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Tuesday - June 21, 2016
Monday - June 20, 2016
Sunday - June 19, 2016
Saturday - June 18, 2016
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Picture Watch

Dreamatrix
Box Art

Poll Watch

How well funded do you prefer your games to be?
Mega Bucks AAA+
14.75%

Noticeably well funded
31.15%

Fairly well funded
47.54%

Limited
3.28%

Struggling
1.64%

Cheap and cheerful
1.64%

Vote

Expected Releases

Jun: The Technomancer
Jul: Enderal
Jul: Necropolis
Jul: I Am Setsuna
Jul: We Happy Few

Tuesday - June 21, 2016

The Technomancer - Delayed to June 28th

by Silver, 07:03

@Dsogaming they announce that The Technomancer has had its original release date of June 21st pushed back to the 28th of June.

The Technomancer was originally planned for a June 21st release, however it appears that Focus Home Interactive has slightly delayed the game. Even though the publisher did not issue any press release for the delay, its Steam store page (as well as its official website) has been updated and has the game listed for a June 28th release.

Moreover, the embargo for The Technomancer lifts on June 28th, something that further proves that the game has been delayed indeed.

For what is worth, Focus Home Interactive has provided us with a Review code, so expect to hear more about The Technomancer next week.

The Technomancer is a roleplaying game at heart and it starts from the character creation screen, where you will customize your appearance and make your first character development decisions. During the 40 hours of quests, you'll earn precious experience points, that will let you further develop your character through 4 skill trees tied to 3 different combat stances and your technomancer powers. These will help you face the many dangers of Mars: other human survivors and mutants, as well as the numerous hybrid creatures bioengineered by the first human settlers.

The Technomancer

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

Details

Square Enix - Considering Star Ocean 5 port

by Silver, 06:30

@Gemetsu report on a FFDream interview where Square Enix declared it is considering a Star Ocean 5 port for pc but is trying to work out the controls first.

Star Ocean: Integrity and Faithlessness could come to PC following its PlayStation 4 release next week, according to producer Shuichi Kobayashi.

FFDream interviewed Kobayashi last month, who discussed the potential of a PC version. Here is the

FFDream: Are there any plans to port Star Ocean 5 to PC?

Kobayashi: "Since the game is full of action, I wonder the ideal commands for PC might be... What's the best way to play it, in your opinion?"

FFWorld: "With a game pad?"

Kobayashi: "Are people used to playing on PC with a game pad in Europe?"

FFWorld and FFDream: "Yes."

Kobayashi: "I see. So if you have a game pad, you can play it without problems, but I wonder how those who don't have one would play. That's our main concern and why we've pushed to release a PC version later on, so that we could reflect on the controls for players without a game pad. The ASKA engine, which tri-Ace used to develop Star Ocean 5, allows us to easily bring the game to PC, so if we can find a solution to our problem with the controls on PC, porting it should be easy enough for us, although I can't promise that it would be fast."

Star Ocean: Integrity and Faithlessness is due out for PlayStation 4 in North America next Tuesday, June 28, and in Europe next Friday, July 1.

Square Enix

Details

ME:A - Original Games Choices Don't Matter

by Silver, 03:42

PCGamesN reported on a chat the Bioware bosses had with Eurogamer which confirmed that the original series choices won't effect events in Mass Effect: Andromeda.

It doesn't matter which colour-coded ending you picked when you were chatting to the ghost kid at the end of Mass Effect 3, as your ending choice won't carry across to Mass Effect: Andromeda. It is in an entirely new galaxy, after all.

Eurogamer had a chat to BioWare studio boss Aaryon Flynn and Mass Effect creative Mac Walters, both of whom confirmed that they wanted Andromeda to stand apart from the original trilogy.

"We acknowledged [your final decision] in the endings of Mass Effect 3 and I think that's where we want to leave it for now," Flynn said. "We want this to be a new story and it would be very hard to say it's a new story but also that you need to understand how [the past trilogy] ended."

Since Andromeda's setting removed from the Milky-Way by considerable distance - and presumably time, with the woman protagonist shown in the E3 trailer awaking from cryo-sleep - it frees the writers up to leave Shepard's story behind.

[...]

"We've done it in such a way that allows all of those decisions you made to remain intact in the canon of the universe, but also allows a new story to begin," Flynn added.

It does sound like there will be some nods to the original trilogy, however. I just hope BioWare keeps them subtle, instead of veering into fan service that makes little sense. 

"It's important for us to have elements from the Trilogy for fans to have in the background," Walters explained. "Ultimately this is intended to be a fresh story, but we want to have things for people to find and go 'oh, I remember that character'.

Mass Effect: Andromeda

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: Unknown
Release: In development

Details

Dark Souls - Now with DS3 UI

by Silver, 03:32

PCGamesN report on a new mod for the original Dark Souls that brings its UI up to the standards of Dark Souls 3. You will need DSFix installed to use this mod.

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If you've played Dark Souls 3 recently and got the itch to return to the original, this UI mod will surely ease the transition.

Here's a breakdown of everything the mod changes:

HUD: Health and stamina bars
HUD: Enemies health bar
HUD: Humanity counter
HUD: Cursed skull
HUD: Items slots
HUD: Souls counter
HUD: Target lock icon
HUD: Status effects icons
HUD: Interaction stripe
HUD: Invasion and summoning notification
HUD: Bow crosshair
HUD/Menus: Items/Equipment background
HUD/Menus: Wooden dish bellow the items/equipment
HUD/Menus: High resolution controller buttons (Xbox One and PlayStation 4)
Menus: Main menu icons
Menus: All the menu backgrounds and ornaments
Menus: Navigation arrows icons
Menus: Inventory and equipment categories icons (items, armor, rings, etc.)
Menus: Icon for the empty slots on the equipment menu
Menus: Key settings icons
Menus: Gesture menu
Menus: Create character
Menus: Messages background
Menus: Confirmations menus and notifications (quit game, loading save data, etc.)

Dark Souls

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

Details

Monday - June 20, 2016

General News - CRPG History Abridged IV

by Hiddenx, 22:49

Felipe presents a few niche RPGs that introduced some new game elements:

CRPG History Abridged IV: A few niche RPGs that brought something new to the table

As I keep exploring the history of Computer Role-Playing Games for the CRPG Book Project, more interesting titles appear that aren't well-know but are definitely worth a closer look. So here's another chapter of CRPG History Abridged, this time on some very niche titles.

You can check Part I, II and III, or the latest release of the CRPG Book here.

[...]

Cobra Mission: Panic in Cobra City (1991)
Chinese Paladin (1995)
Mordor / Demise (1995/1999)
Yumina: The Ethereal (2009)

[...]

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Tyranny - E3 Video @ Roleplaying TV

by Hiddenx, 22:33

This Tyranny E3 video shows combat, character progression, roles of companions and more:

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Thanks Farflame!

Tyranny

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

Details

Starpoint Gemini Warlords - Content Update

by Myrthos, 18:10

The third content update for the strategy-RPG Starpoint Gemini Warlords, currently in Early Access, has been made available.

Little Green Men has released a massive content update for Starpoint Gemini Warlords. All strategists, RPG fans, and lovers of space battles can now enjoy tons of extra new features in the Early Access version of the game.

With E3 2016 now behind us it's time to get back to normality, which for space-sim fans out there means getting behind their spaceship console again and re-visiting Gemini universe. Especially because they can now expect to find lots of new, cool features at their disposal.

Wondering what the developers have prepared for you exactly? Watch the brand new gameplay trailer, that shows not only what's new in the latest update, but all the features that have been introduced to the game since its Early Access launch. And if you haven't bought the Early Access version of the game yet, then it's probably one of the best moments to.
(Editors note: The link provided in the press release goes to a dead end, so the video is not to be found at the moment.)

Starpoint Gemini Warlords is a unique blend of space sim, RPG, and 4X games. You'll be able to conduct research and construction in your own gigantic space station, command your war fleets and heroic companions to invade enemy territory, build up your stronghold, trade, mine, salvage, and remind your enemies why they should be afraid of you.

Created from the feedback and suggestions of the highly active player community, Starpoint Gemini Warlords is everything which players asked for in Starpoint Gemini 2 but that was simply too extensive to be added at that point. The developers have worked hard on introducing new features to the game on a regular basis, and this is what they've managed to release in the latest update:
  • Two new station models (Kepler & Holocom HQ) have been added.
  • Nyxian Consortium fleet was created with five new ships.
  • Two new Freelance job types are now available.
  • The auto-repair facility has also been built into the game.
  • The off-world prison structure has been added.
  • A lot of new loot drops have been added for more diversity, easier modding, and balancing.
  • Europa and Neptune can now be purchased at the Atlantean station.
  • Nibiru, Jupiter, and Eridan can be purchased on planet Nyx.
  • The new Perk system has been implemented.
  • The option to hunt down a wanted criminal has also been added.
  • You can now construct resource structures (Reclaimers, Mining operations, and Gas collectors at this point).
  • A completely new encounter system has been implemented as well.
And this is only a part of the list! To check out all the changes that this update has brought, click THIS LINK and see what a massive job the developers have done!

 

Starpoint Gemini Warlords

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

Details

HBS - On Battletech & Necropolis

by Silver, 13:15

PC Gamer talks to Jordan Wiseman of Harebrained Schemes about the studio's two upcoming games Battletech and Necropolis.

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Jordan Weisman stops by to talk BattleTech.

Source: PC Gamer

Harebrained Schemes

Details

Staxel - Development Update

by Myrthos, 12:50

In the latest Staxel blog some information about development and the storage mechanic is provided.

I thought I’d give you all a look at some of what’s been worked on this week. I won’t go into too much detail about each aspect but this should give you a good idea about a few of the things you can expect to be showing up in the game pretty soon.

We’ve made some good progress with our first in-game farm animal! This was featured in the last Staxel Reporter, but since then the cows have had their animations worked on, and improved AI code is currently being written.

This week we started working on the beekeeping mechanic, and how it’s all going to come together and function in the game. If you’re curious as to how the beekeeping mechanic is going to work, we did an article on it in the Staxel Reporter – Issue #11: Beekeeping & Modding Guide Spotlight.

We’re all very excited for beekeeping and we hope you are too!

As you can see we’ve continued to add more plant life to Staxel, right now we’re specifically working on adding fruit trees. I don’t know about you, but I’m really looking forward to creating a huge, colourful orchard with every type of fruit tree!

We’re very happy with our progress these past two weeks, it’s nice to see another main feature shaping up in the game, and makes us excited about everything else we have planned.

Staxel

SP/MP: Single + MP
Setting: Modern
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Wanderer - April-May Development Update

by Myrthos, 12:45

In a lengthy development update for Wanderer more informationis provided on their activities in creating a vertical slice of the game, additions to the engine and features, including some videos.

So, It's been an extraordinarily hectic couple of months (which is turning out to be a running theme, I've discerned with the greatest of astuteness) as we've moved into properly constructing the game. Now that we're a good chunk of the way into it, I thought it would be apt to reflect a bit on the experience from my perspective thus far.

As intended, building our vertical slice continues to unlock a lot of insight into the strengths and weaknesses of the game's core design. It's direction continues to subtly grow and evolve, as we grind away at the ideas that aren't holding up under the scrutiny of testing. Those ideas are then redesigned, reapplied, and retested until (ideally) no glaring issues remain.

The good news is It's extremely encouraging to see a first glimpse of what the game is shaping up to be, and I'm happy to see that there's a lot of potential for something very cool in what we have coming together. But there's no denying that there's still a very healthy amount of lab-work and experimentation required before all the pieces of the puzzle are fitting together seamlessly, and that means there's still a relatively long road ahead for this vision to be fully realized.

Wanderer

SP/MP: Single-player
Setting: Sci-Fi
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Epocylipse - New Trailer

by Myrthos, 12:24

Here is a trailer for Epocylipse: The Afterfall showing some animated artwork.

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Epocylipse

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

Details

The Long Journey Home - Gameplay Video

by Silver, 12:19

Gamespot show us some gameplay footage from The Long Journey Home presented at E3.

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Also on the games blog site they have a ship room break-down for those that want to know what is what on their spaceship.

The Long Journey Home

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

Details

Elder Scrolls Online - Dungeons, Player Housing

by Aubrielle, 11:42

Big updates are coming for The Elder Scrolls Online, including a dungeon pack slated for August and player housing coming in 2017.

Two years after the PC release and one after launching on PS4&XB1, The Elder Scrolls Online is thriving. The Dark Brotherhood DLC just came out and Zenimax Online announced more updates at E3 2016.

eso_dark_brotherhood_skeletons

During Bethesda’s E3 Showcase, it was revealed that over 7 million players bought The Elder Scrolls Online since its release. Game Director Matt Firor then announced One Tamriel, a new feature that allows players to group with friends anywhere in the PvE world regardless of the character level or alliance. This sounds very similar to the system used in Guild Wars 2.

Here’s how it works:

  • Characters will have their level scaled the same way that the game currently scales players to the level of DLC zones (Imperial City, Orsinium, Thieves Guild, and Dark Brotherhood).
  • You will be able to explore the entire world in any sequence you wish – just walk across the world and you will always find appropriately leveled content.
  • You will be able to play and group with anyone in the game at any time (outside of PvP). No longer will you have to create a lower level character to play with a friend who has just joined the game. You will be able to group and adventure together from the moment your friend emerges from the tutorial.
  • All PvE Alliance restrictions are being dropped. You will be free to explore of all Tamriel, including other Alliances. It is up to you how you want to role-play your character while doing this. “Silver” and “gold” versions of zones will be replaced by Cadwell quest storylines that you can do in any order you wish.
  • Alliance restrictions will still be enforced in all PvP areas, of course. One Tamriel will not affect the PvP systems in Cyrodiil.
  • In general, higher level players will be the same “level” as lower level players, but they will have far more tools in their arsenal: better gear, more abilities, and of course more Champion points.
  • Gear rewards will be scaled appropriately to make sure that there is always a way to get more powerful via crafting, questing, PvP, and dungeon/trial boss loot drops.
  • All Trials and Dungeons will continue with standard and Veteran difficulty modes, and you will have to be Veteran level to play veteran dungeon modes.
  • The Coldharbour zone will be “roped off” from players who have not yet completed the quests that lead there. However, if you are invited to a group that is already there, or travel to a friend who is there, you can immediately access the zone.

Chances are we’ll get a lot more information on both those upcoming DLC packs at Quakecon, due August 4-7 in Dallas, Texas.

A couple days later, Firor revealed to IGN that the next DLC will be an Argonian Dungeon Pack, due to release this August alongside the barber shop. Player housing, on the other hand, is planned to become available in the first quarter of 2017.

Elder Scrolls Online

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

Details

Opinion - Five CRPGs We Should Play

by Aubrielle, 11:38

Play Die Reload takes a quick look at five RPGs you should play if you haven't already. Their selections include Balrum, Serpent in the Staglands, Underrail, Konung 2, and the Eschalon series.

Initially Konung 2 seems like a game to pass over as there is no in game tutorial, however with persistence this open world game can offer some interesting gameplay.

Konung 2's point of interest is helping villages empower themselves to protect their property from bandits. For example you can send villagers off for training to improve their blacksmithing skills and make better weapons for the village. You also build things for the villages like shipyards, barracks etc and find people to fill the roles required for each one.

Read more.

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Deus Ex: MD - Preview Roundup

by Aubrielle, 11:28

Several gaming sites weigh in on their experiences in Deus Ex: Mankind Divided.

Given the strong presence it had at this year's E3 expo, it comes as no surprise that Eidos Montreal's FPS/RPG sequel Deus Ex: Mankind Divided is the subject of an assortment of new previews.


PC World:

But it’s amazing how open and spacious Mankind Divided’s levels feel. On my way through the hotel I was able to spot a number of alternate paths I could’ve sent Jensen down. Some are easy to locate—a vent high up on a wall, or a stray bit of scaffolding. Others are easier spotted with Jensen’s augmentations, like weak points in the wall that he can punch his big ol’ metal fist through. Not the stealthiest method but it works.


HardcoreGamer:

Outside of the general mechanics, a lot of the augmented moves return as well, such as busting down walls, although you can add an electrical charge to it, dropping from incredible heights, cloaking, and plenty of others. There are a bunch of new abilities, though, such as a Mega Man-esque blaster that acts as a shockwave, incapacitating enemies, an explosive blade that flings out of Jensen’s robotic arm, protective shielding, a multi-targeted projectile taser, and even more. There’s a lot of options when it comes down to taking down your enemies and Adam Jensen does it in style. Hacking is more or less the same with similar nodes that need to be breached with different variables and RNG playing out in the background. The difference is the visual aesthetics are more three dimensional, giving off a sense you’re hacking the components rather than a simple interface.


New Game Network:

We then also had a chance to play a very early level in the game. It began with a deployment on a mission in Dubai, in the year 2029. Adam is tasked with going in first to assess the situation and get in position for an illegal deal that's about to happen. Players get to choose a lethal or non lethal approach, as well as if they prefer short or long range – this dictates what loadout you start with; a setup that's very familiar to the one in Human Revolution. Adam has access to a variety of augmentations that enhance your abilities, and they can be further upgraded later on. The inventory screen seems uncluttered, and a few sorting options should make things easier later in the game. You can also craft consumables using parts, and customize your weapons on the go with attachments and different ammo types.


Rocket Chainsaw:

For our brief time with the game we chose to go the short range non-lethal path, that being a stun gun. Our augmentations ran off a gradually replenishing energy pool, and included smart vision (see enemies through walls), stealth cloak (invisibility, Icarus landing for surviving those long drops, and an ability that suppressed the sound we made. Most of these you’ll remember from Human Revolution, and they’re juts as useful here as before.


Engadget:

Yes, you'll be able to install augments that are both the same and different to the usual upgrades the main game offers its protagonist Denton. That's predictable enough, however the system you're attacking also adapts. As soon as you've completed your task of leeching from multiple data loads, the system/ level will go into lockdown. For me, this meant my routes of escape were suddenly blocked and there was now tougher security on my way to my extraction point. You're also able to carry your own hacks with you (double speed or double hit points, for example), so in a pinch you can reverse your fortunes easily.

Source: GameBanshee

Deus Ex: MD

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

Details

Balrum - From Intro to Conclusion

by Aubrielle, 11:24

CRPG Revisited chronicles an adventure through Balrum from start to finish.  Warning: article snippet posted here contains mild spoilers.

The individual behind the CRPG Revisited blog has taken Balcony Team's old-school, open world RPG Balrum through its paces, having cranked out a series of articles since early March that take us through the game's introduction to its end boss finale. The articles start with an intro, then move on to the first ten hours, somewhere in the middle, entering the mage guild, and the final battle. Rather than spoil anything from the end, I'll quote from an earlier point:

For the first time in the game I had to progress and not just avoid tougher obstacles as is common in this open world RPG. The tower was filled with ghosts. Fortunately I had found a necklace which deflects some of their chilling effects and I got my hunter skill level raised to two which meant I could get rid of my wolf pet. I trapped a bear instead and he is tougher but slower. Together we slowly explored the tower.

After the first level there was no turning back. It wasn´t possible to use the trapdoor to get out. I had to move forward. I was a little nervous about that but hoped everything would go well. Level two was a huge labyrinth which led me to many dead ends but with the help of the automap, patience and lots of food (remember you consume food, drinks and stamina (rest) allt the time). In the end I met my first "boss", a skeleton king.

What followed was the most interesting battle in this game so far. He was much stronger than me but by hurling fireballs at him whicle my bear clawed at him and tried to slow him down and by always retreating out of melee combat, I was able to slowly drain his energies. Pretty fast my mana dropped to zero and I had to run away to keep my distance and get myself time to drink mana potions. My pet bear also died pretty early. I then used my stun/freeze spell on him everytime I needed to drink more health and mana potions and run away to keep my distance. Sometimes the Skeleton king hurled fireballs at me or tried to stun me instead of moving forward. Those moments where critical but I always managed to get out even though my pool of potions was about to be depleted. At one time I had trapped my self into a dead end and saw the face of death emerging at me. The skeleton king was now weak but so was I. I finally mustered my last mana strength and used a teleportation potion on myself and by that I got on the other side of the king and could keep running away. Finally he died. It had cost me dozens of expensive potions but it was all worth it. Not regarding XP but by a few good items and by progressing.

Source: GameBanshee

Balrum

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

Details

The Dark Eye - Core Rules Coming Tuesday

by Aubrielle, 11:21

The PDF version of The Dark Eye's newly-imported core rule set will arrive Tuesday.  Ulisses Spiele has provided a set of three let's play videos showing off the new rules in action.

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Source: GameBanshee

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Sunday - June 19, 2016

Mount & Blade II - Interview @ TechRaptor

by Hiddenx, 23:38

TechRaptor has interviewed Frank Elliott and Steve Negus about Mount & Blade II: Bannerlord:

I attended a presentation with Taleworlds Entertainment all about siege in Mount & Blade II: Bannerlord. Later I returned and Taleworlds graciously agreed to an interview, so I spoke with Frank Elliott and Steve Negus about more siege details, factions, relationships between lords, and more.

We first talked about much of what you can see in this video here, which is much of what I saw in the presentation I attended. There was discussion of what players new to the series should be excited to see, as well as the general philosophy behind Bannerlord. Basically, Taleworlds knows they have a good set of systems and mechanics in place, now they are just working to improve them. Siege is just one of the areas we can see that general improvement. The interview discusses siege a little, AI improvements, and more.

[...]

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Mount & Blade II

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

Details

Stranger of Sword City - Twitter Q&A

by Aubrielle, 14:50

Experience, the developer behind Stranger of Sword City, is holding a Twitter Q&A in English on June 20 and 27.

Experience, developer of dungeon RPGs like Stranger of Sword City, Ray Gigant, and Demon Gaze, will hold an English question and answer session with its president, Hajime Chikami, and director, Motoya Ataka, via Twitter on both June 20 and June 27, the company announced.

Here are the times:

Fans will be able to ask questions through Twitter @PR_Experience, which Experience will answer in real time. Due to the amount of questions the company expects to receive, which questions it answers will be chosen at random.

Stranger of Sword City

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

Details

Deus Ex: MD - Breach Mode & NeoTokyo Composer

by Silver, 11:04

@RockpaperShotgun explains what Breach Mode is in Deus Ex: Mankind Divided and announces who is composing the tunes for said mode which is none other than the NeoTokyo Composer.

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Deus Ex: Mankind Divided – Breach is an innovative game mode, included for free with Deus Ex: Mankind Divided. This new take on the game offers, for the very first time, an arcade approach on the gameplay of Deus Ex: Mankind Divided, providing players with a connected puzzle shooter experience. As a Ripper, a hacker in the year 2029, your objective is to obtain and sell highly classified corporate data by infiltrating some of the world’s most secure servers, using the funds you acquire to upgrade both your skills and arsenal.

[...]

That's what Harrison is musicmaking for. Which I'm jolly excited about, as his work on NeoTokyo is some of my favourite cyberpunky music.

Look, you have to understand: I'm not usually someone who listens to soundtracks outside their home games. The angriest I've been in recent years was when I discovered "GIVE CHIPTUNES A CHANCE" scrawled on a bar toilet mirror during GDC.

...

The NeoTokyo soundtrack is on Soundcloud, Bandcamp, and Spotify. Deus Ex: Mankind Divided is due out on August 23rd. There's still plenty of time to get Billy Idol involved, Eidos Montreal. Tomorrow People for the end credits, I'm telling you.

Deus Ex: MD

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

Details

Vampyr - Gameplay @IGN Live

by Silver, 09:43

Courtesy of IGN Live Vampyr gameplay in action. IGN interview the developers while the game is demoed.

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The team behind Vampyr talk to us about the game.

Vampyr

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

Details

I Am Setsuna - Hands-On @ PSU

by Hiddenx, 08:12

PSU checked out the JRPG I am Setsuna and they are impressed:

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I Am Setsuna wowed both Will and Kyle, and they're here to tell you why you should be excited. The first title from new studio Tokyo RPG Factory, I Am Setsuna is a refreshing new take on the classic JRPGs of old.

The game will be released for the PC on July 19.

I Am Setsuna

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

Details

Stygian - Kickstarter Update

by Hiddenx, 07:56

Take a closer look at the gifts of madness:

A Closer Look at Our Gifts of Madness

Greetings fellow Arkham residents!

In this update we'd like to give you additional details about some of our gifts and their connection to the game's lore.

Merry Folk from the Stars

Written by the mysterious Edmund Whateley and published by the equally enigmatic publishing house Cultic Press, "Merry Folk from the Stars" caused a wave of hysteria among children across the country. Some see the unholy success that came by the publication of this cursed book as the final nail in the coffin of our society.

Parents all over the country reported hallucinations, aggressive behavior, catatonic trances and even worse symptoms displayed by their children who read the book. Further complicating this dismal situation, Merry Folk could only be the beginning of what is yet to come...

[...]

Merry Folk Figurines

[...]

Special Edition Game Tome

[...]

Cultist Robe

Stygian

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

Details

We Happy Few - Release Date: July 26

by Hiddenx, 07:43

BreatheCast reports that the 1960 alternate world survival game We Happy Few will be out in July:

'We Happy Few' Release Date: Compulsion Games’ Title Going To Hit Stores In July

New details on the release date of Compulsion Games' "We Happy Few" have surfaced. According to reports, the forthcoming game title is set to be released next month.

"We Happy Few" is set to hit gaming shelves on July 26, The Verge has learned. As per the publication, the game title is set to be available for Xbox One's Game Preview and Microsoft Window's version of Steam's Early Access.

According to the publication, the title is set in a 1960s iteration of "Fallout's" vaults, which features masked denizens who take a number of thought-changing substances to get rid of the reality. Compulsion Games released a trailer, showing a character opting to stop taking the pills, begins to see the actual world, and becomes a "Downer," a person who does not take the pill.

[...]

E3 Trailer:

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We Happy Few

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

Details

Saturday - June 18, 2016

The Great Whale Road - June Update

by Hiddenx, 20:18

The Early Access version of the Great Whale Road will be released in July:

Development Update - June

Hello Everyone!

I am starting with the important stuff - we have decided to move the Early Access date to the end of July. A game in this phase of development can do with every hour of work it can get, and rushing things in the face of E3 and the upcoming Steam summer sale didn't seem reasonable.

On the way I also did a bit of rescoping to give myself more writing time, as I am not Stephen King and other studio stuff will always encroach on my schedule. After six months I was finally smart enough to realise that and to plan accordingly.

The adventure will start with 'Episode 1' of the Danes, while we will continue to add features and content. We'll unavoidably run into August, when most of our team will take some well deserved time off. Therefore the second part of the Danish story will follow at the end of the summer - as long as the end of September still counts as summer. We would also like to have the first part of our Northumbrian story ready by then, but I am not swearing an Óðinn oath on that just yet.

If you are in Barcelona at the end of June you can meet us at Gamelab, which is still the place to chat about indie games in Spain (or so I have been told by the cool kids). In August we will be at Gamescom in Köln, but due to affordability you will require access to the business area if you want to stare at our tiny stand in awe. We simply couldn't afford a place in the public entertainment area. Even so the costs have swallowed a major chunk of our marketing budget. But if you don't have a press pass or similar and are in Köln at the time give us a shout. We will be happy to organise a show & tell Bratwurst eating contest! Because there is always time for Bratwurst.

Development and art have done great work while I have stumbled through the storyline and refined the style of events. The objective is to make all the writing in the game immersive and fitting the historical game world, even if this sometimes means that events have to be thrown away and rewritten.

Our next mini-milestones are the setup of the Steam store page and the production of our gameplay trailer - both due in the first week of July. And as tradition demands, I am asking you to follow us on Twitter and Facebook: @WhaleRoadGame and The Great Whale Road. If you are really keen you can try to find us on Tumblr and Instagram as well.

Every time you decide to share one of our Facebook posts or retweet one of our tweets you expose The Great Whale Road to a wider audience, including your nan and that bloke you are pretty certain you have never met before. Everyone matters and your grandmother might enjoy an historical story-driven tactical RPG.

Thanks for reading this to the very end! +5 Renown

Best.

Joachim @ Sunburned Games

The Great Whale Road

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

Details

Bethesda Softworks - Nexus prevents Mod Theft

by Hiddenx, 20:06

PCGamesN reports that the owner of the largest mod site for Skyrim and Fallout mods Nexus tries to prevent mod stealing:

After more than a month of inaction on Bethesda's part, the owner of the largest site for Skyrim and Fallout mods has taken matters into their own hands to prevent people stealing user creations.

[...]

"There is no reason consoles should not be allowed to have mods, provided the PC modding community is appropriately protected and not dumbed down or negatively affected in any way," Scott wrote in a 5,100-word epic. "However, in order for the mods to be available on consoles, PC mod authors would need to upload their mods, as a separate entry, to Bethesda.net’s system."

This lead, unsurprisingly, to people taking the best mods from Nexus and ripping them wholesale onto Bethesda's system with no attribution, often taunting the original creator in the description.

This is soul crushing for mod authors. To see their hard work being taken, without their permission, often times by people actually openly goading, trolling and mocking the mod authors about the theft and that nothing was being done about it," Scott says. "It became clear, early on, that Bethesda had not planned for the eventuality of mods being stolen. They had no clear moderation system in place. No way of quickly dealing with the issue or indeed any sort of decent reporting system so that users could report stolen mods in detail to the (seemingly non-existent) moderation team."

[...]

Rather than wait for Bethesda to improve their response times to reporting mods stolen or implement an effective moderation strategy, Scott has decided to add an extra permissions system to his own site so stolen mods are easier to see.

"We already have an extensive permissions system for mods, but today we’ve released an addition to that system for console modding," he says. "You can now choose from a set of options in our Fallout 4 section to express your wishes. These are:

  • I have uploaded my mods to Bethesda.net and they are available for console users.
  • I have not uploaded my mods to Bethesda.net for console users yet, but I will at some point.
  • My mods will not be available on Bethesda.net for console users.
  • My mods won’t work on consoles or would not be acceptable on Bethesda.net according to their rules.
  • I give my permission for someone else to port my mods to console and for it to be uploaded to Bethesda.net by someone else. Please credit me, however."

[...]

Thanks Farflame!

Bethesda Softworks

Details

Phoenix Point - Julian Gollop Interview

by Hiddenx, 19:54

Gamewatcher has interviewed Julian Gollop about Phoenix Point:

We chat with XCOM designer Julian Gollop about his new spiritual successor Phoenix Point

[...]

All we’ve seen of Phoenix Point so far has been a screenshot and a few bits of concept art, but the mere concept of an XCOM successor from the man who designed the original has us very excited. We got the chance to sit down with Julian just before E3 to discuss his upcoming title.

[...]

GameWatcher: XCOM has certainly been your best-known game, and a very well-loved game. Why is it now, some two decades later, that you’ve decided to come back to that concept?

Julian Gollop: Because everybody keeps asking me about it. [laughs] Even while working on Chaos Reborn, which is basically a reboot of a more obscure game that I did back in 1985, which is not really known outside of the United Kingdom. I think everybody was interested still in the original X-COM, and obviously since the Firaxis reboot of XCOM they were interested in my thoughts on that. XCOM is still a thing, basically. I think, in a way, it has become its own unique little subgenre of game, which various small indie studios have tried to get involved with. For example, Xenonauts, by Goldhawk Interactive, is one example. Not the only example. And because Firaxis’ XCOM was so successful, it will no doubt spawn some other games in that genre.

So I feel fairly confident that I can create my own game in this genre which I sort of helped create, really. Because I think there’s obviously a lot of players who are really interested in this style of game. Including me.

[...]

Phoenix Point

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

Details

ELEX - More Screenshots @WoE

by Hiddenx, 19:48

Farflame spotted some ELEX-screenshots at WoE:

Remember how Gothic 1 and Gothic 2 had that certain something, which the fans called "The Gothic Feeling"? It is no secret that the Piranhas have struggled to find that special atmosphere until now, but finally, with Elex, they seem to have managed it.

From the latest screenshots, it seems that Elex might be one of the most atmospheric RPGs ever made. But don't take our words for granted, head after the break and see for yourself!

ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

Skullstone - Dungeon Crawler in Development

by Silver, 12:16

@RetroRemakes Skullstone, a Legend of Grimrock like game in development at the moment has made some progress with more to come soon.

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Longer gameplay - no cuts!
This is a VERY early version so there is a lot of things that need to be done. Mobs are unbalanced - it means that they may be too weak or their skills aren't strong enough. Some icons are just a placeholders.

[...]

Now we are working on second style for dungeons, which would be different than Grimrock. Soon we will show it.

The game is written in Java, we use JMonkeyEngine. For textures - I don't know exactly, GIMP and Substance Painter for sure, maybe something else. Models are made in Blender.

Indie RPGs

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Steam Games - Microsoft will use Steam

by Hiddenx, 11:50

ArsTechnica reports that Microsoft will use Steam to sell their Windows-games:

Microsoft will use Steam to sell Windows games, not just its own store

While some of Microsoft's older game titles, such as Age of Empires II HD (a 2013 update of a 1999 game) are found on Valve's Steam platform, its latest high-profile titles, such as Forza 6 Apex and Quantum Break, are exclusive to the Windows Store. But this is going to change, with Microsoft planning to release more titles on the popular store.

Phil Spencer, head of the Xbox team at Microsoft, was talking on Giant Bomb's E3 stream, via GameSpot. When it comes to PC gaming, the Windows Store is very much an also-ran, with Steam the dominant force. As Spencer noted, "I don't think Valve's hurt by not having [Microsoft's] first-party games in their store right now. They're doing incredibly well." Accordingly, Spencer said that Microsoft "will ship games on Steam again."

Meanwhile, Microsoft's own experience had been more inconsistent. While some games have done well in the Windows Store, with Spencer naming both Forza 6 Apex and Killer Instinct as successful titles, he said that "Quantum Break wasn't our best PC release" and that Gears of War Ultimate Edition was merely "OK."

[...]

Steam Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Dishonored 2 - Large Levels, Few Loads

by Aubrielle, 08:41

Harvey Smith took to Twitter to answer fan questions about Dishonored 2. There will be "large levels with few loads", says Smith, who wanted to get the closest he could to an open-world style layout (though the game will not be open-world).

Co-Creative Director Harvey Smith was kind enough to reveal several gameplay details to fans who asked questions via Twitter. Firstly, he stated that Dishonored 2 will have large levels with only a few loads between them; while the game is not an open world, they want to make the world as seamless as possible.

@TheLukedog they're large, and we try to avoid loads, but yes they are – we are not open world

— Harvey Smith (@Harvey1966) June 16, 2016

@TheLukedog we prefer it for this game to open world; but we like it better with fewer loads

— Harvey Smith (@Harvey1966) June 16, 2016

Earlier, Smith had disclosed the estimated length for the campaign mode of Dishonored 2. According to him, the game will be considerably longer than the previous installment; depending on the side content, it could take from 12 up 20 hours.

@FieryPhoenix7 If Dis1 was 8-12 hours for most people, Dis2 is probably 12-20.

— Harvey Smith (@Harvey1966) June 13, 2016

By collecting coins, players will be able to purchase various upgrades and ammo via a “network of black markets”.

@DeadFairy the new game has a network of black markets – ammo, upgrades, etc

— Harvey Smith (@Harvey1966) June 16, 2016

More details.

Dishonored 2

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

Details

CD Projekt RED - Evolution of Gwent

by Aubrielle, 08:32

CD Projekt RED has opened up about Gwent's evolution into something more like an adventure, with at least ten hours of campaign playtime.

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Gwent wasn’t even part of the plan. Originally created by a pair of designers at CD Projekt Red in their spare time, Gwent eventually found its way into The Witcher 3 and became a small phenomenon: the mini-game that was so good, it just had to find life beyond The Witcher 3. A few months after The Witcher 3 was released, CD Projekt was still being flooded with emails about the card game. Lead designer Damien Monnier, one of Gwent’s co-creators, took those emails to the leadership. They asked if it was possible to make a standalone game. A multiplayer game. Of course he said yes.

...

“There’s set choices and consequences, cards that you can receive from them, and that's the whole point,” Monnier said. “You start with a base deck and as you progress through the campaign, it gets bigger and bigger.

“I mean there’s loads of stuff that’s happening. You have these cool comic-like panels that appear where you [make a choice], as you choose you get to see a preview of what could happen....It’s just a little thing, but [our focus on quality] reflects in these little things when someone says, ‘wouldn't it be cool if?’ And we say, ‘well actually yeah, you’re right, it would be. How long would it take to do it?’ There’s a lot of people working extra time because they want to. We work super hard. I’ve been making games for over a decade now, and I’ve never been surrounded by such hard-working, crazy people.”

CD Projekt isn’t talking about how many of those campaigns it will make for Gwent or how much they’ll cost, but they’re the part I’m truly excited about. 10 hours gives a campaign enough meat to offer a sense of progression—starting with weaker cards, collecting heroes and rares along the way to bolster your deck—that I found addicting in The Witcher 3. And I expect battles against the AI to benefit from the complete rework Gwent has seen to be a viable multiplayer game, which is free to play in the vein of Hearthstone.

Source: PC Gamer

CD Projekt RED

Details

Gabe Newell - VR Exclusives Bad For Everyone

by Aubrielle, 08:26

We've all thought about it with some dread: the idea of VR-exclusive games.  This could impact RPGs in the next few years.  Gabe Newell has chimed in on the question.

Now Valve frontman Gabe Newell has weighed in on the matter through an email posted to the the Vive subreddit, in which he was asked whether Valve ever considered doing the same thing for its Vive headset. (Newell confirmed with us that he did in fact send this email.)

“We don't think exclusives are a good idea for consumers or developers. There's a separate issue which is risk. On any given project, you need to think about how much risk to take on. There are a lot of different forms of risk—financial risk, design risk, schedule risk, organizational risk, IP risk, etc... A lot of the interesting VR work is being done by new developers. That is a triple-risk whammy—a new developer creating new game mechanics on a new platform. We're in a much better position to absorb financial risk than a new VR developer, so we are happy to offset that giving developers development funds (essentially pre-paid Steam revenue). However there are no strings attached to those funds—they can develop for the Rift or PlayStation VR or whatever the developer thinks are the right target VR systems. Our hope is that by providing that funding that developers will be less likely to take on deals that require them to be exclusive. 

Make sense?” 

Some of the commenters in the thread don't seem to think so; several responses express concern that developers will take Valve's money and then, as one put it, “just turn around and make a deal with Facebook anyway.” I'm more inclined to give Valve the benefit of the doubt, however. It has a pretty good track record of getting things right, for one thing, but more importantly, it brings the power of Steam to the table. How much money is it worth to keep your new game off of Steam, even temporarily? I have no idea how much cash is in a “shitton,” but it would have to be a pretty big pile to justify avoiding a distribution channel with that kind of reach.

Source: PC Gamer

Non-RPG General News

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

The Storm Guard - Preparing for Release

by Silver, 03:36

At the steam forums Bitmen Studios announced The Storm Guard has moved to beta status and is preparing the game for release once bugs are ironed out.

Update #12 now on Beta Branch
Update #12 brings a new playable hero, the dwarven slayer. He's got not energy but his skills cost a percentage of his current health. Furthermore, he gets stronger the less health he's got left. So, you will want to keep him low, but not too low.

We're already in June and I'm getting the game ready for public release. Therefore, the focus will now be on finding and ironing out any remaining bugs and getting everything ready. Any help with this will be greatly appreciated. If you enjoy the game, please also give it a thumbs up. Thanks.

Update #12
2016-06-15

Gameplay Changes

  • New playable hero: the dwarven slayer. He has no energy resource but his skills cost a percentage of his current health. The lower his health, the more damage he does. He is a crazy guy who forgoes armor for more damage.
  • New option to speed up attack animations by factor 5.
  • Archer animations generally sped up.
  • Refund 75% of the equipment cost for fallen team members (only if you win the battle).
  • Added voiceover introductions for new neutral creatures (humans, dwarves).
  • New Credits song: "The Fires of the Storm Guard".
  • Mobility potions grant immunity to knockdown.
  • Can now sell potions in town.
  • Can now rearrange characters on roster via drag & drop.


Balance Changes

  • Some AI skills that cause burning now have slightly lower duration.
  • Level boundaries for level 5+ lowered. Thus, characters level faster in the late game.
  • For normal games with missions costing stamina, tax income increased to 500 (up from 250). This should give players a wee-bit more gold to equip and train multiple heroes.
  • Burning now does damage equivalent to 20% of max hp (down from 25%). AoE burning was a bit too good.
  • Goblin Assassin's "Dagger Fury" does +20 damage (down from +25).
  • Statues provide better benefits.
  • Weapon penetrations scale with character levels. That way, penetration is not that bad early on but will get gradually better (as armor gets thicker).
  • Troll and Warchief's high end skills moved back one level. They were too good in the mid game.
  • Dodging no longer takes distance into account.
  • Lowered chance of Portal, Crypt or Camp missions to show up to 10% (down from 15%). Chance of Occupied Village and Invasion both reduced to 15 (down from 20).
  • Scrolls of XP now give 250XP (up from 100).
    ...

The Storm Guard

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

Details