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Monday - May 18, 2015
Sunday - May 17, 2015
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Picture Watch

Dark Disciples II
Box Art

Poll Watch

What's your favourite Bioware RPG franchise?
Baldur's Gate
40.91%

Neverwinter Nights
15.15%

Star Wars
7.58%

Jade Empire
0%

Mass Effect
16.67%

Dragon Age
7.58%

I can't choose
5.3%

I don't do franchises
0.76%

I don't like Bioware
6.06%

Vote

Recently Released

May: Van Helsing III
May: Witcher 3
May: Technobabylon
May: Invisible, Inc
May: Windward

Monday - May 18, 2015

BioWare - Casey Hudson to augment reality for Microsoft

by Hexprone, 20:53

Casey Hudson made his name at Bioware as the -- somewhat polarizing -- director of Mass Effect 3. He left the studio in August of last year and Kotaku now reports that he's found a new gig as creative director for Microsoft.

His main focus is going to be on Microsoft’s augmented reality headset, the HoloLens. “I am extremely passionate about the potential of this kind of technology, as anyone who’s talked with me over the last couple of years can attest,” Hudson said in a press release. “I feel that the work being done at Microsoft on mixed reality and holographic computing will have a tremendous impact on how all of us interact with technology in the coming years.”

HoloLens won’t be his only focus. Hudson will be “involved in driving a creative focus for Xbox and Windows gaming” too.

Inevitably, among the first comments on the article was one asking whether HoloLens could be used to apply three different color filters to otherwise identical content.

BioWare

Details

Witcher 3 - Launch Trailer: Go Your Way

by Hiddenx, 20:42

loading...

In Wild Hunt, you as Geralt embark on your most epic and dangerous journey yet. Your mission -- to find the child of prophecy, an ashen-haired girl, a living and highly volatile weapon everyone wants to control. The stakes have never been higher: the Elder Blood flowing in the child’s veins can bring about a final end. The fate of worlds lies with you.

-> TickCounter

Witcher 3

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

Details

DA:Inquisition - The Making of

by Hexprone, 16:58

DAI war table

Another interview with David Gaider and the rest of the Bioware team, and this one actually isn't focused solely on sexual diversity, although the other stuff doesn't show up until page three. Jumping ahead:

“If we did bring back everybody it’d be like a parade,” Gaider says. “We’ve got two games in the past, one expansion and some DLC. We can’t have them just come marching back. We’ve done some of that, and I don’t think it works particularly well so we just pick our battles.”

I ask the group if there are any choices regarding companions that they’ve regretted presenting to the player.

“Er, yes,” Gaider replies. “Sometimes I want to write a letter to past-Dave and say ‘future-Dave does not appreciate your decisions'.”

He continues. “It’s not necessarily regret, but there are definitely ‘aw, if only’ situations where a character who turned out to be super cool could die. That creates a ‘Schrödinger’s character’, and as such they become much more risky to include in future titles.”

“We keep half-killing Alistair, for example.” Gaider says. “At this point he’s only 10% alive.”

More information

Source: PC Gamer

DA:Inquisition

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

Details

The Bard's Tale IV - Kickstarter on the 2nd of June

by Myrthos, 16:50

As mentioned in the interview at RPS, the Kickstarter for The Bards Tale IV will start on the 2nd of June. Here is the official press announcement:

The Bard's Tale IV coming to Kickstarter June 2nd on the 30th anniversary of the original game

Newport Beach, CA - May 18, 2015 - inXile Entertainment is proud to return to Kickstarter for their next big cRPG project, The Bard's Tale IV, launching Monday June 2nd at 6 AM PST/13:00 UTC. Return to Skara Brae for a true dungeon-crawling sequel to the original The Bard's Tale trilogy that helped define the cRPG genre!

On the 30th anniversary of the original Bard's Tale, what better time than now to go on an adventure worthy of song? The Bard's Tale IV will feature challenging maze-like dungeons with devious puzzles and riddles to explore in the first-person dungeon crawler style of the original trilogy. inXile has the full rights to use everything from the original trilogy, so the game will be rich with callbacks and old favorites such as teleporter zones and magic mouths.

Utilizing the Unreal 4 engine, The Bard's Tale IV will also represent a graphical leap forward in the genre, immersing you in a highly detailed and lush world you'll want to map to is farthest reaches. inXile plans to use photogrammetry to create in-game 3D objects from photos of architecture, taken right in Scotland.

With the Bard leading the way, the game has a strong focus on music and sound design. Inspired by and involving Gaelic musicians, the soundtrack and lyrics of The Bard's Tale IV take cues from Scottish culture, which will be used to enrich the existing setting from the original games.

Of courses, you'll need to contend with all matter of hostile beasts, monsters and brigands as you explore the world. The Bard's Tale IV will feature a dynamic phase based combat system, utilizing the complex decision making opportunities of traditional phase based combat,  but with a constantly evolving enemy strategy and a pacing that keeps you on your toes.

Check The Bard's Tale IV website to follow along as we count down to the Kickstarter launch, or sign up to receive news and info directly from inXile!

·         The Bard's Tale IV Website: http://bardstale.inxile-entertainment.com  

·         The Bard's Tale IV Sneak Peek: https://cdn.inxile-entertainment.com/bardstale/img/press/SneakPeek.jpg

About The Bard's Tale IV

The original The Bard's Tale was a surprise hit in 1985, putting Interplay on the map and launching the career of Brian Fargo. Now, 30 years later, inXile has full access to the name and contents of the original The Bard's Tale, making it possible to make a true sequel to the originals, living up to the rich dungeon crawler heritage it helped build.

About inXile Entertainment

Founded by long-time industry veteran @BrianFargo in 2002, inXile Entertainment develops interactive entertainment software for all popular game systems, personal computers and wireless devices. The most current projects under development are Wasteland 2 and Torment: Tides of Numenera, both financed by its fans via @Kickstarter.

The Bard's Tale IV

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

Details

The Bard's Tale IV - Brian Fargo On Bringing Back The Bardís Tale

by Hexprone, 16:29

Having successfully brought Wasteland back to life with the help of 61,920 of its closest friends, Brian Fargo and inXile Entertainment are turning their attentions to another classic RPG – The Bard’s Tale.

Fargo: If you remember, back in the day the dungeon crawler used to be the biggest RPG category – Might and Magic and Wizardry and all those – and it’s always been near and dear to my heart. [...] I love the tightness of mapping things out, and being teleported and put in dark areas and all that. [...] We like to torture you just a little bit. [...] And the ones where the players can blame themselves are even better – they pushed on, knew they shouldn’t, paid the consequence. 

You’ll need to wait until the start of June to see it in action unfortunately, since inXile still finishing up their presentation for the Kickstarter, but it’s a fully 3D world of both indoor and outdoor locations that looks like a 3DMark demo. 

Fargo also speculates about incorporating Oculus Rift. Whaa?

More information

The Bard's Tale IV

SP/MP: Single-player
Setting: Fantasy
Genre: Dungeon Crawler
Platform: Unknown
Release: In development

Details

RPGWatch - Victor Vran Interview

by Myrthos, 12:39

We interviewed Boian Spasov from Haemimont games about their action RPG Victor Vran, which is currently in Early Access.

RPGWatch: Victor Vran feels like quite a change of direction for Haemimont. What made you decide to go this way instead of developing another Tropico game?

Boian: The game industry has this way of forcing you as a developer into a particular niche. Once you create a successful, say, city-builder title, it is almost expected that you will continue to make city-building games for as long as you exist.
As gamers we enjoy many and varied games, and we don't want to constrain ourselves to a single genre as developers. The perspective and experience we've gained from making our very different previous titles have proved invaluable for the development of Victor Vran.
For example, we've learned much about creating a dynamic combat system from our old action-adventure title The First Templar. Real-time strategies told us much about creating interesting enemies with varied combat behavior.
We aimed to create a fresh and different action-RPG experience and all those life lessons from previous projects really helped us do so.

Victor Vran

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

Details

BioWare - David Gaider Interview

by Myrthos, 12:27

Video Game Sophistry tyalks with Bioware's Lead Writer David Gaider on Krem, Dorian and sexual diversity in gaming.

loading...

 

BioWare

Details

Enderal: Shards Of Order - Status Update

by Hiddenx, 08:07

TheRealJojo at moddb.com:

Good day!

The first days of summer have finally arrived and the temperature’s rising. But don’t worry, despite the temptation to go outside, Enderal is advancing well.

Regarding the recent events, namely the furor around the announcement of the “Paid Mod”-feature, we would like to take this opportunity to express our thanks to all those who, since the early stages of development, supported is by donating. Even though Enderal is realized on an entirely non-commercial basis, there are still costs we have to cover, such as server maintenance. Whenever there’s a plus, we invest it in ways that benefit Enderal – for example, by means of new tools and software.

Take a look at some new Leather armor, a Kilean Saber and a new episode of the Butcher of Ark, too.

Skyrim

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

Details

Matt Chat - John Cutter interview

by Hiddenx, 07:48

In Matt Chat #291 Matt Barton talks with John Cutter a veteran of Dynamix and Cinemaware. In this first part they chat about Betrayal at Krondor, Antara, Defender of the Crown, Bob Jacob and more.

Matt Chat

Details

Sunday - May 17, 2015

Chroma Squad - Review @RPS

by Gorath, 23:05

Rock, Paper, Shotgun gave their opinion on Chroma Squad. It seems to be a mighty interesting game, but not without problems.

Which all means Chroma Squad is a bit like candyfloss – awfully sweet, and nice to eat, but ultimately insubstantial. That doesn’t make it a bad game, and how Chroma Squad was made explains why. This exists because the developers kickstarted a Power Rangers-inspired strategy game, got funded, and you have to say they delivered exactly what the backers wanted: as a fan of turn-based tactics I have reservations, but as a super sentai fan’s dream game it’s brilliant. Crammed with in-jokes, cool costumes and giant mech customisation options, it’s the best Power Rangers game we never got. And that is surely the point.

Chroma Squad

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

Details

Fallen: A2P Protocol - Hotfix for Update #2

by Gorath, 23:01

A small hotfix for the latest Fallen: A2P Protocol update has been released.

Fallen: A2P Protocol

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Witcher 3 - New Videos @GameStar.de

by Gorath, 22:57

GameStar.de uploaded a couple of new videos based upon the Witcher 3 PC review version with one patch. Another patch was announced by CD Projekt for Monday.

GameStar also thinks the PC version is slightly better.

Witcher 3

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

Details

Witcher 3 - Review Updated for PC Version @GamersGlobal.de

by Gorath, 22:46

German site GamerGlobal updated their very detailed The Witcher 3 review with impressions of the PC version and a couple of comparison screenshots with a slider. Here's a babelfished excerpt:

 The PC version, which is before us in version 1.2 expected to show that visually better experience: The textures are sharper and straight particle effects such as smoke and fog contributing to a small atmosphere-increase. A dense vegetation, there are only here and there, even if the level of detail in most places fails clearly higher than on the consoles, which provide roughly the graphics quality on medium details. A reasonably current computer with 2 GB graphics card provides high settings with relative ease in 1080p, at least if you want to have not necessarily constant 60 frames. The frame rate can PC players on request, of course, choose complete without speed limiter also.

PC-exclusive features, such as increasing the number of NPC are also beautiful. The effect could but be greater, since only the number, but not increasing the diversity of the figures. [..] Despite sharper textures, higher smoothing of edges and a bit more foresight, the PC version is not free of defects. Also on PC humping again details in the picture, as we move through the landscape. Currently the framerate is collapsing here always times significantly, if not quite as strong as on the consoles.

The biggest advantage of the PC version, however, is the significantly shorter loading times and the much lower lag when you call the individual menu items such as the World map, inventory or character screen. Especially the transition from cutscene to shorter waiting times of atmosphere conducive, since there are fewer situations where we are torn out of the event. When control also are slight advantages. [...] but above all the inventory management is via point and click considerably more comfortable than with the gamepad despite the lack of sorting functions. [...]

Witcher 3

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

Details

TechRaptor - The Etymology of RPGs, Part 1

by Hiddenx, 20:54

Some RPG history on TechRaptor - part 1. Robert Grosso explains the origins of WRPGs and JRPGs. He starts by quoting himself:

To quote from my previous article on Rogue Galaxy:

“Even as early as 2005, fans in the “JRPG” and “WRPG” debate have pitched their wagons, arguing over tonal, mechanic, even artistic differences between the two labels, in the process categorizing hundreds of games between them based upon these arbitrary listings. Today we see forum debates constantly bringing up this debate all the time, yet due to this stigma behind both “categories,” many games tend to suffer from it, especially through the misconceptions, or assumptions, of their design.

If only there was a way to explain why? To maybe get some points across on all of these different subgenres, issues and discussions on role-playing games…”

The debate between these two supposed genres of games is a long one, and frankly not something people want to hear. Go to any forum or you tube video, and you will see hundreds of debates on the validity of these styles of games, circulating through a laundry list of pros and cons to support their personal conclusions.

Yet, what do the terms really tell us? The biggest problems with such terminology is how misleading it can be, the assumptions of a game being made in a certain country notwithstanding. Many tend to cite graphical aesthetics, story and presentation, even battle mechanics as the primary differences between a Japanese and Western role-playing game.

TechRaptor

Details

Eador: Genesis - New Horizons Mod released

by Hiddenx, 17:43

Watcher bavarian kid informed us about the new major english mod release New Horizons v.150427 ENG for Eador: Genesis - thank you!

In the release-thread you can read the impressive change-log and find some download links, too.

Here's a brief overview of all the features and improvements that have been created and implemented since its very first steps over 2 years ago:

  1. Unit promotions (all castle units, except for the T4 units have a chance to be upgraded to stronger and better ones, all the promotions are within one tier only)
  2. Tactical improvements, since there are a lot of new abilities, spells and units the AI will surprise you with new combinations of challenging enemies.
  3. All mercenaries are now T1.5 units (T1 promotions), so you have a choice to either buy a powerful and costly unit or an army of weaker ones.
  4. Balance changes to hero skills and hero class.
  5. 150+ new units (including castle units, all kinds of monsters and powerful bosses)
  6.  200+ new spells (including all kinds of blessings and curses, damaging spells, AoE spells and even instant kill spells if you are lucky enough to find them)
  7. 250+ new items (including weapons, armor, jewellery and artefacts to summon powerful monsters and contracts to hire new units)
  8. 20+ new item sets (giving all kinds of cool bonuses if you are able to obtain them )
  9. Various new races plus expanded and improved existing ones (no more Goblins and Orcs together, all of them have their own melee, spellcasting and ranged units)
  10. Various new buildings (including epic tier shops and a casino) and new rituals.
  11. Several hundred new encounters and events
  12. Hundreds of new images, graphics, sounds and visual improvements, including the models for all the hero subclasses.
  13. New music pack from the composer of the original Eador.
  14. Nearly a hundred new neutral armies, suited for different playing styles.
  15. Nearly every alliance quest reworked for consistency.
  16. Countless new combat abilities for units old and new.
  17. Numerous improvements to game balance.
  18. Huge amount of improvements to game lore and universe logic.
  19. Campaign balance and flow much improved.

 

Eador: Genesis

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

Details

Witcher 3 - Character and Story Recap

by Aries100, 17:38

If you have forgotten how the story in the Witcher went or who's who in the Witcher series, Game Informer and Gamepur has informative editorials about this. Game Informer concentrates on who the characters are while Shacknews has an overview of the two previous games. If you havent played the original Witcher or Witcher 2: Assasins of Kings, please read the Shackews article at your own risk.

A quote from Game Informer about Emhyr var Emries:

Emhyr was cursed as a kid by some jerk wizard, which caused him to turn into a monster hedgehog during the night - a werehog, if you will. Unlike Sonic, however, Emhyr bounced back from his damnable transformation, getting Geralt to reverse the curse and eventually becoming emperor. You'd think being a freaky mutant hedgehog would give him some compassion for other people, but apparently it just makes you the kind of person who dances on your enemy's graves/neutered pigs. Go figure.

A quote from Shacknews about the start of Witcher 2: Assasins of Kings.

Geralt is held in a Temerian Prison for the assassination of King Foltest. Here he is interrogated by Vernon Roche, the commander of the Temerian Special Forces (known to most as the Blue Stripes). Geralt confesses that he witnessed Foltest's assassination at the hands of another witcher, who managed to escape with the help of some Scoia'tael. Roche believes Geralt, and helps him escape with Triss Merigold to the nearby city of Flotsam.

Witcher 3

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

Details

Kickstarter Retrospective - How Did the Major Projects Fare?

by Hiddenx, 13:31

GamingBolt takes a look back at the major Kickstarter projects:

Many, many years ago, game developers were faced with some rather stringent choices. Developing the game they wanted required bending to the will of publishers. Often times, some projects just weren’t worthy of being funded and never went beyond the creator’s imagination. However, in 2012, Kickstarter changed the industry’s means of acquiring funding significantly. It’s not as though it became just a platform for indie developers to garner some funding – big-time studios like Obsidian Entertainment and Double Fine Productions relied on Kickstarter to bring their visions to life. And while there may not be a significant rush akin to 2012, Kickstarter is a viable platform to make various dream games a possibility. Look no further than Castlevania series producer Koji Igarashi’s spiritual successor Bloodstained: Ritual of the Night which currently sits at $2,002,090 in funds with 28 days to go.

However, what about some of the bigger names of the Kickstarter craze? Where are they currently, where are they headed and what made them so unique? We take a look back at some of the biggest Kickstarter projects since 2012 along with the various successes and controversies that have followed them to release.

  • Divinity: Original Sin
  • Wasteland 2
  • Star Citizen
  • Broken Age
  • Mighty No. 9
  • Shadowrun Returns
  • Pillars of Eternity

 

GamingBolt

Details

Serpent in the Staglands - Manual 2.0 and new portraits

by Hiddenx, 11:53

The release date of Serpent in the Staglands is coming closer: 28. May 2015

An updated manual is available and some new character portraits as well.

We’re finishing up with the last of the portraits for companions and character generation and wanted to show off another preview of some new faces! No Lachovinians or Ameythevians in this one, but have some dashing Pasaarans, Varuchovs and Taratoriths (4 of whom are backers portraits!)

Total there are 50 character generation portraits to choose from, and 30 companions able to be put through the grinder.

The Varuchov male featured is actually the most powerful companion you can find, and is one of the rare surface dwelling Vykins within the Staglands (Vykins are the equivalent of our historic knights — honored in ceremony, monsters in reality). He’s quite difficult to obtain, but I’m sure the savviest of Spicers out there can manage.

 

Serpent in the Staglands

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

Details

Van Helsing III - Previews & Interview

by Hiddenx, 09:43

Some previews and an interview for the final part of the Van Helsing trilogy that will be released later this month (some snippets):

Ozzie Mejia (Shacknews):

While there looks to be enough challenge to keep single-player adventurers happy, The Incredible Adventures of Van Helsing III will also include local co-op for up to four players, as well as an 8-player PvP mode. While the main quest looks to be straightforward, there appear to be an ample number of side quests that pop up throughout the game. These side missions can also be stacked, allowing Van Helsing to tackle more than one at a time. There looks to be plenty for action-RPG players to jump into, particularly with the game's six different classes offering different play styles.

Michelle Robinson (RPG Site):

This preview build marked my first encounter with the Van Helsing series, my nearest recent basis for comparison being Diablo 3. As a newcomer I was pleased the storyline didn’t require me to have knowledge of the previous games, while the gameplay feels familiar - easy to pick up and jump into with a very minimal learning curve. The dialogue is witty and cheekily features some fun pop-culture references, my favorite being a dig at Wesley Snipes’ Blade. 

Peter Parrish (IncGamers):

Based on the first couple of hours, the established Van Helsing tone is still very much in place. The series doles out jokes with a welcome lack of pretension, lightening up a potentially GrimDark™ setting, but also steering clear of too much winking meta-irony. When Van Helsing makes offhand remarks about MegaSharks lurking beneath laboratory waves, or deadpan comments about triggering obvious traps, it does so with an obvious joy for corny references and in celebration of videogame traditions.

Interview with the devs at Segment Next:

There will also be returning side-content in Van Helsing III, such as tower defense section. Can we expect the return of the Lair and things like troop management as well?

Absolutely! A monster hunter needs a proper hideout, doesn’t he? The Hunter’s Lair is still a very important location in The Incredible Adventures of Van Helsing III, where you can always return to sell or buy supplies, respec your character, enchant items or enhance them with essences, activate trophies and hide your prisoners.

And the Lair is still the place to manage your agents, send your captains and their soldiers to secret missions to achieve hidden agendas. Though General Harker has been defeated and the Civil War is now over, you still have the Cult of Seven to give a fair challenge to your captains.

 

Van Helsing III

SP/MP: Single + MP
Setting: Technofantasy
Genre: Hack & Slash
Platform: PC
Release: Released

Details

Dungeons Of Aledorn - Development Update May & June 2015

by Hiddenx, 08:20

Ladislav Štojdl talks about the future plans in DoA development after the game's successful funding:

Greetings friends,

DoA´s KS campaign has taken a great deal of our strength so we needed to take a few weeks off to catch our breath and to assess our options and next moves. We´re glad to announce that the work on our game is once again in a full speed and we´re already thrilled about implementing the new ideas that came from you, our backers, and some game media as well. We´ll definitely try to stay in contact with both groups for the whole duration of the development, so that you´ll be able to see where your generous contributions went. If everything goes according to our current plans, we´ll be bringing you news in about a monthly intervals.

Our general plans for upcoming months:
Originally, we wanted show off our work on KS in a form of a functioning playable demo version for everyone to try out. As the game grew on rules, features and new technological options, we´ve been able to bring you just the tech. demo of our combat system.

Now we´ve decided to continue where we left and our common endeavour now goes towards bringing you a complete location of a village, called Manto, with its nearest surrounding and several whole quests in a form of a bigger demo. Most of the game principles shall be involved so that we´ll get a better picture of all the bright sides and flaws of the game at the same time and it will show us which parts still need to be worked on or where we could improve even more.

A top notch state of the demo at the end is critically important for our future work as we want to build the rest of the game upon it. That means, some heavy alpha-testing and a communication with you will be welcomed.

Upcoming game design plans:
Some of you have surely noticed that we didn´t mention specific skills in our updates so far. Most of them are already written in black and white, but still need a lot of balancing before we let them out – our game designers and programmer are currently testing thoroughly all their uses and effects and hopefully we´ll be able to uncover some or all of them in our next updates.

Upcoming programming plans:
Arbiter, our lead programmer is currently working in a close cooperation with our graphics on the inventory system. Visualisation and stat changes of equipping and unequipping should soon work smoothly for all inventory objects and by all playable races and not just humans (who, for apparent reasons, were our choice number one in the testing phase).
Apart from that, we´ve already started some time ago converting the game from Unity 4 to Unity 5 and the results are simply breathtaking. We´re looking forward to showing you the new stuff in near future.

A lot of work for our graphic designers:
Our graphic designers have split into two teams. The first one will be working with the programmers on the inventory system and will be creating new humanoid playable races and also slightly improving the old ones. The other half has already started upgrading the textures, normal maps and lightning of the Manto village scenes.

In a spare time, they should do the same with the capital city, Lim. It should be one of the biggest areas in the game and we´re actually considering splitting it into more areas as you might know from the Baldur´s Gate or it´s younger brother Pillars of Eternity.

Do you like the idea of separate districts or would you prefer to have a big ( but compared to the total size of separated districts smaller and more dense) city area without transitions? Be sure to leave your opinion in the comments section. Wink

And a few last words…
We´ve been asked about the option to back us also after the KS campaign. Concerning this, we have already created a Paypal account which you may find on our website www.aledorn.com. All contributions to this account will go towards reaching our stretch goals and thus substantially improving the game.

Once more, we would like to thank you for your trust and the opportunity to bring our game into existence and we´ll continuously bring you updates about our efforts and results.

Until then, we wish you good luck in everything you do and thank you for your support,

yours

TEAM21

Dungeons Of Aledorn

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

Details

Saturday - May 16, 2015

Rampant Games - Rampant Coyote talks about Enhanced Editions

by Hiddenx, 21:58

Rampant Coyote talks about the recently annouced Enhanced Editions of big indie titles:

A bunch of the “big indie” RPGs, all crowdfunded, are undergoing some major revisions. This means a lot of different things. Now, one could complain that they were all released too soon, due to the pressures of promised release dates and clearly limited budgets. That’d not be entirely wrong. But in all of these cases, the updates are completely free to backers. So… I guess fortune favors the people who are a little slow. :)

Source: Rampant Games

Rampant Games

Details

Invisible, Inc - Review Roundup

by Hiddenx, 21:02

The new cyberpunk game Invisible, Inc. gets some very positive reviews - some snippets:

 

Mark Brown (Pocket Gamer):

Ultimately, I think it can sometimes work even better than the traditional stealth games that inspired it, like Splinter Cell and Hitman, because you get time to think. You can plan your attack, and when your infiltration goes perfectly you feel amazing.

<no score>


Roger Hargreaves (Metro):

Regardless of its clever structure Invisible, Inc. is simply a well designed and addictive strategy game. We’re not great fans of randomly-generated levels but here they work well to ensure you never get complacent and you can’t win simply by learning the levels – even if some are more interesting than others and you do eventually get used to the basic building blocks of each. The other downside is the weak artificial intelligence for guards, who are far too mechanical in their movements and reactions and, predictably, appear to be stone deaf and severely short-sighted.

<8/10>


Rick Lane (BitGamer):

Yet even if your team is quieter than a shadow wearing plimsolls, your presence won't go entirely unnoticed. With every turn, the building's "Alarm counter" increases slightly, and at each new alarm level the game becomes slightly more difficult. New enemies are introduced, more cameras are switched on. The game gradually piles on the pressure, increasing your obstacles and reducing your resources.
This is a brilliant way of imbuing the tension of a heist movie into a turn-based game. Combined with the procedurally generated building layouts, Invisible, Inc transforms into an emergent delight. There'll be times when you're madly searching for the exit teleporter with a swarm of guards nipping at your heels. In other missions you'll find the teleporter within the first couple of turns, and then it becomes about how deep into the complex you're willing to go, how much you need to rescue that extra operative or raid those safes you pass on the way out. Invisible, Inc strikes that risk/reward balance perfectly. Playing it safe might work in the short term, but come that final mission, you might yourself lacking the necessary equipment to survive.

<90%>

 

Jon Newcombe (Gamereactor)

Invisible, Inc. has earned comparisons to Xcom, a game we're very fond of here at Gamereactor, and in a lot of ways the comparison is apt. Gameplay and presentation are similar, both are isometric, turn based strategy games. Both require careful planning and inventory management. Failure is a realistic possibility in both. But where Xcom was largely about combat, Invisible, Inc. is mostly about stealth, and where Xcom required a significant investment of time, Invisible, Inc. is snappy and can be run through in a few hours per campaign.

...

Both animation and audio are impressive. The voice acting is good. The swishes of doors, electronic hums of machinery, explosions, and thuds of falling guards all contribute to well-rounded audio presentation. The soundtrack, though a bit repetitive, suits the atmosphere and bops away completely unobtrusively. Animation and aesthetic design are sharp, angular and cartoonish. It's fair to compare it with some of the better television animation of the last three decades. Unfortunately environments do look a bit too similar. At one point a character called Decker commented: "All these buildings look the same." We don't disagree.

<8/10>


Metacritic user reviews are positive as well.

 

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: Released

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Hero-U - Interview @KickstartVentures

by Gorath, 16:22

 A new interview about Hero-U: Rogue to Redemption can be found at KickstartVentures.

You’ve admitted that the $400,000 originally asked for wasn’t enough to get Hero-U fully funded. Why did you undersell it and not ask for closer to what was originally estimated to cost?

Kickstarter is all-or-nothing financing. Had we asked for $800K or $1 million, the answer would have been “nothing”. We asked for as much as we thought we had a reasonable chance of receiving, and nearly failed at that. It took last minute heroics from many of our backers to creep over the finish line.

If I had it to do over, the goal would have been $150K, and we would not have promised a finished game. That would have covered a tech demo, artwork, and design that we could show in a second Kickstarter for the actual game. Instead, we did it backwards, raising $400K without anything like a game demo to show, and asking $100K now to make the game shine.

The successful Kickstarters since 2012 have been based on games already in an advanced development state. Chris Roberts raised over $2 million, and spent 2 years working on a prototype before coming to Kickstarter with Star Citizen. Yooka-Laylee is well into development and showing a polished play experience.

We used the Tim Schafer model of waving our arms and saying we had a great idea. Try to get $1,000 on a pitch like that today! Even in 2012, it was not enough to raise $800K for a couple of game designers without an established development house.

Hero-U

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

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Hero-U - KS Update 2: Hit by False 10k Pledge

by Gorath, 16:06

It seems the Hero-U Kickstarter by the Quest for Glory creators Lori & Corey Cole was hit by a false pledge for 10k too. The situation was handled by Kickstarter though and the campaign is running well so far.

We are doing very well despite someone who apparently hacked a Kickstarter account and made a false $10,000 pledge. That has been revoked by Kickstarter, but we are back up to almost $49,000. The rule of thumb is that any project that gets 30% of its goal within the first week is likely to be fully funded. We did that on the first day. Thank you so much for your support!

In this second update the Coles talk about the budgets for adventure games in general, their original Hero-U budget, the latest updated budget, their plans for the money collected through the running campaign and the early sales.

Hero-U

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

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Umbra - Kickstarter Update

by Myrthos, 15:43

Things are going well at the moment for Umbra as far as their Kickstarter is concerned. They gathered $55K in just 2 days with stil 29 days to go to try and reach the requested $225K.

They now provide us some information on gamepad control, DRM and Linux. In addition there are also two video previews of the game.

We hear what you're saying, and we understand that some of you are curious to see what our stretch goals are, and what the amounts for said stretch goals will be. At this time, we're completely focused on getting the campaign funded and feel that revealing stretch goals so early in the campaign is not the way to go, but rest assured that you WILL get to see them soon.

As for gamepad support, here is the current status: There is an early implementation of pad and Xbox controller in the game. However, this implementation is not fully complete, and would require more work to fulfill. This is why pad/xbox controller support has been set as a stretch goal, we want to do things properly and not just give you a slap dash port of controls. We want it to feel right, natural if you will and this will require time to develop, especially the menu systems for spells and actions.

About DRM, yes, there will be a no-DRM version of Umbra for Kickstarter Backers! This is on top of the Steam backers you'll all get for your pledge (so don't forget to vote on our Steam Greenlight page).

Linux version? Yes we will support it!

Umbra

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

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Unsung Story - Combat , Equipment and a Map

by Myrthos, 15:36

Playdek bring us an update on Unsung Story with information on combat, requirement categories for equipment and the Rasfalia map.

During your travels through Rasfalia, you will encounter enemies that you must defeat in order to continue with your quest. When fighting in a battle, each unit will have a number of actions they will be able to perform during their turn. These actions include:

  • Move 
  • Attack 
  • Switch Weapons 
  • Use Skills 
  • End Turn 

Move and Attack are pretty self explanatory. However, Switch Weapons is a bit unique per character. Your characters will have the ability to equip up to two different weapons. During a battle you will be able to switch between the two. The importance of these weapons is that weapons have the chance to come with specific abilities bound to them. By equipping these weapons, your character will be granted access to these particular skills that may be outside their fixed skill-set as defined by their class. These weapons will be a very important feature to utilize and can drastically affect the way the battle will play out. The Use Skills ability will allow you to use skills available to your character, either from their class or granted from their weapon. And lastly, End Turn will end your turn. 

The battles will be swayed on the actions you take during your turns, so it will be important to study the enemy, find their weaknesses, and attack accordingly. 

Unsung Story

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

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Hero-U - Interview @ Techraptor

by Myrthos, 15:32

Techraptor interviewed the Coles about Hero-U and their current second Kickstarter, which is already halfway its $100K goal.

The interviewer summarizes parts of the interview in this way:

After talking with them, I’d say if I had to choose 3 words to represent Hero-U they would be: choice, consequences and fun. Those are at the heart of most of the design decisions for Hero-U I believe and are what makes this game stand out so much from other projects.

Choice is represented in almost everything in Rogue to Redemption. Hero-U often presents problems in various forms for the player to choose if and how they interact with them. Given their background with Sierra, Corey and Lori have spent a lot of time explaining the differences in that approach compared to the traditional adventure puzzle game approach.

By focusing on creating potential systematic solutions to problems rather than scripted ones, they are able to give a lot of freedom to people to choose how they want to play. It’s not just about creating branching paths and dialogues in Hero-U: Rogue to Redemption, though there is plenty of that, it is also about creating the type of experience one is interested in. If that is sneaking about and avoiding combat using wits and tricks, you can do that; if you want to fight with dastardly deeds you can; or if you want to focus on having friends and some more scholastic pursuits you can.

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Thanks Silver and Coboney.

Hero-U

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

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Telepath Tactics - 6 reasons to pay attention to Telepath Tactics

by Hiddenx, 14:49

Craig Stern gives you 6 reasons to take a look at Telepath Tactics:

Now seems like a good time to begin a second marketing push! For this reason, I’ve written the following article–aimed at the media, but probably of interest to others as well–explaining why this game is so important.

“Important?” you might say. “Come now, Craig, aren’t you being a little pompous?” No, really! Aside from just being a solid, well-designed strategy RPG on a platform historically lacking in such titles, there are six major things that–in my honest (if not objective) opinion–make Telepath Tactics genuinely special and worthy of greater attention.

Grab the demo here.

 

Source: Sinister Design

Telepath Tactics

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

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