you about how nutritious it is.
  • Combinable items are now more useful! There is a new combine button on the main bar. This button will bring up the item combine interface. You will be able to create items that do not require a special crafting facility. For example: fire arrows, torches..etc
  • The character panel is redesigned and the quests menu finally has been updated too.

In the upcoming weeks we will send everyone who pledged more than the base game an email regarding their rewards. Some of you have already sent us ideas and descriptions about what you would like your npc,monster or special item..etc, to be like. If you haven't changed your mind you don't have to reply to the new email.

We are working hard on the next update. We hope that we won't need more than a few weeks to release the update!

As always, have a great day and thank you for your continuing support!

Information about

Balrum

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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CD Projekt RED - On Sex & The Witcher Games

by Couchpotato, 06:21

Playstation Lifestyle has a small preview of a new interview with CD Projekt RED about sex, and how the developer, "Makes Mature Games for Mature Players'"

If you’ve played past Witcher games or have read the books it’s based on, then chances are you’ve come across at least one scenario where sex was involved. 

In our exclusive interview with CD Projekt RED, we mentioned to Level Designer Miles Tost that each entry in The Witcher game series contained some level of sexuality in them, which has stirred some controversy. What do they think of sexuality in gaming and how they’re approaching the subject in The Witcher 3?

"We make mature games, for mature players (every Witcher game is for adults only) and sex is, well, a part of adult life. The key thing is not to overdo it, not to sell your game with sex. As long as you remain tactful in what you do, as long as you have a legitimate reason to put sex in your game, I think it’s quite safe to do so."

In the same interview, Tost also mentioned that there’s “no plans” to re-release previous games in The Witcher franchise on PlayStation platforms.

How do you feel about sex in games? Should developers be allowed to put as much  of it as they want in games or should it be used sparingly and not just for shock value?

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CD Projekt RED

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Frayed Knights - Dice & Paper Edition

by Couchpotato, 06:17

The Rampant Coyote posted another update on his blog about for Frayed Knights. This time he talks about what inspired the games development.

The Origin of Frayed Knights: Dice and Paper Edition

Long-time readers may be plenty familiar with some of this already. But with the first Frayed Knights game coming out on Steam (hopefully a week from today) and the sequel making progress towards its first fully playable demo, I figured I’d go back over a little bit of the history of the series.

The Frayed Knights series was inspired by a number of sources. I’ll talk about the computer RPG origins in another post,  but the Bard’s Tale, Wizardry, and Ultima series (and some lesser-known games) were of course old-school classics that informed my design and I wanted to emulate some of the feel of playing those games.

But a lot of it was inspired by the source of inspiration for all of those games – dice-and-paper gaming, particularly the first edition Advanced Dungeons and Dragons era. The characters making snarky comments as if they were players sitting around the table was a direct effort on my part to capture some of that feeling, mixed with a bit of tongue-in-cheek humor, of  course.

Dice-and-paper gaming is different now. Honestly, I play Pathfinder now rather than 1st edition AD&D because I prefer the new system, and I really caught the vision of the “World of Darkness” series with its emphasis on storytelling. So don’t get me wrong – I’m not going to tell you that 1E was the be-all, end-all of gaming. But it was a different experience back then – one that was partly lost a few years later, and is only now being somewhat re-discovered by computer RPGs. The recent opinion piece at Polygon, “The dice can kill you: Why First Edition AD&D is king,” manages to describe some of that “feel.”

Information about

Frayed Knights

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released

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Unrest - Interview @ Games In Asia

by Couchpotato, 06:09

Games In Asia had the chance to interview Pyrodactyl Games Arvind Yadav about his past game development, and talk about his new funded kickstarter game Unrest.

One of the rare PC-only developers

In a country where mobile game developers are in the majority, it’s rare to see someone develop for PC. Reason being, for most it doesn’t make commercial sense despite the humungous install-base and new found profitability. Yadav seems to be cut from a different cloth. He doesn’t throw statistics, numbers or jargon around. Rather, his reasons for sticking to the PC as a development platform revolve around personal interest:

"I think part of it is that I always wanted to make games that I would play. When I was growing up the games I played were on PC. I’m a huge fan of the Prince of Persia trilogy, and my brother and I played a lot of Virtua Fighter 2 on PC as well. I never really got into mobile games growing up. People when given the freedom make games that they want to play. I guess if someone grew up playing mobile games, they’d gravitate to that."

What makes a game “Indian”?

While it’s admirable for him to follow his passion, it was odd to see a game from India, steeped in Indian culture. His reasons for making Unrest were, in his words: “To see Indian stories and Indian protagonists in video games, which is super rare”. His goal was to make something holistic and organic that wouldn’t seem like a force-fit by any stretch:

"What I was interested in was modelling social and caste systems in a game. To make a game Indian I can’t take Super Mario and put the guy in a dhoti kurta [traditional Indian clothes]. Or if it plays like a match-3 where the diamonds or whatever are Indianised a bit, it doesn’t make sense, it doesn’t feel Indian. It’s better to consider mechanics, plot and how the game plays to give it the right feel."

Information about

Unrest

SP/MP: Single-player
Setting: Historical
Genre: RPG
Platform: PC
Release: Released

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CivCraft - New Update on Terrain

by Couchpotato, 05:56

Larkon Studio's latest update for CivCraft: Legends Of Ellaria talks about terrain.

CivCraft - Legends Of Ellaria Terrain

Over the past month we’ve been stirring our terrain engine to make it more flexible and versatile than before. You can change it, shape it, build on it and generally do anything you’d do on it with a civilization. Since we polished our RTS camera as well, we actually had to stop ourselves from playing CivCraft too much.

Over the next weeks, we’ll continue to dedicate our time with improving CivCraft, as well as start implementing some of our community remarks and animations.

So, if you want to send us more requests, now is the time

Larkon Studio

Information about

CivCraft

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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Elder Scrolls Online - Should It Go Free-to-Play?

by Couchpotato, 05:51

IGN wonders if The Elder Scrolls Online should go Free-to-Play, and debates the pros & cons of doing so. So what do you all think are they right about the MMO game?

From the moment it was announced the next entry in The Elder Scrolls series would be an MMO, the prospect of the game demanding a subscription fee has been an intensely debated topic. Huge swathes of people proclaimed ESO was dead in the water if it launched requiring a monthly fee, while a smaller subset quietly countered that such a move was needed for the title to succeed. When it eventually was confirmed that, yes, the game would require a monthly subscription, the debate seemed to intensify rather than lessen, and has continued to do so ever since launch in the face of console delays and a mixed reaction to endgame design.

The truth is, I don’t know if ESO will ditch its sub fee. No-one does. Steering toward the issue in a recent interview with creative director Paul Sage I was told “no comment”, so unfortunately I’ve no more official insight than you guys. But as Star Wars: The Old Republic’s first crack at its free-to-play conversion shows us, such a change is far from straightforward. To that end I spoke to Trion Worlds CEO Scott Hartsman and Gameforge CEO Carsten Van Husen - two gentlemen with a wealth of experience in both MMOs and F2P conversions - to find out whether ditching the sub fee really is the right path for The Elder Scrolls Online to take, or if it’s a fallacy that such a move can change the game’s fortunes.

Information about

Elder Scrolls Online

SP/MP: Single + MP
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: Released

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Deus Ex HR: Director's Cut - New Impression

by Couchpotato, 05:47

RPGamer played the new Deus Ex HR: Director's Cut, and decide to share their impression of the game in a new article. As usual here is a short sample.

The highlight of this 'cut' of the game for a lot of critics was the redesigned boss fights. In the original, squaring off the game's cyborg mercenary antagonists was a clunky, inorganic process resolvable only with heavy-duty firearms. This version has intoduced an equally clunky and inorganic fix whereby players can sneak into new rooms and activate security measures to take out the enemies for them. Anything would be better than the original, but it and will never compare with the range that the original gave for taking out its evil cyborgs.

Something that does make this game feel like a proper director's cut over a GOTY edition is the inclusion of audio commentary. Designers, writers, artists and animators share their thoughts and anecdotes about production and design of the game as optional voice messages that pop up in certain contexts as well as over the cut scenes. It is rare to get this kind of insight into the process of making game that I wish more developers would find space for.

This version also features a new game plus mode unlocked after a completed playthrough and modifications to the higher difficulty levels. These are fine additions if a replay tickles the gamers fancy, but none come across as massive game changers.

If you haven't had a chance to tackle this episode in the franchise (or are looking for an excuse to replay it), the Directors Cut is a better option than the initial release, if only for the new boss fights, but don't make the Wii U version your first choice for purchasing it when it is also available on PC, PS3 and Xbox 360.

Information about

Deus Ex HR: Director's Cut

SP/MP: Single + MP
Setting: Sci-fi
Genre: Shooter-RPG
Platform: PC
Release: Released

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CD Projekt RED - How They Conquered Poland

by Couchpotato, 05:43

Polygon posted a new article about how CD Projekt RED conquered Poland in the last decade. Here is a sample from their tour of the developer.

Like so many other companies in Poland, CD Projekt started as a direct result of the collapse of communism. Poles were suddenly left to fend for themselves, and many like Iwinski saw the opportunity to build businesses, something that was denied to ordinary people under communist rule. He calls the years following the 1990 change in government an "incubator of entrepreneurship."

CD Projekt's version of entrepreneurship involved capitalizing on Poland's lax copyright laws and Western games companies' general disinterest in the Polish market. When the copyright laws changed, CD Projekt changed, shifting into licensed localization, distribution and, eventually, game development. But it all started simply as an excuse to play new games before anyone else.

"We had access to new games," Iwinski says. "How silly does that sound as a reason for founding a business? But I think it was quite important. ... We were doing the first localizations in Polish. We did PR and marketing campaigns. In the beginning, the market was quite wild. No retail chains selling games. In the first few years we were just selling to mom-and-pop shops. [Customers] were coming up with a Volkswagen and filling it up with games and selling them in small stores all around Poland."

The success of CDPR's early efforts convinced Iwinski that he wasn't the only one who wanted to play games, and that most Polish people wanted to play them in Polish. CDPR became the first company in Poland working directly with Western companies to localize games in Polish, hiring famous Polish actors to redo the spoken dialogue. Suddenly the world of game development broke wide open. CDPR could offer Western companies something no one else was offering.

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CD Projekt RED

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SW:TOR - Earned $165 Million Last Year

by Couchpotato, 05:35

GamesIndustry has a new interesting article with information that Bioware/EA has made $165 million last year for the F2P Star Wars: The Old Republic MMO.

Bioware's MMO remains strong, World of Warcraft still leading MMOs with subs by a wide margin. Star Wars: The Old Republic remains one of the top five subscription MMOs in the world, according to new research from SuperData.

EA's ambitious MMO, which launched with a subs-only model but eventually integrated freemium options, made $165 million in revenue worldwide last year. That figure is from subscriptions, expansion packs and microtransactions, and it makes Bioware's MMO the fourth biggest in the world in terms of earnings.

As expected, Blizzard's World of Warcraft remains the global leader by a wide margin, with just over $1 billion in revenue. The first game in NCSoft's Lineage series was a distant second with $253 million in revenue - a truly remarkable amount given that it was launched in 1998. Indeed, NCSoft games occupied four of the top ten.

Information about

SW:TOR

SP/MP: Massive
Setting: Sci-fi
Genre: MMORPG
Platform: PC
Release: Released

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