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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%

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Expected Releases

Jul: Enderal
Jul: Necropolis
Jul: I Am Setsuna
Jul: We Happy Few
Aug: Deus Ex: MD

Friday - June 24, 2016

Epic Tavern - Four More Days

by Myrthos, 13:18

The game is already funded, but you can still throw your money at is as well for the next four days, to be able to rule the land from a tavern, in Epic Tavern.

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Epic Tavern: The first management-RPG where you rule the land from your Tavern. Recruit heroes, send them on quests, reap the rewards!

The story begins with friendship and drinks! Songs of heroic exploits, arguing over who killed the biggest dragon, and bar fights over shares of loot. Promises are made and broken, plans are set, and adventurers gear up for tomorrow’s quest.

Epic Tavern-- combining classic RPG elements with a unique combination of roster management and social simulation gameplay.

  • Player Choice: In Epic Tavern, every quest choice made and every adventurer befriended could unlock new quests, new alliances, access to characters, items, and tavern building opportunities. The experience grows as you play - your choices will directly steer the fate of your intrepid adventurers!
  • The Tavernmaster: You and your tavern are at the center of this experience. Your choices determine the mood and atmosphere of your establishment, bringing heroes and stories together in a social simulation of relationship building. This is where friendships and rivalries are made, and great adventures are started. In Epic Tavern, you build the destiny of your world, one drink at a time.
  • The Adventurers: A multitude of characters drawn from many classes and walks of life will visit your tavern. Mages, warriors, assassins, and more will be at your disposal! Befriend them over drinks and learn their secrets. Between quests, take their experience, level them up, and choose the direction in which they grow.
  • The World: You will send your new friends on quests to explore the land of Beor. These quests unfold into a storyline unique to your playthrough. Epic Tavern pushes the limits of a player-centric narrative and creates a brand new model of the classic choose-your-own-path experience. The impact of your choices will inexorably change your adventurers and the World itself!
  • Replayability: In-game achievements confer bonuses and allow you to delve further into the mysteries of the world of Epic Tavern on each successive playthrough, creating a startlingly replayable experience that will never be the same twice.

Kickstarter Games

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

Details

Thea: The Awakening - Adds Co-op Multiplayer

by Silver, 13:17

MuHa Games has added co-op multiplayer to Thea: The Awakening according to the latest update on Steam. The co-op is added in the form of a free dlc which you can see here.

The second DLC for Thea is here! You were all waiting for it so let's just skip to the meat:

New features and improvements:
- Co-op mode (as a separate download - see DLC section),
- A set of new events, fully translated and voiced,
- A set of additional events in English (as a separate download - see DLC section),
- Recipe screen now tells what are the chances of obtaining a good quality item,
- Turn Summary will show the amount of resources received and indicate if they come from gathering or from a building,
- Gathering tasks show the amount of resource currently in the group's inventory,
- Added Community Language - French,
- Entity Info screen and event drop list now displays information if a weapon is 1- or 2-Handed,
- New icons on Research/Crafting recipes screen,
- New icons for dozens of items (and 1-handed weapon icons can be more easily told apart from 2-handed weapons),
- Entity info screen now shows materials and properties on one page (no tab),
- New Building - Blessed Paths - increases gathering range of the player's Village,
- New icons for difficulties 6 to 10,
- Re-balanced armours and shields,
- Re-balanced unliving rats.

Fixes:
- Mokosh lvl 5 now properly gives +4 Health instead of +1 to your villagers,
- Setting craft count to maximum possible should work correctly now,
- Fixed a bug in the Scholar Village, where you should learn Herbalism but didn't. Also changed the prerequisites for Medic training, so that only existing medics will be able to improve their skill, not a random person,
- Fixed a bug in the Cosmic Tree quest where you had a dialogue option with the Leshy that should not have been visible till later,
- Fixed Weatherer using incorrect graphics,
- Preset group loading fix,
- Fixed a bug where a gatherer would get unassigned from a task if there is more than one resource of this type available for gathering,
- Fixed a hang in the Events Editor that happened when two lists contained no elements in common,
- In bloodbath mode, a character having 0 life no longer shows as critically injured as it effectively has 0% chance to die,
- Fixed damage received when fleeing from a fight in Bloodbath mode,
- Fixed "--" that was displayed during event resolving, when a wound tag was removed,
- Fixed calculation of the time it should take for a tasks to complete (if fuel supplies changed).

We hope you'll enjoy the new features and that there are no game-breaking bugs :P

Thea: The Awakening

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

Details

Steam - Summer Sale is On

by Aubrielle, 13:16

In case you haven't heard, Steam's "Summer Picnic Sale" is on until July 4.  Please don't get angry at me for the video.

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Steam

Details

Banner Saga 2 - Gets Free Survival Mode

by Silver, 06:07

@Bluesnews they posted about the Banner Saga 2 and its new free survival mode courtesy of Stoic.

...This challenges players to try to survive 40 consecutive levels of combat in the turn-based tactics game. Here are more details:
"Survival Mode is something we've been working on behind the scenes for a while now," commented John Watson, Technical Director at Stoic. "This is an entirely new experience within Banner Saga 2. Our goal was to create a fun, tactical game mode where fans can play from a different perspective which focuses on strategy and the hard cost of death in combat. We modified how the combat worked from the core game based on feedback from our community and put it through a closed beta to make sure that it was fun. Thanks again to our dedicated fans for their continued support." he added.

In survival mode players have to assemble a ‘combat' team from a wide range of existing Banner Saga heroes. Once their team is complete, combat begins, but beware, perma-death in battle is real and once lost, a hero can not be brought back. Each victory grants ‘Renown' (one of the major currencies in the Banner Saga), which can be used to unlock more Heroes to replace ones that have fallen. Items now drop in combat, or can be purchased with Renown, so that you can constantly improve your combat team. A 30-second timer keeps the action moving and leaderboards track how each player ranks against others. All three difficulty levels are included in survival mode, so the hard core challenge is available to those who think they can make it all the way through.

"Although Stoic is a tiny indie studio and their time is precious, they have shown an unrelenting commitment to fans of the Banner Saga by producing more content for them to enjoy. " said Steve Escalante, General Manager of Versus Evil. "The Banner Saga 2 just became a much bigger game with the core experience already lauded as one of 2016's best games and now this new, free game mode included. We hope to get this update in the console launch later this Summer as well as make it a part of our mobile experience." he concluded.

The FREE Survival Mode is available now for Banner Saga 2 owners (on PC and Mac). Banner Saga 2 is also currently available to buy on Steam, GOG, Humble Store, GreenMan Gaming, EA's Origin and other digital PC and Mac stores.

Banner Saga 2

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

Details

Thursday - June 23, 2016

7 Mages - Released

by Hiddenx, 19:54

The dungeon crawler 7 Mages has been released on Steam:

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The Story
Assume the role of a mage charged with protecting a village of poor peasants from raids by rogue mages intent on stealing their crops. Pushed to the limit, the peasants pool their last resources and set off to town to hire mages to protect their village. They find you, and your first task is to assemble a company of six other mages to help the poor villagers.

Game Style
Seven Mages is a grid-based dungeon crawler with a unique turn-based system of combat that allows you to split up your comrades to make the battles more tactical. The mages you control employ various types of powers, including elemental magic, magical maneuvers and unique musical magic.

Environments
Besides the crypts at the beginning, players also experience many other environments: they emerge to the surface of the town and into the surrounding forests; they sail on boats, wade through swamps and struggle across frozen mountain peaks. And there will be much more: dragon guts, sea bottom level, Storm city... every level has its own graphic environment. Each environment has unique enemies with different kinds of behavior that tactically change a battles.

Combats
Combats in Seven Mages are turn-based. In other words, while movement is free (i.e. in real time) when you are not engaged in battle, the game stops when a clash breaks out and the system switches to a turn-based regime. Here you can do one of six moves: perform magical maneuver with cold weapon, cast elemental spell, play magical song, reequip (or drink potion), move any party member, or defend.

Magical Maneuvers
A battle mage can use magic to force the weapon to do things that are against the laws of nature. There is a maneuver that sends your sword far ahead of you to cut an enemy there and then return to your hand. With spear or halberd there is a different maneuver that can extend the weapon (to more than twice its length), hit an enemy that’s two squares away and pull them closer to you (where you can finish them off). Ranged weapons on the other hand can shoot several projectiles at once, and with magic, one arrow can hit more than one enemy even if they’re not standing in a line.

Elemental Magic

To perform maneuvers or musical magic, you need an item (a weapon or an instrument). The difference between these two types of magic and elemental magic is that the latter does not need any item to cast. Besides the ever-popular fireball that all mages simply must have in their arsenal, there is also a spell that can set the ground around the mage on fire or a spell that calls thunderstorms on remote squares. There are also spells that can show you the strengths and weaknesses of an enemy, give you a hint if you’re stuck on a puzzle or show you a map of unknown territory. And there’s also the option to summon a party member.

Magical Songs
Seven Mages also introduce a heretofore unseen method of spellcasting in fantasy games. Instead of weapons, players hold a military drum, a horn or a fiery violin and play a magical song on them. Everyone within earshot feels the effects of the spell and becomes a stronger fighter; their arms and legs come alive with more speed or seas part in front of them. The same tune can be played by several heroes in the party at once, and as the music gets richer, the spell becomes stronger.

Early Access

The game was originally developed for mobile devices (iOS and Android) and it will hit App Store and Google Play on March 15. Once we get the green light, we will put the same version on Steam in Early Access, and then we will start working on further adjustments of the game for more advanced PC hardware. It means that the Early Access version will be already polished and fully playable. The only difference between Early Access and the full game will be prettier graphics of the PC version, as well as some minor adjustments in texts (we will remove all the 'taps' and 'swipes', etc.). Of course we will reflect any relevant user feedback.

In points

  • 14 unique environments
  • 28 types of enemies with different fight styles
  • 60 spells
  • Heavily tactical turn-based combat
  • Unique and previously unseen musical magic
  • New puzzles and twists in each level
  • Retro feeling in high-end graphics
  • Dozens hours of gameplay

7 Mages

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

Details

Phantom Brave PC - Releases 6/25

by Aubrielle, 14:49

Phantom Brave PC, a JRPG reminiscent of Disgaea and Final Fantasy Tactics, is available for pre-order on Steam.  It will release on June 25.

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Source: Steam

General News

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

Details

Matt Chat - Mike Witwer on the Origins of D&D

by Myrthos, 12:56

Matt Burton talks to Mike Witwer about the Origins of D&D in Matt Chat #345.

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Matt Chat

Details

Wizard of Legend - Dungeon Crawler on Kickstarter

by Myrthos, 12:40

If you don't mind not having 3D high-res graphics and are into dungeon crawlers than perhaps you might want to take a look at Wizard of Legend, which is currently on Kickstarter, trying to get funded ($50,000). It also comes with a demo.

Wizard of Legend is a fast paced dungeon crawler with rogue-like elements where you assume the role of a powerful wizard intent on overcoming the Chaos Trials to become the next Wizard of Legend.

Exploration of the dungeons is a seamless experience as you travel from one room to the next in search of powerful spells and items to aid you on your quest. All of the dungeon layouts are procedurally generated and are comprised of both randomly generated rooms as well as precrafted experiences. Enemy placement is also handled procedurally and enemies will gain new behaviors and spells of their own as you progress further into the game. In addition, each dungeon contains other would-be allies that will help you on your adventure.

Combat in Wizard of Legend is a blend of rapid movement and magic that involves chaining spells together to defeat enemies while quickly repositioning to avoid incoming attacks. The use of dashing spells is key in allowing you to control the pace of combat by staying at an optimal range to cast spells at enemies near and far.

Wizard of Legend will also feature local multiplayer game modes for cooperative and versus experiences. Co-op mode will throw two players into a more challenging adventure while Versus mode will pit them head to head in a match of intense magical combat.

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Kickstarter Games

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

Details

Dex - Coming to Consoles

by Myrthos, 12:28

For those who also like to play on consoles, know that the cyberpunk 2D side-scrolling RPG Dex will be launched on PlayStation 4 and Xbox One on July 8th.

The game tells the story of an AI, Dex, and her quest for the Singularity -- a theoretical “event horizon” in which artificial intelligence will surpass human intelligence.

Chased by corporate mercs (without knowing why), Dex gets thrown into a web of intrigue -- leading her to question the origins of her own existence. We’re introduced to a trio of hacktivists interested in helping Dex in her quest: the mysterious Raycast, the protective Decker, and the light-minded Tony. Only *you* get to decide how the story ends.

The streets of Harbor Prime offer countless opportunities to fight against dangerous gangs, expose corporate secrets, dive into the depths of Cyberspace, develop Dex's skills, influence the fate of NPCs, and much more :)

[If you’d like to review Dex on Xbox One or PS4, let us know and we’ll add you to the list!]

THE WORLD OF DEX
The outskirts of the city are plagued by crime, poverty and filth. Out there, every day presents a new struggle for survival. The wealthier districts are full of skyscrapers and bustling businesses. Yet beneath the sleek exterior, another war is going on -- with powerful corporations constantly at each other's throats. Woe to those who get caught in the crossfire.

KEY FEATURES
*   Rare mix of realism and creative vision: Realistic action, mature storyline, and complex character interactions mixed with hand-drawn characters, animations, locations, arcade-style melee combat, and an original conception of cyberspace.

*   Multiple solutions to problems: Operate in cyberspace or everyday reality. Overcome obstacles using skills, weapons, or special equipment.

*   Meaningful character progression choices: Will you be a silent assassin, a hacker, or a straightforward gunfighter? Improve your character and gear to unlock game-changing upgrades that reinforce and customize your play style.

*   Unique hacking mechanic: Transfer your consciousness to your avatar, overcome intrusion countermeasures, take action, and return back to your body in a fraction of a second to see the results: deactivated turrets, overloaded devices, enemies with crippled implants…

*   Neo-cyberpunk: Inspired by the cyberpunk novels of William Gibson and other classical cyberpunk authors -- flavored with a contemporary concept of augmented reality.

*   Rich game world and mindful level design: Visit diverse locations in Harbor Prime, a futuristic city complete with luxurious skyscrapers, rundown shanty towns, and seedy red light districts. Take part in street brawls, steal corporate data, overcome environmental hazards, and (of course!) try to stay alive.

*   Full voice acting: Interactive dialogue using hand-drawn sprite animations -- fully voice-acted by professional voiceover artists.

AVAILABILITY
Dex will be available on both Xbox One and PlayStation 4 on July 8th. There will also be a physical release on PlayStation 4 in select territories. PlayStation Vita and Wii U versions are expected later this year.

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Dex

SP/MP: Single-player
Setting: Sci-Fi
Genre: Adventure-RPG
Platform: Xbox 360, PS4
Release: Released

Details

RPG Grind Time - Gems of E3 2016

by Aubrielle, 12:04

This week's RPG Grind Time takes a look at the RPGs featured at E3 and what we can take away from their presentation.

I wouldn’t call this E3 a banner year for role-playing games, but exciting games are still on the horizon. Plenty of cool RPGs were on display and smaller reveals surfaced. Was I hoping for some cool, big RPG reveal I wasn’t expecting? Of course. Was I dissatisfied with already announced RPGs that either weren’t there or had little information? You bet, but we’ll get to that in a bit.

The magic of E3 is often those announcements you don’t see coming that get you hyped for the future, but I think developers are finally realizing the dangers of making reveals too soon. No one wants another decade-long Final Fantasy Versus XIII fiasco. Things felt much more cautious for the genre this year with more games on display that are coming in the next few months or early next year, and that’s just fine by me. I don’t mind developers waiting until they actually have something worthwhile to show before doing so. 

Case in point – Mass Effect: Andromeda. If the trailer on display at EA’s press conference had hit last year, it would have been super exciting, but not seeing much gameplay as we draw closer to its 2017 release left fans rightfully disappointed. The game was recently pushed out of this year, so that doubly made it difficult to accept. Still, from what we saw in the footage, the game looks cool and promising. I like that we finally saw some of the environments and the protagonist, Ryder. Not to mention that you're the alien in this strange universe. The trailer got me excited, but I can't help but also wish BioWare provided more details. I tell myself good things come to those who wait, but Kingdom Hearts III is also testing my patience. I didn’t expect anything playable, but at least give some updates or a new trailer to tide us over. A release date feels like a pipe dream at this point. While developers may be reluctant to show off unpolished gameplay or scenes, it’s important to show confidence in the game and get a reaction from fans to see what they’re taken with and what has them concerned. 

That being said, while I would have loved to learn more about CD Projekt Red’s Cyberpunk (at least we got Gwent!) or seen a Square Enix press conference devoted to a slew of role-playing games, I still found plenty of new titles I’m anticipating. Here are some gems from the show that I hope didn’t go unnoticed, and should have you super excited for the coming months.

Read more.

Game Informer

Details

Diablo - Postmortem by David Brevik

by Silver, 12:02

Diablo is a seminal game and designer David Brevik takes us back to its creation in this postmortem video from GDC.

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Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key takeaways from the experience and sheds light on how the game went from a single-player, turn-based claymation DOS game to the genre-defining classic it became.

Diablo

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

Details

Witcher 3 - Why I Love the Topography

by Aubrielle, 11:56

PC Gamer explores The Witcher 3's topography, its realism, and its beauty.

The Witcher 3 loves to wade through the murk of its magical Middle Ages. Whether Geralt is trudging the forsaken swamps of Velen or topping up his tan in Toussaint, things are always more grim than they seem. A dash of domestic violence here, an avenging spirit there—The Witcher’s world is complex and muddy.

I’m not interested in emotional grime, however. No, every time I play The Witcher 3 I’m hit by its actual dirt: the mud, rocks, silt and sand that make up the Northern Kingdoms.

Immersion comes in part from CD Projekt Red’s incredible textures and facial rigging, but the real legwork is done by topography. And I don’t mean the awesome mountains of Skellige or the great expanse of Crookback Bog. CDPR’s artistry is in the small details.

Even amid the gentle farmland of White Orchard there’s evidence of geological processes at work. Sheer, sandy banks overhang the river, fringes of grass suggesting ongoing erosion. Where many RPGs would dump a river in a convenient trough in the landscape, The Witcher 3’s ragged, crumbling riverbanks convince me that this stream was flowing eons before Geralt wandered by.

When the heavens open, rain spatters every exposed surface. Decades-old games can simulate rain of course, but as the torrent develops, rivulets start to run down rock faces, explaining how their deep crevices developed. Even throwaway items like a quest-specific frying pan catches raindrops as you hand it to an NPC.

Rocks, clifftops, tree roots and all the imperfections that make nature a pain in the arse each get their time to shine. They never feel like assets studding the landscape for variety’s sake, as boulders often do in Skyrim, for example. They are the landscape, born of imagined natural processes. I like to believe The Witcher’s NPCs considered the lay of the land before building their hovels. Roads, for example, typically take the easiest route up a hill, skirting ridges though a straight route would be quicker.

Source: PC Gamer

Witcher 3

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

Details

Voxel Quest - Going Open Source

by Silver, 11:16

Another development with Voxel Quest. The game is going fully open source. There's no timetable as to when this will occur.

Another Update

6/14/2016

Hi all - bet you are wondering what is going on at this point. The short answer is I did not know exactly how to proceed until now, finally having an idea of my employment situation.

I have talked to some people (in the forums, email, and elsewhere) about the current status but otherwise apologize for the silence. Basically for the past month I have been busy hunting for jobs and doing associated prep work or tasks. I also tried to get VQ funded via other means (licensing) but that did not work out. I am moving on to a fulltime job, so I am deciding to cancel the Patreon (and I will refund everyone's money here and elsewhere, of course). I don't feel right taking money when I probably won't have much time or energy to devote to the project.

The good news is that I am making all of Voxel Quest fully open source (MIT or similar, every iteration of the engine will be available), and I am doing a little bit of work to make things ready for this (I am even attempting to buy rights to the sprite sheet that Voxel Quest uses, which is a 3rd party asset). Stay tuned for more on this. I can't express how thankful I am that you chose to support me, and I hope that the years of work I put into VQ and all its source will be a small token of my gratitude. I will probably cancel my Patreon before the next pledge cycle so you don't need to necessarily manage your pledge, it should be automatically canceled soon. The Patreon peaked at $450/month, which I am really surprised at, although I expressed concern with starting it in the first place and turns out those concerns were valid. I will also soon organize a method for refunds (both for Patreon and everything else). Any questions or concerns, as usual, do not hesitate to contact me. Again, my goal is to keep everyone happy so let me know what I can do in that respect.

I am not fully abandoning VQ - I will attempt to provide as much support as I reasonably can to help people understand the source, and I will also probably chip in on the github repository every so often. But overall I will not be making great strides in the short term. I am hoping that someone can eventually make a commercial product with it, and that might kick up interest a bit.

For those curious, I am soon going to start contracting at OpenAI, with potential to move full time.

*Again, I stress that refunds are not required, but if anyone wants one I am offering without judgement.

Additionally, I have read through all of the comments below and I continue to be blown away by people's enthusiasm. I am not replying individually because my website's comment handler is a pain to use for many entries.

Voxel Quest

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

Details

System Shock - Q&A @Reddit

by Silver, 10:50

Night Dive Studios conducted a AMA on Reddit recently and gave out some interesting information about System Shock Remaster as well as Turok.

pripyat_beast
1. How much important is Warren Spector's role on SS3 project? I believe Warren is going to provide an incredibly solid foundation for the development of SS3. He's responsible for creating some of the most memorable and timeless experiences in gaming and I can tell he's eager to bring fans of Shock something new and innovative. Warren and his colleagues thrived during a time when hardware limitations dictated game design and I'm really excited to see what they'll be able to accomplish with the tools available to developers today.

2. How much money do you think you'll reach on SS Remaster's Kickstarter? I hope we reach our minimum goal of $900K - it will provide us with what we need in order to finish the game the way we envision it, but I believe we'll raise considerably more. We've gone all in on the Kickstarter and I think everyone will be surprised by what we have to offer. We're doing things no other crowd funding campaign has done and we're doing everything we can to differentiate ourselves from other high profile projects that have failed to deliver on their promises.

3. Turok 2 enhanced when? We're making great progress but that's all I can say!

[...]

One question to start, concerning the System Shock kickstarter.

It was mentioned that the music will be changed, and that it was being considered to include the original soundtrack as an optional DLC / kickstarter tier reward. Can you confirm if this is the case?

[-]pripyat_beast[S] 3 points 14 hours ago

Our current plan is to offer a remixed album of the original soundtrack to everyone once a certain stretch goal is met. We will have a playable demo track available on the Kickstarter page.

[...]

Video game preservation is a topic that concerns me. We have a lot of trouble with it today, but what about 50 or even 100 years from now?

We can listen to/look at music/paintings from centuries ago, but video games are different.

Do you keep source code for your remasters? Or source code that was provided by the developers?

Steam versions may run for next 15 years for sure, but what about something like 30-50 years into the future? You should have a well backed up database of source codes for all your games for very distant future.

[-]pripyat_beast[S] 3 points 15 hours ago

You're definitely not alone! We've been contacted by David Gibson at the Library of Congress who has started an initiative to track down and collect code, art, and anything else in hopes of preserving it. Lost source code is one of the things that genuinely depress me and we're currently evaluating the idea of releasing the code we've discovered and restored to anyone who wants to store it or modify it.

We've heard stories about the fate of Shock 2's code - apparently someone found a dreamcast disc in a trash bag that contained the code, but what became of that is anyone's guess.

If you want a little bit more information about the Library of Congress and where they currently stand with their collection/preservation philosophy feel free to check out this interview David Gibson recently did with David Wolinsky for his Don't Die oral history project

[...]

[-]pripyat_beast[S] 2 points 13 hours ago

1. What is your opinion on fan projects like Citadel? I've been following the progress on Citadel for a long time and I'm really impressed with what JosiahJack has accomplished. I fully support the project as long as it remains free and he doesn't attempt to commercialize it. I think it's admirable of him to have a working Git depot of his project available to the public!

2. Is there any plan to do a source-code release of any of the games you've re-released? We have released the source to Strife: Veteran Edition and we are planning on releasing more code in the future. Good luck with your dissertation, hope this helps!

3. In SSR, do you plan on retaining the ability to climb any surface that looks climbable? Currently in our build we have climbable ladders - you'll be able to climb other surfaces as well.

[...]

[-]pripyat_beast[S] 3 points 15 hours ago

1)Yes, the remake will follow the original very closely in terms of story and levels. The gameplay will be smoother and more streamlined mostly due to the reworked interface. We've taken what was great about Shock and Shock 2's interface and created a hybrid that fans of the genre will feel very familiar with. All the weapons and enemies will be there, but re-imagined and updated by the original concept artist Robb Waters. We've identified a number of areas in the game that we're going to expand by various degrees - we felt there were great story telling opportunities just waiting to be explored. Veterans of the series will definitely find some surprises this time around...

2)We're big fans of the difficulty level presented in the first Shock and would like to emulate that as close as possible. If someone wants a greater challenge, the time limit posed by the original is a great source of inspiration. Having the events of the game occurring in real time is not something that's explored in games these days and would be fun to bring back - or if someone wants a more leisurely experience an adventure mode (Difficulty 0) is possible.

System Shock

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

Details

Wednesday - June 22, 2016

Tyranny - Preview @ PC Gamer

by Hiddenx, 21:05

Tom Senior (PC Gamer) checked out a Tyranny demo version:

Tyranny: crushing rebellions with slick, improved combat

[...]

I was working with a party of four—fewer than Pillars' six-person standard—which gives my party greater focus, and makes the roles of each member more important. Realtime-with-pause party combat returns, but this time in a much more readable form. Pillars had a decent tactical combat system, but forced players to go digging to discover important combat mechanics. Tyranny is much clearer. Once you've queued up a warrior's shield bash a circular timer above their head lets you know exactly when the move will be executed. The free disengagement hits adventurers get when an enemy moves out of combat are now clearly signposted and the UI has been revamped to make character skills easier to access.

Once again, different classes' skills and spells interweave with other party members' abilities. Tanks can taunt to refocus nearby enemies on him, allowing for rogue types to land their specialist high-damage flanking attacks. This time characters can act with even greater synergy using co-op attacks. In my party my rogue can activate a skill that trips an enemy, causing my warrior to automatically run over and punch the downed enemy in the chest. The blow is savage enough to cause bleeding damage, but it's also a fine way to interrupt a spellcaster. Interrupts again form an important part of the combat system. Shield-bashing and chest-punching mages is a fun way to take them out of the fight.

[...]

Tyranny

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

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Stellar Tactics - Developers Log #3

by Hiddenx, 19:38

We learn a lot about dungeons and missions in this Stellar Tactics development update:

DEVELOPERS LOG #3- Dungeons (Oh my!)

I’m using the word loosely, but I think it best defines the numerous mission locations found throughout the Stellar Tactics universe. As you travel through the universe, you will be presented with numerous opportunities to engage in ground exploration missions. You will usually be offered missions on Trade Stations in their bar’s and cantina’s where lively and quirky residents of the Stellar Tactics universe converge for rest and relaxation.

There are two mission engines in Stellar Tactics. The first generates missions dynamically based on your faction, recent events in the vicinity and a number of other factors. People everywhere need your help and you will be sent to planetary cave systems, abandoned research facilities, hidden bases, ancient ruins, derelict ships and more on a variety of missions that are generally dangerous. Some missions are fairly straight forward, others are actually dynamically generated mission chains that will have you traveling across the universe completing a number of tasks. In general, you will be entering dangerous dungeons, some large, some small. The large dungeon locations can take several hours to clear. Smaller dungeons may take from 15-40 minutes to complete. There is usually a boss at the end of these locations that will drop higher tier equipment.
The second mission engine is used for the main story narrative and is fully scripted. The dungeon locations for static missions are all hand crafted and tuned for difficulty and itemization. These locations drive the main narrative.

One dungeon type in particular is related to Ascension and the “Azimuth” system. Azimuth are skills granted by the ancient Aznari, a race of intelligent aliens that have abandoned this area of space. As you explore, you will encounter many of these ruins. Some of them have locked chambers that will grant you unique skills. Examples are AE heals, AE damage, AE buff’s and other temporary team based benefits that are useful in combat. These skills are very powerful.
Azimuth are used by collecting a charge during combat. Once fully charged, you can select a skill and unleash that skill on your friends or foes. Once you are granted Azimuth, you can use them at any time in combat, assuming you have a full Azimuth guage. Azimuth charges persist and can be saved for when they are needed.
ascension screenshot

Dungeons are filled with loot, from valuable baubles to powerful named weapons. They are a large part of Stellar Tactics and important for character progression. Of course, you could just focus on trading, mining and space combat, but then you would be missing out on all the fun of party based tactical combat.

Stellar Tactics

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

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Vampyr - Preview @ GameRevolution

by Myrthos, 12:56

GameRevolution wrote a bit about the E3 presentation of Vampyr.

Dr. Jonathan Reid has returned from the Great War changed, his will weathered by the war and his soul cursed by death. Although we do not know (for now) what turned Jonathan into the monster he is in Vampyr, we know that he is not taking his new role as a child of the night lightly.

Like many stories dealing with vampirism, we find our hero struggling with the craving to kill and what little remains of his humanity. Since this is a game about vampires developed by Dontnod, we should expect no less than a moral journey to take place here. I was surprised by the depth of the narrative showcased in the brief demo I saw at E3 as well as the intricate combat that was on display.

The year is 1918, and the London flu epidemic is in full swing as Jonathan Reid stalks the funeral of his latest kill, conflicted over what he has had to do to survive. Shortly after he is approached by Lady Ashbury, another centuries-old vampire, who has a brief conversation with Jonathan about his inability to balance his newfound need to feed with his instinct to help people. It was at this point that the dialogue wheel was shown off, giving players the ability to choose how to respond in different situations. As a man with a medical background, it is not easy for Jonathan to process the fact that he must kill to survive while there is already so much death around him.

It is Jonathan’s crisis of conscious that adds a unique element to Vampyr's take on the newly-turned vampire tale. The more I saw Jonathan interact with NPCs and think to himself about his own humanity, the more invested I became, something I certainly wasn’t expecting to feel after watching less than twenty minutes of gameplay. Unlike previous Dontnod games the world is open for you to explore with numerous side quests to complete along with the main story.

Vampyr

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

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Fictorum - Now on Kickstarter

by Myrthos, 12:39

For the next 30 days Fictorum is trying to get funded on Kickstarter, having set a goal of $25,000. In Fictorum you play a mage, so if you don't like playing a mage, this might not be your thing, but as a mage you can customize your spells to your liking.

Fictorum is an action RPG featuring customizable, dynamic spell-casting. You are a powerful wizard of a forbidden magical order, the Fictorum, with the unique ability to shape and master all schools of magic. Stretching the limits of your power, you have survived your own execution at the hands of the Inquisition, a sprawling theocratic empire bent on eradicating all Fictorum. As the last of your kind, you will shatter the Inquisition as vengeance for your exterminated order, as well as anyone else who dares to stand in your path.

Demolish your surroundings with legendary magic: Become the wizard that you’ve always wanted to play—Wield awe-inspiring magic with explosive impacts that will send your enemies flying and shatter structures into rubble with a single, well-placed spell.

Dynamically improve your spells with our spell-shaping system: Shape a spell towards any of the available runes to amplify specific properties of any spell. Mastering this system will allow you to turn a fireball into a high-explosive cluster bomb, or a basic ice blast into a leaping ball of frozen doom! And these customizations aren’t set—you can constantly reconfigure your runesets and spells.

Traverse a world shattered by magic on your mission of vengeance: Progress through our randomly-generated world map, as you search for the Grand Inquisitor, to avenge your massacred order. Conflict is rampant throughout the world, and many locations have difficult choices to make—will you choose to fight your way through a fortified town, potentially finding new equipment, or will you take the path of least resistance, saving your strength for the battles to come? Do you investigate a local execution or use the opportunity to loot valuables in the nearby town? The choice is yours.

Find powerful items and new spells to increase your immense power: Each location has opportunities for encountering new spells and equipment that increase your magical potency and keep you safe. You can also trade magical essence that you find for new equipment, or use it to enchant the armor, spells, or runes that you already possess, further enhancing your capabilities.

Discover the impact that you left on the world: Once your journey is over, your story is retold by the Chronicler Santheocles. Judging from your actions and choices, your exploits are cataloged, and titles are awarded according to your worth and skills. Were you well-known for your prowess in fire magic and duly titled “The Inferno?” Perhaps you took a few too many arrows in your quest, and are appropriately given the moniker “The Pincushion.” Depending on the outcome, obtaining a new title may unlock a new starting title for your next playthrough, granting you access to a new loadout of items and abilities!

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Fictorum

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

Details

Mordheim - Witch Hunters Faction

by Myrthos, 12:15

Focus Home Interactive sent out a press release about the new playable faction in the Witch Hunters DLC, for Mordheim: City of the Damned.

MORDHEIM: CITY OF THE DAMNED WELCOMES THE WITCH HUNTERS DLC
Mordheim: City of the Damned, the video game adaptation of Games Workshop's cult classic tabletop game, today welcomes its new playable warband! After seducing players worldwide with its brutal and unforgiving tactical combat, Mordheim gets a new playable faction - The Witch Hunters - which joins four existing ones: the Mercenaries, the Sisters of Sigmar, the Skaven and the Cult of the Possessed. The Witch Hunters DLC is composed of lethal units such as the Witch Hunter Captain, the fanatic Flagellant and the Executioner. This faction will of course be playable in multiplayer, but will also offer a new and unique solo campaign scenario dedicated entirely to the Witch Hunters!

Amidst the rivalries and violence that splits the Empire, sinister forces creep back into the lands of men. Against these evils stand the Witch Hunters, remorseless warriors in service to the Temple of Sigmar. The witch practicing her fell magic, the mutant spreading its corruption of flesh, the necromancer violating the sanctity of the grave, the daemon seeking to possess souls - these are the foes of the Witch Hunter. The Witch Hunters will allow nothing to waver them in their defense of mankind against these evils. They are the Templars of Sigmar, and with sword and fire they will return their god's justice to Mordheim.

Aside the release of the Witch Hunters DLC, Rogue Factor have continued working hard adding new content and fixes based on all the precious feedback and comments from the player community, for which more information can be found here.

Here are some screens that came along with the press release.

 

 

Mordheim

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

Details

For the King - Consoles and Beta

by Myrthos, 12:11

In Kickstarter update #20 for For the King the release for Xbox One, the short delay to beta and some other stuff are being discussed.

As some of you know, we were down at E3 this past week showing off FTK to the press. We got some great feedback seeing new people play for the first time and made some great contacts. We were also recently announced for Xbox One during their E3 presentation. We're honored to have been included in their Indie Showreel and it was super cool to see For The King on the big screen! As you probably surmised, this means we're 100% coming to consoles but our first priority remains the PC. So what does this mean?

For starters, our release date for console will happen sometime after our launch on PC. How much longer afterwards is hard to gauge, most likely we'll aim for 6 months. For anyone interested in playing the console versions, we'll be sending you an additional key for either XboxOne or PS4 (pending release) on top of your original PC key. This way you don't have to choose between PC and Console. Before we ship we'll send out a survey to gather your preference. Woo hoo!

 

For the King

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

Details

The Surge - Interview with Deck 13

by Silver, 08:48

@RPG Site they interview Deck 13 Interactive about The Surge.

RPG Site: For people that are not familiar with The Surge, what do believe is the main appeal of the game?

Jan Klose: I think the main appeal is the close combat in a futuristic environment. Which is something that is really new, and we are going very deep into this combat system. It is very tactical, and there is a lot of choice; especially because you can target individual body parts and even cut them off and craft items with what you pick up.

RPG Site: I noticed in the demo during the boss encounter that there were several ways to go about the fight. In this case the easier path to victory was taken, however the harder path grants you better loot. So is there a risk/reward system in play when it comes to obtaining items?

Jan Klose: Exactly. So with our combat system, you can target the weak body parts on an enemy to bring them down faster. However you will probably see enemies carrying stuff you want to have, so you will need to target the parts of their bodies that make the fight much harder, but the reward for beating them is much bigger.

RPG Site: The Surge has a very unique aesthetic, why did you decide to go with a look that encompassed many vibrant colors?

Jan Klose: Well for our game we think it is important that it is a very hard and harsh setting. It is dark and grim, but we did not want to be taken over-serious, so there's some tongue and cheek to it. We wanted to tell a serious story without the visuals being too bleak with the visuals.

[...]

RPG Site: The Surge features a lock on system similar to that of Zelda or Dark Souls, is combat best in one on one engagements?

Jan Klose: In our game it is, because we really like dual based combat. Sometimes there will be 1 or 2 additional enemies but normally there will be only duals.

RPG Site: Crafting was mentioned several times during the demo, does the game feature a crafting system that players can really lose themselves in?

Jan Klose: Well you can craft a lot because there's no shop in game for you to buy supplies and equipment. So every time you want something you will need to make it yourself, and you will need the right ingredients. There is a lot of weapons, armor sets, and items you can craft in game; it's a pretty deep system.

RPG Site: Is there are final words you have for people interested in The Surge?

Jan Klose: If you like hardcore games, close combat, and smashing your enemies into pieces then you should take a look at The Surge.

The Surge

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

Details

Spiderweb Software - Jeff Vogel Interview

by Silver, 07:14

Jeff Vogel of Spiderweb Software has been interviewed by Imirt Inspire. Warning: This is a lengthy interview.

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Published on Jun 12, 2016
Jeff Vogel started Spiderweb Software in 1994. Since then, he has made many indie/shareware fantasy RPGs for Windows, Mac, iPad, etc., including the Exile, Geneforge, Avadon, and Avernum series and Nethergate: Resurrection. He writes about indie games and the industry in general at his blog The Bottom Feeder.

Spiderweb Software

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Unity - Full Adam Demo

by Silver, 06:47

@RockPaperShotgun Unity is showing off the full capabilities of Unity v5.4 with their Adam demo.

Unity's latest swish tech demo is Adam, a sci-fi short story about a naughty robot in a nasty future. It's quite pretty! They plan to release a downloadable version for folks to run on their own computers, but right now you can watch the whole thing right here:

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Pretty, that. And a nice self-contained little story. Unity showed a short version at GDC in March, but this is the full cut. Here it's running in 1440p on a GeForce GTX 980.

"It's built to showcase and test out the graphical quality achievable with Unity in 2016," Unity say. The demo's built on beta versions of Unity 5.4 with their soon-to-be-released cinematic sequencer tool, and uses some other tools and technological tricks which are either for sale in the Unity asset store or will be released free soon.

Source: Rock, Paper, Shotgun

Unity

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Fallout 4 - Contraptions Workshop DLC Released

by Silver, 06:38

A new DLC for Fallout 4 has released called 'Contraptions Workshop'.

The fourth load of Fallout 4 [official site] DLC is here and it's another small one. Following the big new hunks of story and land in Far Harbour, they've gone back to small mod-like stuff with the Contraptions Workshop add-on. Released last night, it adds new mechanised doodads for settlements like conveyer belts, logic gates, and so on for your architectural amusement. But if you want more quests and whatnot, the next big DLC for you will be Nuka-World in August.

Here's the blurb from Bethesda:

"Machines that sort! Machines that build! Machines that combine! With Fallout 4 Contraptions, use conveyer belts, scaffolding kits, track kits, even logic gates to construct crazy and complex gadgets to improve your Wasteland settlements. The Contraptions Workshop also includes all-new features like elevators, greenhouse kits, warehouse kits, fireworks, armor racks and more!"

Source: Rock, Paper, Shotgun

Fallout 4

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

Details

StarCrawlers - To Catch a Privateer

by Silver, 06:13

Another update for StarCrawlers titled 'To Catch a Privateer'. This one introduces a new story mission.

The next story mission has arrived: To Catch A Privateer

After the events of Dumpster Diving, you'll return to STIX to hear a game-changing announcement from Aurora (better check your rep situation!). Your employer will then assign you a mission to either capture or rescue a notorious criminal...

We hope you enjoy the next step in the story, we won't spoiler anything here, but please feel free to share your thoughts in the forums!

StarCrawlers has been updated to Gregarious Gorilla v8 - 06.16.2016

Soldier
Fixed an issue causing bomblet explosions to halt combat.
For real this time.

UI
Added a UI scaling amount slider. This feature is still experimental.
Fixed ability tooltip triggering automatically when targeting an enemy.
Fixed overlapping elements in the event popup screen.

Fixes
Optimized some class ability memory usage.
Fixed an issue with doors acting oddly if you enter combat while standing next to one.
Fixed trap panels complaining about strings they had failed to find.
Fixed an issue with floor tile navigation in some mine tunnel variants.
Fixed issue with cam traps obssessing over a single tile.
Misc fixes and improvements.

Coming Next
New Story Mission : The Train Job
Ragnarok Missions (if you passed the test)
Tasks System
More environment lootables
More friendly faction contact events
More cool stuff!

StarCrawlers

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

Details

The Technomancer - New Trailer

by Silver, 00:01

As noticed by porcozaur there has been a new trailer released for The Technomancer.

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Technomancer: everything you need to know to survive on Mars in a new gameplay trailer

The Technomancer, the sci-fi RPG set on Mars, releases on June 28 and will be available for PlayStation 4, Xbox One and PC.

The Technomancer

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

Details

Tuesday - June 21, 2016

Starpoint Gemini Warlords - Content Update Trailer

by Myrthos, 22:36

Here is the content update trailer that I could not get access to earlier this week with the news posting about the content update for Starpoint Gemini Warlords.

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Starpoint Gemini Warlords

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

Details

Seven Dragon Saga - Development Update

by Hiddenx, 21:27

Short development update for Seven Dragon Saga written by David Shelley:

RPGs and their words

We continue to move ahead on Seven Dragon Saga, working on different aspects of skill use in the wilderness and tactical maps. Doing a review of the magic system, and laying out enchantments to compliment.

I’ve been playing a bit of the Torment: Tides of Numenera beta, a game boasting a million plus words, and since they have had a lot of experienced writers involved, we can expect quality words. At more than twice the length of the Lord of the Rings trilogy, that is an impressive volume. I’m not far in, but I can already say that Torment will not be providing the same experience as a good novel, no matter how much I end up enjoying the game. Games are different animals, and use words in different ways.

Torment provides the player a character with a specific background, along with the a variant of temporary amnesia, plus a number of companions, many of whom knew a facet of the character from before the start of the game. The gimmicks provide the companions with plenty of specific things to say right from the start. The companions have internal moral rules, allowing them to react to the protagonist, based on player choice. They will undoubtedly leave, if the player offends them too much. I suspect there will be romantic options, though it is hard to say in the early portion of the game.

The game is rich in objects simply laying around, with rich descriptions and interaction options. And it appears the player will spend time inside the mind of the protagonist, possibly in cases of death, or similar events. Add in important NPCs and quests, and one can begin to see how Torment is likely to distribute its text. The experience appears to be one of exploration, of the world, and of the protagonist. Exploration is important in 7DS as well, but more oriented around the wilderness, and hidden tactical areas.

Seven Dragon Saga will not have as extensive a word count, as we allow the player to create their entire party, and use our Goals system to create backgrounds and personalities for all the members. The party should have a bit of chatter, and bring color to the individuals, but we have no plans for any player characters to leave the party in disgust, or profess love to another. Since 7DS has a focus on manipulating factions, much of our text is reserved for key NPCs, who have to react to the different choices the player makes. Each game seeks its own balance of story, action, exploration and advancement, and the industry is stronger for it.

Thanks daveyd!

Seven Dragon Saga

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

Details

Spy DNA - Now On Kickstarter

by Hiddenx, 21:19

The tactical squad RPG Spy DNA is now on Kickstarter:

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Spy DNA is a tactical squad RPG that combines turn-based game mechanics with realistic combat simulation.

The game puts you in command of a small team of super-spies. Your mission, should you choose to accept it, will be to fight to preserve our way of life and stop those that want destroy it.

Using advanced genetic modification technology, you create and enhance your super-spy character to match your playstyle. You’ll lead a squad of spies with unique talents on missions around the globe.

We are greatly inspired by the RPGs of the past that made the genre popular in the first place: Jagged Alliance, Silent Storm, and the original XCOM.

Spy DNA will be available to play on Windows PCs.

Kickstarter Games

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

Details

Goliath - Free Expansion released

by Hiddenx, 21:12

A free expansion for Goliath - Summertime Gnarkness - has been released:

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This new download expands upon the savage and brutal procedurally generated World of Shards and adds more weaponry, new challenges and new unique megolithic robotic models!

-> Steam

Goliath

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

Details

General News - CRPG Book on Shane Plays

by Hiddenx, 20:51

Felipe talks about his CRPG book project on the radio show Shane Plays:

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Highlights: Free RPG Day; Felipe Pepe & The CRPG Book Project ( Sharing the History of Computer Role Playing Games); a surprise appearance by CRPG game developer "Burger" Rebecca Heineman!

General News

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

Details

Battle Brothers - New UI This Week

by Myrthos, 12:39

According to an announcement for Battle Brothers last Friday, we will be seeing the updated UI for the game this week.

Good news, everyone! The reworked UI is almost ready to go. It sports a new look of wood and iron, and comes with two long-awaited additions: A larger roster with reserves and a customizable formation for battle.

new battle brothers roster

Because some underlying parts of the game have been changed quite extensively, new issues are bound to arise, and we’d like to iron them out with your help. As previously announced, we’ll thus first launch the reworked UI in a separate beta branch, and once everything works smoothly, merge it with the main branch of the game. The beta branch will launch early next week so that we’re in office and can immediately address any potential problems.

To learn more about the new UI and coming additions, read our last dev blog here.

Battle Brothers

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

Details