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Expected Releases

May: Expeditions: Conquistador
Jun: Dark
Jun: Blood Knights
Jun: Demonicon

Saturday - May 18, 2013

Might & Magic X - Legacy of Shantiri's Ruins

by Couchpotato, 00:02

Ubisoft's official Might & Magic X: Legacy website has been updated with a profile of Shantiri's Ruins. It's one of the locations you will visit during the game.

         

"Centuries ago, a great civilization appeared on the shores of the Jade Ocean: the Shantiri Empire. The Shantiris were a gathering of various Elder Races, mostly Humans, Dwarves, Nagas and Elves. The Shantiris spread across the face of the world, building titanic cities and temples.

Then came the Elder Wars. Angels and Faceless, children of Light and Darkness respectively, consumed their hatred in a genocidal war. In a single night, most inhabitants of the Shantiri Empire vanished and their magnificent cities were cast down.

The Agyn Peninsula harbours many Shantiri ruins, attracting all kinds of treasure-hunters and lore-keepers who hope to unlock their secrets, while ignoring the persistent rumours claiming the ruins are haunted – or worse..."

Information about

Might & Magic X

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

Details

Friday - May 17, 2013

Origin Systems - How It Started

by Myrthos, 12:26

A tweet from the Rampant Coyote led me to an article at The Digital Antiquarian about the birth of Origin Systems and Ultima III.

Everything about the young (literally; look at their picture above!) Origin Systems was bizarre, even by startup standards. They set up shop in Richard’s personal playhouse, a space above the Garriott family’s three-car garage which had once served as an art studio for his mother but had been commandeered by Richard and his friends years before for their D&D games. It was a big room scattered with desks, chairs, and even cots. Here Richard and his friends set up their various computers. A little cubbyhole at one end served as Robert’s business office. Robert himself was still officially living in Massachusetts with his wife, who had quite a career of her own going as a manager at Bell Labs and thus couldn’t move. Robert, however, was a pilot with a little Cessna at his disposal. He spent three weeks of each month in Houston, then flew back to spend the last with his wife in Massachusetts.

Together Chuck Bueche and Richard worked feverishly on the games that would become Origin Systems’s first two products. Chuck’s was an action game called Caverns of Callisto; Richard’s was of course the big one upon which they were all depending to get Origin properly off the ground, Ultima III.

Given its flagship status, Garriott felt compelled to try to remedy some of the shortcomings of his earlier games. In particular, he was obviously eying the Wizardry series; for all of the Ultima series’s stellar reviews and sales, the first two Wizardry games had garnered even better and more of both. Much of what’s new in Ultima III is there in the name of addressing his series’s real or perceived failings in comparison with Wizardry. Thus he replaced the single adventurer of the early games with a full party which the player must manage; added a new strategic combat screen to make fights more interesting; added a full magic system with 32 separate spells to cast to replace the simplistic system (which the player could easily and safely ignore entirely) of his previous games; added many new class and race options from which to build characters; made some effort to bring some Wizardry-style rigorousness to the loosy-goosy rules of play that marked his earlier games.

Information about

Origin

Details

Torment: Tides of Numenera - Colin McComb Interview

by Myrthos, 12:13

Gamefront interviewed Colin McComb on Torment: Tides of Numenera and the Kickstarter.

Given Torment: Tides of Numenera’s pedigree – it’s the spiritual successor to Planescape: Torment – it’s not difficult to understand just why so many luminaries want to have a hand in making it. Planescape: Torment was highly acclaimed for the quality of its writing, the development of its setting, and richly textured characters. Tides of Numenera represents a rare chance to revisit the past, but also to improve on it.

For example, combat: Planescape: Torment’s combat system is widley acknowledged as one of its weaker points. “At best,” McComb says, combat was “a slog in PST”. He says the team plans to address that by integrating combat more fully into the seam of the narrative. “Since we’re using a different base system in Numenera’s rules and have the liberty to craft something specifically designed for a cRPG, I anticipate that we’ll have a combat system that will be far more entertaining,” he promises.

Combat isn’t the only thing that’s getting overhauled in Torment. Character attributes will also be getting a change-up from the Dungeons & Dragons-based system of its predecessor. “We’ll be seeing them, though not in the familiar AD&D Strength, Dexterity, etc combination,” said McComb. “From the core systems of Numenera, we’re looking at three pools: Might, Speed, and Intellect. We also have a Type (a character class, with a choice between the warrior-like glaive, the jack, and the wizard-like nano), a Descriptor (smart, fast, cunning, tough, etc.), and the Focus – a special ability that elevates your PC above the run-of-the-mill citizenry of the world. In addition, we’ll have skills and other abilities under the hood (for instance, the Tides and Legacy system).”

Information about

Torment: Tides of Numenera

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

Details

Ballikin - Alpha 48

by Myrthos, 12:04

A new update has been released for Ballikin, bringing it to alpha level 48. A lengthy list of changes can be found on the download page, but the highlights are these:

* You can now resize the game window.

* Graphics overhaul (increased size slightly, and sprites re-drawn at new size).

* Combat (and other) floating text display.

* Two new items, a Lantern for more light, and a Healing Balm to .. Heal you!

* Mobs now drop a better range of items.

Information about

Indie RPGs

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

Details

Elder Scrolls Online - Gathering and Exploration

by Couchpotato, 03:08

A new Elder Scrolls Online video has been released featuring creative director Paul Sage describing how players will find useful. The Elder Scrolls Online is expected to launch this year and will be playable at Gamescom in August.

Creative Director Paul Sage describes what you'll find as you explore every corner of Tamriel. For more information about The Elder Scrolls Online, visit our website: http://elderscrollsonline.com

 

Information about

Elder Scrolls Online

SP/MP: Massive
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: In development

Details

Jagged Alliance: Flashback - Update #19, Stretch Goals, Competition and A Tribute

by Couchpotato, 00:15

Update #19 for Jagged Alliance: Flashback is now avaiable on the games kickstarter page.

Stretch Goals

Although we made an update on Stretch Goals a few days ago and have reached $200,000 + opening up the Stretch Goals Box, we would like to add it to this update for all eyes to see. We know there’s still some ways to go before we reach the initial goal ,but we’re A.I.M.ing for a race to the finish.

New $425,000 Stretch Goal: 

The new stretch goal will be a small tourist island off the coast and have approximately 10 sectors. The player will be able to travel there by boat and there will be two fishing ports located on the island. Additionally, there will be a small resort located on the island, making it popular to tourist. Players can gain an economic advantage by visiting the island as well as being able to discover so called “easter eggs” along with special unlockables. 

Bear's Pit JA:F Events and Contests

As promised we wanted to give the Bear’s pit competition a mention, so here’s their hamster happy meal.

SPREAD THE WORD CAMPAIGN

Anyone can be the next San Cristobal bartender/gas station owner just by helping with spreading the word about JA:F Kickstarter: Rewards $125, $200 and $650

Follow this link for more info 

WRITE A MERC ONELINER AND WIN

Also our generous friend gdalf just spruced up his $220 reward for best merc/enemy one-liner by announcing STRETCH GOALS! Yes, he's going to add even more goodies to the pack, just join the fun and give us your line! 

Follow this link for more info

Tribute Sector 

 As a thanks to our friends at Obsidian, we’ve decided to make a special sector in their honor. The 5000 backer sector will be an Obsidian mine, where a secret cult of scientist resides and are trying to develop a new formula to become immortal, called “Eternity”. We thank the community for coming up with these awesome suggestions :D As Jesper is still hard at work finishing the diorama the visualization of the sector will have to wait, but we’ll get it up as soon as possible and also come up with the 5500 sector.

Information about

Jagged Alliance: Flashback

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

Details

Van Helsing - Hunter's Lair Trailer

by Couchpotato, 00:13

Just a few days before release of The Incredible Adventures Of Van Helsing Neocore has posted a new video simply called "Hunter's Lair."

Information about

Van Helsing

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

Details

Dragon Age 3 - Take It and Leave It

by Couchpotato, 00:10

Video Game Writers has a new opinion piece on Dragon Age 3. The writer explains in his view what Bioware should keep, and take out of the next installment.

The Dragon Age series has had two wildly different entries to date. They both have their strengths and weaknesses (I’m looking at you, Dragon Age II), but they’re still both enjoyable RPGs. Whether or not you hate being Hawke or you’re still pining after Alistair, there’s something in these games for everyone. With the third entry, Dragon Age III: Inquisition, on the horizon, it’s time to take a take a look at some of the things that BioWare should carry over, as well as those that should probably be left in the past.

Dragon Age III hasn’t received a release date yet, but we’ll likely see it early into the lives of the new consoles coming out this holiday season. BioWare is the Pixar of RPGs, and they need to recover from their Cars 2. Fingers crossed that Dragon Age III delivers when it finally hits.

Information about

Dragon Age 3

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

Details

Dead State - Development Team Q&A Video

by Couchpotato, 00:09

DoubleBear released a nine minute Q&A video for Dead State. Topics talk about zombies, drinking, parental concerns, and a whole lot more

 

Information about

Dead State

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

Details

Shadow of the Eternals - Three Video Updates

by Couchpotato, 00:07

Since the crowd funding of Shadow of the Eternals Precursor Games has released three video updates.

Hi everyone,

I’m Shawn Jackson, the Chief Operating Officer at Precursor Games. I just wanted to give a little bit of background on myself for those who don’t know me, as well as talk about bringing Shadow of the Eternals into production.

Ken McCulloch and Denis Dyack of Precursor Games reveal two new characters from Shadow of the Eternals. Paul Caporicci announces a future vlog in which Denis will address the infamous Kotaku article

Kevin Gordon, resident Art Chameleon of Precursor Games discusses Art creation, CryENGINE3 features and current system development in Shadow of The Eternals, as well as future system and visual goals.

Information about

Shadow of the Eternals

SP/MP: Unknown
Setting: Historical
Genre: Aventure-RPG
Platform: PC
Release: In development

Details

System Shock 2 - On Difficulty: A Few Hours With System Shock 2

by Couchpotato, 00:03

Rock, Paper, Shotgun has a new editorial of the first few hours of System Shock 2 from the  perspective of a new player.

Shock 2 reveals just how potent and atmospheric it is to be pathetically weak. It creates a bleakness that’s unachievable by just painting your backgrounds grey-brown and having the gruff post-apocalyptic super-soldiers shout curse words as they trot ever forward. It’s a bleakness that’s not superficially aesthetic, but intrinsic, and overwhelming. I really am overwhelmed by it. My heart is heavy when I think about carrying on playing this obviously excellent game, knowing what an ordeal I’ll be putting myself through.

Where I’m left is divided on how I feel about that. Perhaps it’s my frame of mind at the moment, perhaps I’m getting old, perhaps I’m growing weak. But that just doesn’t strike me as the most appealing notion.

Yes, so jeer at me, condemn me, cancel your subscription and petition in the streets that I have the temerity to write about videogames. I deserve it. But I do want to stress that I’m not settling for the status quo.

System Shock 2, as incredibly difficult, incredibly intense, and incredibly unnerving as it is, has strongly reminded me of what I’m missing from games. Explained to me why I bounced off BioShock: Infinite like it was made of space-rubber. I don’t want everything reduced down to a left or right mouse button, binary choices along predictable skill trees. I loved Dishonored, but Dishonored was a piece of piss. I was a GOD in that game, a GOD amongst puny underlings, crushed beneath my might. And that was probably the major thing wrong with it. Games just aren’t difficult enough, are they? Sure, you can turn the “difficulty” up, but that just makes it harder to get stuff done – not actually harder. A difficulty level doesn’t change the philosophy of a game. So no, I confess, SS2 is over a line for me that I once never had. But it’s revealed a pathway I long to be walking down in more games. Just, maybe, not this one?

Except that I just went back and played a bunch more.

Information about

System Shock 2

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

Details

Thursday - May 16, 2013

Mage's Initiation - Post-Funding Update #25, May Update

by Myrthos, 22:47

In their latest update for Mage's Initiation more information is provided on the state of the development of the game.

First, we’ll show off some eye candy with this new background from JP—the game’s sure going to be imbued with some old school goodness in terms of visuals!

And, some words from him regarding the background art front.

Background Art & Techniques

I've been working through a schedule to get a set number of backgrounds colored and edited weekly, and have a color-coded map that shows me which areas need to be redesigned and edited, as well as new locations that need to be conceptualized. I'm developing a master color palette for each location to streamline the process and most of all keep things consistent.

One of the critiques I heard during the Kickstarter was a concern about some of the background art being too blurry. In the past I was not fond of the pencil tool, as line work often turned out too jagged for my tastes, and I found adjusting the opacity settings for it to be tedious. The latest version of Photoshop (now CS6) in addition to having an incredible selection of texture and angle brushes, also has a much improved pressure sensitivity button for the pencil tool which enables me to sharpen and define the scenery in its native resolution. Many of the backgrounds were colored at a higher resolution and needed to be sized down, creating some discrepancies in the detail levels. I can now revisit other areas of the game with this tool to improve the detail level and create consistency across the entire game.

I'm hard at work on finalizing additional scenery for Mage's, such as the surrounding forest trails of Iginor, originally sketched out by the very talented Jeremy Kitchen. It is with great effort that I make these environments have both the familiar classic flavor reminiscent of the Spielburg Valley in Quest for Glory I VGA, but with a higher resolution, more updated twist. Above is one of the latest forest rooms in Mage's Initiation. I've made the lighting as dynamic as possible, complete with cast shadows. When D'arc will navigate the forest, his level of brightness will change when he moves under a tree and into the light.

Another area of the game I've been finalizing are rooms in the Priestess's Palace. I'm creating room objects for a labyrinth of sorts (no, not an endless, annoying, headache of a maze) where D'arc can now engage in combat with Amun-Cul's minions. To tell any more would spoil the fun!

If you have any thoughts or suggestions, feel free to post on the forums. I'm often swamped with art-related tasks, but I'll try to keep up with the postings there. Thanks again for all your support, and I look forward to providing you with future updates.

Now to turn the proverbial mic over to Morgan to discuss changes to the combat engine.

Information about

Mage's Initiation

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

Details

City Interactive - Officially Announces Lords Of The Fallen

by Couchpotato, 19:58

City Interactive sent out a press release to various websites to officially annnouce Lords Of The Fallen. Some of you might already know about the game due to small tidbits given out over the last year.

WARSAW, POLAND - May 16, 2013 - CI Games, a fast-growing international publisher and developer of interactive entertainment, today officially announced Lords of the Fallen, a challenging fantasy action/role-playing game (RPG). Development of the game is being led by Tomasz Gop, former senior producer of the award-winning The Witcher 2: Assassin of Kings. Lords of the Fallen is a demanding and strategic third-person action-RPG experience being created for next generation consoles and PC, coming in 2014.

"Our team is building Lords of the Fallen specifically for players who enjoy taking on huge challenges, where the odds are stacked against them," said Tomasz Gop, executive producer, CI Games. "From the very beginning, Lords of the Fallen will intrigue and satisfy players' hunger to explore each corner of a brand new world, freely customize and build their own character and take down some of the most epic enemies ever seen."

Lords of the Fallen is a hardcore action-RPG featuring an advanced combat systems and robust class skill trees. Set in a richly created fantasy world where the Gods have failed mankind, players will take on the role of a human named Harkyn who sets out on a quest to stand against an apparently unstoppable supernatural force. Players travel across a world that is deeply dived by those that follow and others that resist, the Fallen God. Along their journey they will be faced with a series of decisions that will alter both the world and their character thus dramatically impacting the storyline.

Lords of the Fallen will be presented live at the Electronic Entertainment (E3) Expo in Los Angeles, California at the Los Angeles Convention Center from June 11-13, 2013.

For more information on Lords of the Fallen please visit: www.cigames.com  or www.facebook.com/LORDSoftheFALLEN

Information about

General News

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

Details

Jagged Alliance: Flashback - Update #18, Production Plans

by Couchpotato, 00:33

Well it's time for update #18 for the Jagged Alliance: Flashback kickstarter.

Production Plans for JA:F

So a lot of people have been asking what happens when the Kickstarter is successful. Will the game suddenly appear out of nowhere after a month and what does pre-production mean?

I just wanted to take the chance to give you a quick overview of how games are made.

In very! broad terms you have the following phases:

- Idea conception

Where you sit and throw ideas around of what would be cool to do, the overall settings, making some concepts and pulling things apart and reassembling them. You also need some business sense here to spot what you can actually sell and make a living off.

- Pre-production

This is where JA:F is right now.

Here you sit down and produce concept art, write overall story, settle on the major game mechanics as well as produce production plans. Who does what when, how much money is allocated to the story writing, who to hire for level design and so on.

- Production

There is a slide into production then, where more and more people get added to the production team. Artists will start taking the produced concepts and create core art assets (terrains, trees, houses, a few characters), level designers will start blocking out levels with boxes, coders will implement basic core functionality like movement and camera.

So what specifically happens with JA:F after Kickstarter success?

First - the JA:F team will take a week of vacation :-)

Then we will resolve the Humble Bundle pack distribution of the Classic game pack, as well as calculate in detail what the final development budget will be. Kickstarter and Amazon are taking their cuts, we have obligations to especially physical tier pledgers that costs money.

Then we can turn our eyes onto the game itself.

As we’ve said, we are in early pre-production - on purpose! We want to engage with the modders and with the old JA2 crew to make the final designs and talk openly with them (and you) about what we want to do, scope it all into budget constraints and so on.

We plan to run pre-production through summer and into September’ish with a small 2-3 person team. And then gradually move people from Space Hulk production onto Flashback over the fall.

Production will then run until sometime next Summer/Fall 2014, where we can then enter into polish/testing/release to get you the game end of 2014.

Information about

Jagged Alliance: Flashback

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

Details

Indiegogo - Darkwood A New Horror Roguelike Game

by Couchpotato, 00:27

Darkwood is a survival horror roguelike game told from a top-down perspective. The three developers are crowdfunding for money on Indiegogo. Give the project a look.

Also if you're unsure what a roguelike is, don't worry many of us are. Suffice it to say it's all about randomly generated levels, and permanent death.

Darkwood is a top-down, oldschool survival horror set in a procedurally generated, open world. It features RPG and roguelike elements, with intense combat and a eerie atmosphere. It's developed by 3 people from Poland, who like to call themselves Acid Wizard Studio, and is currently in pre-alpha stage.

This trailer features basic barricading and energy / generator management at the player's home base.

Follow us at our blog:
http://www.acidwizardstudio.com

Information about

Indiegogo

Details

Dark Souls II - Namco on Marketing The Game

by Couchpotato, 00:19

OXM has an article about Dark Souls 2. According to PR Director Lee Kirton the publisher has no qualms about marketing the game this time. Namco would like to attract Skyrim players, but previous buyers are still the main focus.

"The good thing this time round is we're investing more in it from a marketing perspective," Kirton told OXM at a preview event in London today. "With Dark Souls and [PS3-exclusive spiritual predecessor] Demon Souls it was very focused, small-scale. We're treating this as a massive, massive triple-A title."

"We're going to go guns-blazing with it, and hope to God that it works," he continued. "We're going after people who love and adore Dark Souls, while hopefully widening the net a little. I'm not saying that every Skyrim player's going to be jumping on Dark Souls, but it would be nice if some of them did. It's a different game, sure."

Information about

Dark Souls II

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

Details

Chasm - Kickstarter Funded Pre-orders To Continue Funding

by Couchpotato, 00:15

Discord Games 2D ARPG Chasm has battled its way to Kickstarter success. Their stretch goals are still on the table thanks to pre-orders.

In order to keep project going Discord has opened up a pre-order option which grants goodies depending on your choice of bronze, silver or gold tiers. All this goes toward the same Kickstarter stretch goals and so New Game+ is still within reach.

Check out the Chasm pre-order program to learn more. It's due for PC in May 2014.

Chasm is a 2D Platformer Action-RPG currently in development for Windows, Mac, & Linux. Taking equal inspiration from hack 'n slash dungeon crawlers (procedurally generated dungeons, loot drops, etc) and Metroidvania-style platformers, the game aims to immerse you in its 2D fantasy world full of exciting treasure, deadly enemies, and abundant secrets.

Information about

General News

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

Details

Grim Dawn - Alpha Gameplay Footage

by Couchpotato, 00:12

If you read my previous post then you should already know Grim Dawn released an Alpha version to certain backers. Well one lucky gamer called Hiclang has posted two short videos of gameplay footage. Enjoy.


Information about

Grim Dawn

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

Details

SW: TOR - Game Update 2.1 Customization Released

by Couchpotato, 00:07

BioWare has released Game Update 2.1: Customization for Star Wars: The Old Republic. The update brings new dye mods, appearance kiosks, and collections. Check out the launch trailer.

Howdy from Austin, Texas! We are thrilled to release Game Update 2.1: Customization today. This update introduces many highly requested and anticipated features to Star Wars™: The Old Republic™. As the name indicates, Game Update 2.1 is all about giving players the freedom to customize their characters to fully immerse themselves in their personal Star Wars™ saga.

What types of customization and convenience options are now available for purchase, you ask? Well, players will be able to change their Character, Legacy, and Guild names with new Cartel Market consumables. And if your character’s look doesn’t quite match their new name, then swing by one of the Appearance Designer Kiosks located on both Fleets and Capital Worlds and adjust almost anything about your character’s image. This includes body type, face, scars, tattoos, hair style, eye, hair, and skin color. You can even change your character’s species! For a completely fresh look, I would suggest trying out our brand new species, the Cathar! Subscribers can expect a permanent discount on these items.

Game Update 2.1 also introduces Dye Modules, which can be purchased as consumables on the Cartel Market, with in-game credits at the Security and Collector’s Edition vendors, as well as through crafting. With our new Dye Mods you’ll be able to recolor almost any piece of gear in The Old Republic. You can mix and match colors on each individual piece of gear, or you can choose to Unify Color for a more classic look.

Information about

SW: TOR

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

Details

Dark - New Gameplay Trailer Released

by Couchpotato, 00:03

Kalypso just released a new trailer for DARK. In the new trailer you get a close-up look at several of the vampire powers available to you.

Watch as Eric hypnotises unsuspecting guards to slip past them or deliver a deadly strike. Or, use Regeneration to convert the blood of your enemies to health points! Watch the new video to learn more about these and other stealth-focused powers featured in DARK, which Kalypso Media will release this summer on Xbox 360 and PC

Information about

Dark

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

Details

Wednesday - May 15, 2013

Project Eternity - Post Funding Update #53, Monsters

by Myrthos, 12:37

In this latest post funding Kickstarter update for Project Eternity designer Bobby Null talks about the design of the creatures in the game.

One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process on Project Eternity.

  • Creature Variety - The goal is to have a large library of creatures to use for the final game. Thus far, we're on track to meet this goal. The concept artists, modelers and animators have been tearing through the bestiary and delivering quality assets at a rapid pace.
  • Recognizable is Good - We don't want to try to reinvent the wheel with every single monster. As we've shown in an earlier update, we feel some classic monsters, like the ogre, are essential to capture the adventuring feel we are aiming for. Moving forward, we are committed to including monsters that we feel fans will appreciate, while giving the beasties flavor appropriate to the world of Project Eternity.
  • Different if Cool - We've already shown one of the unique creatures for Project Eternity in an earlier update, the skuldr. We will continue to create other unique, and often times bizarre, creatures to populate our world, but unique doesn't always need to feel bizarre. Different because it's cool is the goal.

So now that I've briefly discussed our high level goals, let's talk about a new creature: The Cean Gúla (KEN GOO-lah, "Blood Woman", Glanfathan), and the pipeline we use to get it through the concept phase.

Information about

Project Eternity

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

Details

Grim Dawn - Alpha Release

by Couchpotato, 01:30

Crate Entertainment announces on their kickstarter that the Alpha of Grim Dawn will be released tomorrow.

And so it was on the 1385th day of development that a messenger of the Lord appeared to Crate Entertainment and said unto them, “You hath labored well and faithfully and now, at long last, thou shalt releaseth thy Grim Dawn Alpha upon the world, if it is good”. And so then did Crate know that alpha should be released, for the alpha seemed good to the. And thus they issued forth emails to the people of Humble Store and to the people of Valve saying unto them “Lo, I doth beseech you now to make good all preparations in accordance that Grim Dawn Alpha may be released with due haste!”

So yeah, it has been a long time coming but the release of Grim Dawn Alpha is nearly upon us! Let us rejoice in its coming and give thanks to the many supporters, both fans and volunteers, who made this possible. We have labored hard these last few weeks to resolve critical issues so that your first experience in Grim Dawn is not overly marred by bugs and stability issues; though certainly there will still be some less common crashes, various oddities and numerous smaller issues.

Please remember that this is an indie title developed by a tiny start-up studio with a fraction of the developers and funding of major ARPG productions. We are not really trying to compete with the big boys, at least not yet, and our small budget means we do not need to sell a large number of copies for this to be successful. There are some limitations on what we can achieve in terms of features and polish, but we have poured our hearts and years of our lives into creating Grim Dawn and feel that we have created an enjoyable experience for those interested.

I know what you are thinking now: “cut to the chase and give us the release date already”. We expect the Alpha download to go live tomorrow, May 15th. Short notice I know, but we were not screwing around when we said we planned to release it without further delay once we felt it was ready. We debated releasing next Monday to be safe but we know how eager you all are to get your hands on alpha and we are a fly by the seat of our pants kind of studio, so… here we go!

Information about

Grim Dawn

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

Details

Jagged Alliance: Flashback - Update #17, Modding Team Expands & More

by Couchpotato, 00:31

Update number 17 of the Jagged Alliance: Flashback kickstater is now available. Not to much new info this time except more tier changes, and a new addition to the team.

Today we’d like to announce that additional modders have joined the modding team! Modders Stan “sbobovyc” Bobovych and bugmonster.

Stan “sbobovyc” Bobovych, the creator of the modtools for Jagged Alliance: Back in Action. Stan cracked open the code and created tools enabling users to modify Back in Action.

bugmonster from the Russian community, author of the JA2'005 modification for Jagged Alliance 2 who also did some interesting things with 1.13. He will also be one of the first people from the Russian community who’ll be able to confirm that we indeed are not going to discriminate Russians as the evil ones in Flashback ;-)

New Tiers & Tier Changes

We’ve decided to add a new Top Tier and a special unique Tier as well as making a change to the $1200 Tier.

Tier Changes

$1200 Tier will now be:

$1200 So You’re a Bad Guy Tier: For the right price you may just play along, so you get:
All previous rewards + Help co-design an enemy in the game, who can be recruited to your team if persuaded in the right way. (Appearance, Nationality, Gender, Name) (ONLY THIS TIER) Limited (5)

New Special Tiers

$600 Woody Woodpecker Tier: You just can’t enough of all that wood, so you get:
All previous DIGITAL REWARDS + Become a manic woodcutter (Help co-design the woodcutter + co-write 3 responses) Limited (1)

$10000 Oily Business Tier: It’s messy but you’re swimming in black gold, you get:
All previous rewards + Become the Oil Baron of the island (Story NPC) and have your very own small oasis with a deluxe Bedouin Tent, surrounded by oil fields (ONLY THIS TIER) + Have a in-game statue or monument made in your honor and to your likeness + Become an honorary member of the development team and be credited as such with a framed certificate and thank you picture (PHYSICAL) + A very special Thank you in the game credits + 50 extra digital copies of the game. + Top tier forum Badge for the official JAF forum + Gift bag of unique items + Meet and greet, enjoy a day with developers, before the day of the official launch party (which you’re invited to as well (accommodation paid, transport not included)) Limited (1)

On a final note we’ll be making it possible for the ALL DIGITAL $600-$650 Reward Tiers to add the physical add-ons if they please.

Information about

Jagged Alliance: Flashback

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

Details

Shadow of the Eternals - Now on Kickstarter Also

by Couchpotato, 00:24

A Kickstarter campaign is now live for Shadow of the Eternals in addition to the campaign being run directly on the games website.

It was reported that the game was not using Kickstarter because developer Precursor Games is based in Canada. That has now changed. So just to recap here is what the game is all about:

Darkness Has Returned

When Detective Paul Becker is called to one of the bloodiest gang massacres in Louisiana state history, only two survivors remain from a brutal conflict between two rival cults. As Becker begins his interrogations of the suspects, their combined recollections will uncover the truth about the ‘Eternals’.

Shadow of the Eternals is a psychological horror game made by the creators of Eternal Darkness: Sanity's Reqiuem, a spiritual successor to the cult classic. Featuring an ensemble cast of heroes and villains, Shadow of the Eternals will span over 2500 years of history throughout Egypt, England, Hungary, and the United States. Players will question the perception of reality as they try to balance the mechanics of combat, magick, and sanity events to progress through the adventure.

Shadow of the Eternals will take players on a memorable journey throughout time; weaving historical fact with disturbing fiction to create an experience unlike any other

Information about

Shadow of the Eternals

SP/MP: Unknown
Setting: Historical
Genre: Aventure-RPG
Platform: PC
Release: In development

Details