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Thursday - August 27, 2015

PoE: The White March - Reviews

by Myrthos, 22:13

Rock, Paper, Shotgun share what they think about The Pillars of Eternity expansion The White March, Part 1.

If you found the combat in the main game to be a touch unnecessarily difficult (no, stop you – you, the person who says it was too easy on the hardest setting – first, no one believes you, second, shush), then I’m afraid you won’t be less frustrated here. I couldn’t help think that the original Pillars would have been a twenty hour RPG if it didn’t make every encounter with a group of indentikit bads into a painstaking battle. This is the case here too, and while for the most part the uninterested can switch the difficulty down to Easy to let such fights become matter-of-fact, there are some encounters that are way out of proportion.

PCWorld likes it.

The fact is, The White March Part One is good fodder for those coming in fresh and a fine addition for those looking to replay, but isn’t compelling enough on its own for you to come back to Pillars of Eternity if you’ve already finished the game.

Again, that might change with the release of Part Two. The ending of Part One hints at greater repercussions for your actions in Durgan’s Battery, and I’m curious to see whether the second half leans a bit harder towards tying the expansion to the main story—or at least ups the stakes. But for that, we’ll have to wait to find out.

Gaming Nexus give it a score of 8.8

For those Pillars of Eternity fans in desperate need of new game content, The White March - Part 1 is a great first expansion that comes with a wealth of varied content. The part 1 aspect of the title shouldn't put off fans either as the expansion doesn't end with any sort of disappointing cliffhanger or such, it truly feels like a complete package. The majority of content is entertaining to play, especially the focus on the discovering the secrets that lie within Durgan's Battery. Players that can overcome the expansion's high difficulty level will find an entertaining time, while those that enter with low level characters are sure to encounter some frustration.

MMORPG feel it is worth a9

Overall, The White March adds a lot of new awesome to an already excellent CRPG experience. Original Kickstarter backers get The White March part one (and eventually part two) for free, while it’s only $15 on Steam for non-backers. For the 20 or so hours you’ll get at that price, if you liked Pillars to begin with, this purchase is a no-brainer. Even if just for the excellent story of Durgan’s Battery alone, it’s worth every penny. Just be ready to fight, because this content isn’t a stroll in the park and I don’t think Obsidian would want it any other way.

PoE: The White March

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

Details

Mooncrest - Interview With Art Director

by Myrthos, 21:59

Knight Major interviewed one of their own at the official Mooncrest site. It is Art Director Jeffrey Visgaitis who talks about himself and what he is going to do for Mooncrest.

What are your inspirations for Mooncrest?

I love Game of Thrones and there are so many bad ass female characters in the series to draw inspiration from for our two protagonists like Daenerys Targaryen, Brienne of Tarth, Ygritte, and Arya Stark to name just a few. Outside of the characters, I like how the show carefully introduced people to the setting so they weren’t overwhelmed. It started as more of a period piece and gradually added more to the mythos as the series went on. Now we have dragons, flaming swords, people rising from the dead, blood magic, wraiths, giants, ice zombies, etc. Even with all of these fantastic elements the series is grounded in realism which is important as it makes the world more believable.

From the pen-and-paper side of things I’m inspired by classic D&D settings like Planescape and Greyhawk. There are multiple dimensions that players will get to explore in Mooncrest and nothing serves as a better model for dimension hopping than Planescape. As for Greyhawk, I always preferred it over Forgotten Realms. I’m a big Realms fan, don’t get me wrong, but there are so many super powerful NPCs walking around like Drizzt and Elminster and magic is too prominent for my tastes. Living in the Realms is akin to running end game content in World of Warcraft and I prefer things a bit more down to earth and gritty. Greyhawk is better than the Realms in that regard.

Mooncrest

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

Details

Kingdom Come: Deliverance - Alpha 0.4 Combat Update

by Myrthos, 21:42

The combat in the alpha 0.4 version of Kingdom Come: Deliverance has seen a few tweaks.

We had a great time at Gamescom presenting the sword combat in Tech Alpha 0.4 both to public and journalists! You, our dear backers, already tried it and we are very grateful for your feedback.

Thanks to this feedback we were able to make small tweaks in the sword combat, which was included in small update together with the German and French subtitles. If you haven't played Tech Alpha 0.4 for a while, you should try again :-)

To explain why the sword combat in Kingdom Come: Deliverance is so cool, we prepared a video update with our lead combat designer Viktor Bocan:

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Kingdom Come: Deliverance

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

Details

RPGWatch Feature - Divinity: Original Sin 2 Interview

by Myrthos, 18:25

In the second part of our two part article series on Divinity: Original Sin 2, we bring you the results of an interview we did with the game writers Sarah and Kieron with a bit of Char in it as well.

I've mentioned that playing with four people and everybody going off to play their own game and only occasionally meet because it is needed, is something that is a concern to me. Kieron replied that the set-up of the prototype is such that it is designed to give you a feeling of what it is like to play as four individuals. The actual end game will have individual tasks and goals and personal drives for each character, but there will be a common goal and there will be points in the game where you will have to work together as some of the puzzles or combat will be next to impossible to solve by yourself.
It is now pushed, especially for the prototype, in the direction of getting the feeling of having a co-op where you are separately playing with each other, just to see the PvP elements. The prototype is also constructed in such a way that you cannot get all four people to succeed in leaving the island.
What they are really aiming for in the final game is that the party will move together, but there will be this feeling that you will not entirely trust the others. If someone talks to a NPC and you're doing something else, how do you know what the other character said? Can you trust the other one? The motivations of the characters will differ, but you still need to work together to reach your goal. The game simply can't be completed on your own. The story will help as it will be written in such a way that the plot will bring the characters together in a way that feels natural for them to move forward.

Divinity: Original Sin II

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

Details

Van Helsing: Final Cut - The Road To, Parts 1-3

by Myrthos, 13:11

In three recent blog posts on the Neocore site the devs go through the Van Helsing trilogy and the Van Helsing: Final Cut in detail, and the basics for new players.

#1 The Protagonist

Abraham Van Helsing is a well known character from Bram Stoker’s Dracula and many more adaptations, derivative works, spinoffs and fan works. He is the definitive protoype of the monster hunter, and as our new Action RPG was concieved back then, we realized his offspring was the perfect candidate for hunting montsters and exploring the unknown.

Inheriting the skills and gadgetry from his father, young Van Helsing is raising the stakes in a world gone mad through weird science and a darkness that leaks from the otherworld known as the Ink. With more powerful weaponry, a cool wide brimmed hat, and a witty ghost companion (Lady Katarina), he’s the best guy for the job we could imagine.

And most importantly, NeocoreGames is a Hungarian development studio, a country surrounded by the ominous Carpathian Mountains: a clear connection to Bram Stoker’s Dracula lore.

So we chose him for the protagonist role, and we began designing the game.

#2 Evolution of an Action RPG

The release of The Incredible Adventures of Van Helsing (2013) was a success that let us complete the goals we set: mostly the second and third part of the trilogy and numerous updates. We’re arriving to the last destination of this journey: releasing and maintaining the Final Cut edition that connects the trilogy in an epic adventure with an immense endgame content that will keep the players in Borgovia for many months (hopefully, years) to come. It will be released this September, free for those who already own the trilogy, and at a great price for those, who are new players.

We started with the concept of the character, which we explained in the previous post about Van Helsing himself. As a small independent studio, it was quite the challenge to create an Action RPG on par with games from bigger studios, but we did it focusing on humor, the industrial-gothic atmosphere and a very tight gameplay. The result: a solid basic game that can be expanded later if it’s going to be a success, and if it’s necessary.

#3 Challenges and Daily Quests

In the previous post, we mentioned that The Incredible Adventures of Van Helsing: Final Cut isn’t just the three campaigns put together, but there will be a massive endgame content available as well. It’s difficult to detail all of them in one post, so in today’s highlight we discuss the Challenges and the Daily Quest, both really exciting additions.

One of the new endgame features is a system where you can select various Challenges, similar to an in-game achievement system, but it affects the game itself. Completing a Challenge grants you endgame currency, and is measured both in Single Player mode and Co-Op. Challenges can mean different things, but ultimately they are smaller bonus objectives that you accept in a similar way to quests. These objectives will wary in categories, like killing specific amount of monsters, collecting, enchanting, crafting, selling items, completing scenarios, or completing multiple tasks or gameplay feats with more characters.

Van Helsing: Final Cut

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

Details

Death Knights of Krynn - Review @ CRPG Addict

by Arhu, 08:29

The CRPG Addict reviewed the classic Gold Box game Death Knights of Krynn, part two in SSI's Dragonlance trilogy.

Quests. Probably the best approach since Pool of Radiance. The main quest is only so-so, and with only one outcome, but I loved the number of side quests. Fully half of the game world is optional. (..)

That gives us a final score of 54. This is actually lower than I would have thought; I gave Champions a 56 and Curse of the Azure Bonds a 60. I don't see anything I want to change, though, so we'll go with it. It still puts the game on the "Highest Rated" list, which is going to be dominated with Gold Box games unless the other franchises start bringing it.

  1. Game 199: Death Knights of Krynn (1991)
  2. Undead on Arrival
  3. Good, but Still Second-Best
  4. Won!
  5. Final Rating

Explanation of the the final score: The GIMLET.

 

Some of the Gold Box games were recently released on GOG as part of the Forgotten Realms Archives, Collection Two, which sadly didn't include the Dragonlance games.

Update: The Dragonlance games are coming to GOG as well.

Death Knights of Krynn

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

Details

Divinity: Original Sin II - Funded!

by Hiddenx, 07:16

After less than 12 hours Divinity: Original Sin II is funded and the Larian crew is surprised:

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The Larians don't have the stretch goals ready yet, but they will be announced tomorrow.

Divinity: Original Sin II

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

Details

Wednesday - August 26, 2015

Satellite Reign - Reviews

by Myrthos, 23:20

Here are a few reviews for Satelite Reign.

PC Gamer, 8

These are issues that haunt every moment of play, but otherwise, Satellite Reign is one of the most enjoyable small-squad strategy games I’ve played in a long time. I love how it blends tactical combat with an open-world structure and Deus Ex-inspired freedom. Creeping through a heavily defended enemy base unseen is a thrill, and if things go awry, there are lots of combat options to experiment with. Messing up is never a bad thing, because adapting and surviving is so much fun. Then you slip back into the darkness of those rain-lashed streets until the heat dies down, and you search the map for the next bank, military facility, or police station to hit.

Kotaku, A Yes

A lot has changed since Syndicate was released, and I’m glad Satellite Reign’s designers had the sense to change with the times. Cyberpunk cityscapes and cyborg agents were all well and good in 1993, but 2015 needed something a little slower and a little smarter.

Mouse N Joypad, 8.1

Satellite Reign is one of the best RTS titles I have ever played. Although there were some slightly annoying errors and glitches present, it hadn't affected my experience enough to seriously hinder gameplay or the game's brilliant atmosphere. The open world, rain, neon city, multiple ways of infiltration, variety of skill trees and load outs, and let's not forget the killer soundtrack makes Satellite Reign a must play for every hardcore gamer.

Starburst, 9

All in all 5 Lives have done a superb job and set a template for how you should approach updating a classic. The love for the title is clear to see and the team should pat themselves on the back for a job well done. If you liked Syndicate or Syndicate Wars, this is a must for you - and if you didn't, well it's time to join the future.

VGU, 3/5

In most games which require a lot of stealth, being in complete control of your character is absolutely paramount when one wrong move can mean you effectively fail the mission. So, imagine the absolute frustration when you have to control 4 characters in real time who often don’t go the way you commanded and stumble into a guard patrol and get gunned down in a matter of seconds, booting you back to the start of the Compound. Combine that with the lack of an ability to save in a Compound and that even if you do save, loading that save back up teleports you back to the nearest Relay Beacon rather than having you appear exactly where you saved and you have a recipe for computers flying out windows. Now, this could be easily fixed if combat was turn-based like XCOM or Shadowrun, meaning that even if you did fluff a movement command, it didn’t mean instant death or if there was a live pause feature like in Dragon Age, where you could pause action and issue attack or movement commands to be enacted when you unpause. These would go a hell of a long way to reduce the frustration of Satellite Reign’s combat but at the moment, it never feels like you are ever really in control while playing.

 

Satellite Reign

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

Details

Wasteland 2 - Director's Cut Ready to Go

by Myrthos, 23:00

The Wasteland 2: Director's Cut has passed some milestones on it's way to a October 13 release (NA) and October16 release for the rest of the world.

We come to you now with what may be one of our last couple of updates before the release of Wasteland 2 Director's Cut on PC and consoles! Over the last few weeks, we’ve hit some great milestones on the way to the Director’s cut release, including passing certification for both Microsoft and Sony. This gives our retail distribution partner, Deep Silver, enough time to manufacture and ship copies of the game all over the globe, prior to our release date (October 13th in North America and October 16th for the rest of the world).

The certification process with console manufacturers is required before either Microsoft or Sony will feel comfortable that the software follows a series of standards. While not glamourous, they are meant to ensure that games will uniformly handle a large list of issues that players might encounter while enjoying games on their consoles. This process is quite stressful (as attention to detail is imperative), but always feel like a nice accomplishment when you get the approval email. High fives were most definitely in order on approval day.

Wasteland 2

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

Details

Zombasite - The Fang Clan

by Myrthos, 22:56

The Zombasite website has been updated with information about the Fang clan.

Fang

Zombasite - Fang LogoZombasite - Fang PortraitDanger Level: High

The fierce fighting naga clan, Fang, would like everyone to think their bravado and deadly warrior skills are their most impressive asset. The truth is that no one can unravel the truth when it comes to the Fang Clan. They are more than practiced liars, but impeccable spies besides. They revel in other's misfortune, especially if they had a hand in it. For naga, it's all sociopathic fun and games. And a grab for power.

Traits: Deceitful and Spies

Zombasite

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

Details

The Dwarves - On Kickstarter In September

by Myrthos, 22:54

King Art's The Dwarves will go to Kickstarter on September 1.

Our new game is… not The Book of Unwritten Tales 3. BOOOOH! ;-) Not yet. Instead we are – finally – working on our first role-playing game.

On September 1st we’ll launch a Kickstarter for it and would be very happy if you could support us once again!

The Dwarves is a fantasy RPG based on the best-seller of the same name. Our main character Tungdil explores a huge fantasy world with an ever-growing group of companions.

Thanks Christoph

The Dwarves

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

Details

GOG - Rescuing 13 Forgotten Realms Games

by Myrthos, 22:46

PC gamer has an article up informing is on how GOG rescued the 13 Forgotten Realms games from licensing hell and made them available again.

In the 1980s and ‘90s, the roleplay system Dungeons and Dragons was huge, and so were the spin-off video games set in the Forgotten Realms—titles like Pool of Radiance, Eye of the Beholder, Dungeon Hack and the awesomely-named Menzoberranzan. Why have you never played them? Because, like Planescape: Torment and Baldur’s Gate, they’ve spent twenty years lost in licensing hell. And Good Old Games has finally tracked them down.

For Good Old Games finding the missing games, establishing who owned which parts of them, and getting them into a playable state has taken many years. Their first step was to work out who owned what. After all, the original developers SSI disappeared into Mindscape in 1994, before being passed through The Learning Company, Mattel and Ubisoft—and this game was licensed from TSR, who closed in 1997.

As GOG’s Oleg Klapovsky explained to us, “with classic games like those from the Forgotten Realms series, years of mergers, acquisitions and bankruptcies can really leave the rights sitting in very strange places... like banks, or enormous conglomerates. Sometimes the original documents aren't even digitized, so somebody has to physically head down to the figurative cellar and dig through countless cabinets.” On top of that, the art, the music, the license, the digital distribution rights, the code can all be owned by different people.

So GOG went to SSI, and hence to Ubisoft, who were also the publisher of the first SSI game. “After considerable back and forth, it unfortunately (though perhaps fortunately for us) turned out to be a dead end.” says Klapovsky. “The rights were not with Ubisoft. They were sold or left behind somewhere along the way.”

Thanks Pongo.

GOG

Details

Exoplanet: First Contact - Interviews and Reddit

by Myrthos, 22:41

The latest Kickstarter update for Exoplanet: First Contact shows two interviews. One is ours and the other is from One Angry Gamer.

On top of that there is also an Ask Me Anything at Reddit, that is still going on for a few hours.

Exoplanet: First Contact

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

Details

Witcher 3 - Open Letter From Adam Badowski

by Myrthos, 22:34

Adam Badowski, head of the CD Project Red Studio has published an open letter about The Witcher 3.

Hey Gamers!

Time does fly! These few months since launch passed faster than you can say potestaquisitor. We've been hard at work delivering you new content, fixing what needed to be fixed, and secretly plotting how to rock this boat we call the RPG genre even more. We've just concluded our shareholder conference where we announced that The Witcher 3: Wild Hunt family got a bit bigger -- we sold over 6 million copies of the game in six weeks since launch. Worry not, I won't discuss any financial stuff here. I would, however, like to give you some insight on what that means to us as game creators.

One could think we have six million reasons to be happy and that's it. We do, but that number is also a big responsibility and I want everyone to know that we, as a studio, realize that. For us, all your high praise, all the positive reviews, are also an obligation -- we've made a really good game but there's still a long road ahead of us. Everyone here in CD PROJEKT RED is really attached to their work and how you, the gamers, perceive it. RED is full of artists, wild dreamers and people crazy about what they do (and sometimes just plain crazy). We lose sleep over that particular color the sun has when it sets over Velen, and argue over arranging the furniture in a house the majority of gamers will probably never see. We're not the kind of people who are easily satisfied and we always strive for more. I'd like you to know that.

Yes, six million copies is a great achievement for a company making RPGs, but this business is not only about that. If our games are a gallery of sound, picture and text - you are the visitors of this gallery. To an artist, there's no sweeter sight than people enjoying their work. That's why, in the name of all the devs in the studio, I'd like to say thanks to each and every one of you.

Witcher 3

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

Details

GOG - Bethesda Goes to GOG

by Myrthos, 15:20

Bethesda Softworks is now amongst the list of publishers with games on Good Old Games.

GOG.com and Bethesda Softworks have teamed up to release some of their greatest hits – now DRM-free for the first time. The new arrivals include two digital-distribution premieres, the return of the Fallout series, and for the next seven days some special discounted offers.

The Elder Scrolls series (DRM-free)| Purchase all three games to receive a 33% discount.
- The Elder Scrolls III: Morrowind Game of the Year Edition
- The Elder Scrolls Adventures: Redguard
- The Elder Scrolls: Battlespire

id Software titles (also DRM-free) | Purchase all three games to receive a 33% discount.
- Quake includes Mission Pack 1 and Mission Pack 2
- The Ultimate DOOM
- DOOM II + Master Levels for DOOM II + Final DOOM

The Fallout series returns DRM-free | Purchase all three games to receive a 66% discount.
- Fallout
- Fallout 2
- Fallout Tactics

Bonus! Buy any Bethesda game on GOG.com and The Elder Scrolls: Arena and The Elder Scrolls II: Daggerfall will be added to your GOG.com game shelf entirely for FREE.

GOG

Details

RPGWatch Feature - Divinity: Original Sin II Preview

by Myrthos, 15:09

Last week I was in the offices of Larian Studios to learn more about Divinity: Oiginal Sin 2 and play the game as well. See the results of this part of the visit here.

Before we venture on, there is an important change in the game to pay attention to. From a 2 player co-op the game is now turned into a 4-player co-op game. However, unlike other games you can not only play cooperatively, but also competitively. You can, for example, prevent your fellow players from reaching their goals and even kill each other if you would like to do that, although that might not be very efficient. The story is made such that you need to cooperate in order to advance, but there will be plenty of room left to compete. Each playable character in the game will have a different origins story and because of that also different motivations and aspirations that might even be conflicting with each other. However they need each other, as they are all sorcerers on the run and Larian has made it such that you will not be able to do everything on your own.

Swen mentioned an example, which is not in the game, to clarify this. Suppose we need to go to the north to meet a general. One character wants to kill the general, the other wants the general to recognize him as his son, the third needs his help to defeat a legion of orcs and the fourth wants something else from him. We all need to go to the north, so we help each other to get there, but we do so for different reasons and sometimes conflicting reasons. You can't all get what you want in the end, so you need to compromise, or they just fight over it.

Divinity: Original Sin II

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

Details

Divinity: Original Sin II - Kickstarter is Here

by Myrthos, 15:03

The Kickstarter for Divinity Original Sin 2 just went active.

Thank you for taking the time to check out Divinity: Original Sin 2, our biggest and most ambitious RPG to date!

A couple of quick facts about the game:

  • Divinity: Original Sin 2 is a single- and multiplayer top-down, party-based role-playing game with pen & paper RPG-like levels of freedom.It features turn-based combat, a strong focus on systematic gameplay and a well-grounded narrative
  • Divinity: Original Sin 2 is the sequel to the critically acclaimed Divinity: Original Sin, winner of over 150 Game of the Year awards and nominations. Winner of GameSpot’s “PC Game of The Year 2014”.
  • Divinity: Original Sin 2 is currently in development for PC in English. Subtitles will be available in German, French, and Russian. Other platforms and languages may be announced at a later stage, once development is more advanced.

Divinity: Original Sin II

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

Details

CivCraft - Exodus, Chapter 3 Lore

by Myrthos, 14:42

More information for CivCraft's lore can be found in the latest Kickstarter update.

He had found the Huntsman, or so he had called himself, in the Frog’s Nest Inn, the final stop before the marshes spread out into fifty leagues of moss, swamp, ruins and unspeakable monsters. It had occurred to Krassus that he hadn’t an inkling of an idea how to traverse the southern pass through the marshes. The Huntsman had been willing enough, though he could not have seen more than twenty summers, judging by the amount of bragging he had done. The coin that Krassus had agreed to pay would have tempted even the most apprehensive of travelers, but since the pair had set out from the Frog’s Nest the Huntsman had yammered ceaselessly about his exploits, leaving Krassus skeptical about the credibility of his new companion. After a few steps the Huntsman started again, “A fortnight ago, I came upon a dark one, quite an experience, first of all—” “What did I just say?” Krassus interrupted firmly. Krassus slowed the pace. Through the mist, the moon reflected off the moss infested pools, painting the trees an eerie green. Reflections bounced off the branches and tall grass and played tricks with the shadows. In the distance, Krassus heard the croak of frogs and the quiet music of crickets. He smelled the air, thick with rain and soil and… Brimstone…sulfur… A massive shadow moved amongst the ruins in the distance. “Dark ones…” said Krassus after a pause, keeping his eye on the ruins up ahead; “what was that you said?” “Hmm?” “You spoke of dark ones; what did you mean?” Krassus asked. “Oh yes, um, people… people have seen strange creatures, but they dare not speak of them. They call them the ‘dark ones.’, foul beings, each stranger than the other, coming from some place they refer to as Blood Castle.” “Arag…” Krassus said to himself. “Who?” asked the Huntsman. “Arag, the red king of the south, the banished king; who invoked the forbidden magic. Blood Castle is another name for the Red Castle.” “Oh…” the Huntsman hesitated. “My uncle…I mean, we’ve met people traveling from that region. They say the dark started appearing more often, and with them, more people disappear more often. They say these creatures are not natural, that they are not from our land, that they are from beyond…” Krassus stopped walking, looked at the Huntsman and raised an eyebrow “Beyond…? Where...?” “Just beyond…I’m not really sure,” the Huntsman. The man finally silent for the first time in their journey. Krassus continued on, slowly, keeping his eyes ahead. Arag had been an ally to Kael’s father. When Arag started experimenting in the dark arts and red magic he corrupted himself, making outlandish claims about “the new powers of the black magic” and “eternal life under the shadow of our master”. He became so delusional that Kael’s father was forced to shun him, banishing him to the south where he gathered followers and continued his practice of red magic and the dark arts. In the infamous battle for Kourniak, Arag introduced his new powers, raising the dead and unleashing them on both Kael’s father’s army and the collection of southern clans that had rallied to his cause. Arag won the battle but his allies turned against him. At the climax of the battle, Kael’s father was killed by one of his own who had been raised as a dark creature by Arag’s magic. His death broke his army and scattered it to every corner of the land until Kael reunited them.

CivCraft

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

Details

Mage's Initiation - Post-Funding Update #43

by Myrthos, 14:39

In this update for Mage's Initiation we learn that there is a delay in the start of the beta test phase.

Now, you're probably fidgeting your idle RPG-desiring thumbs, saying to yourselves, "Hey, wasn't this Mages game supposed to be entering beta testing around this time of the year?" And to that, the answer is "Yes." The trouble is that our outlook was slightly more optimistic than this batch of stubborn combat bugs would allow, progress-wise. In fact, the combat bugs may as well have thrust a sturdy wooden staff in our faces and boldly shouted "YOU SHALL NOT PASS!" To cut a long story short, we're still working daily (very hectically, I might add) on subduing the absolutely monstrous list of combat-related issues in this game! As of a week ago, there were approximately 260 entries remaining. That number is slowly starting to dwindle, but there are many cases where we fix one bug, and then 5 more spin-off bugs appear in its place! Ah well, good things take time.

To that end, we’ve brought an additional AGS programmer onto the development team to get through these issues at a faster rate, and to help keep us on track for getting the game out to you guys as soon as we feasibly can. Our new programmer is the talented James Spanos (AKA Dualnames) who is no stranger to AGS nor the adventure genre, having worked previously as the lead coder on Primordia and also on The Cat Lady. James is lending his talents to tracking down, solving, and polishing the many, many bugs in the Mage's battle system. We're now focusing on spell-specific bugs, and once they're done and dusted, we'll move onto monster-specific issues. Then finally, we'll tackle the remaining general combat issues. There's still quite a mountain of work in front of us, but over the past two weeks, James has already shortened the list considerably and has been very prompt in nipping those pesky "spin-off" issues in the bud, as soon as they appear.

Mage's Initiation

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

Details

Cosmic Star Heroine - Last Dungeon finished

by Hiddenx, 08:01

According to this tweet the last main campaign dungeon of the upcoming turn-based RPG Cosmic Star Heroine is finished.

Cosmic Star Heroine

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

Details

Grim Dawn - Shaman Class and the Final Act

by Hiddenx, 07:43

Build 27 of the Early Access game Grim Dawn has been released. Update #44 from the Kickstarter page:

Greetings Esteemed Backers,

As many may already know, we've just released Build 27, which adds Shaman, as a sixth class, on top of the five originally planned. The build also includes numerous other fixes, balancing changes and improvements.

Act 4 content is well underway. The models for the final two bosses have been completed and are currently being animated. I think they're some of our creepiest, most epic bosses yet.

You will enter Act 4 through a mountain pass and descend through a series of walls and forts that originally guarded the northern frontier of the Erulan Empire. At the base of the mountains you will enter Fort Ikon, taken as a base for the Black Legion but now the scene of betrayal and slaughter. From there you will strike out to the Necropolis, where the Cult of Ch'thon seeks to resurrect the herald of Ch'thon and initiate the end of days, as was once attempted on a battlefield there long ago, now buried beneath the Necropolis. This monstrous harbinger of the end of times is the physical manifestation of the voice of Ch'thon, called the Loghorrean. It is said to speak a hundred dead tongues from a thousand screaming mouths... yeah... have fun with that.

We expect to finish Act 4 by the end of the year. Also coming is the much alluded to devotion system and higher difficulties. Further updates with details on these things will follow in the next couple months.

Hope you enjoy Shaman!

 

Grim Dawn

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

Details

Dark Souls - Has it burnt itself out?

by Silver, 06:30

GamesRadar has an editorial up on the future of Dark Souls as a series. There are some spoilers there but the gist of the editorial is below.

So far, discussion of Dark Souls 3 has turned on a couple of topics: how it expands and adjusts the franchise's legendary combat, and how the mundane details of the plot fit into the existing world. Is that Drangleic Castle in the background during the announcement trailer, or Anor Londo? What exactly does the new weapon stance system bring to PvP, and what are the implications of a shortbow that can be quick-fired in a brawl?

How do you compose a follow-up to a game which suggests that every hero's journey is one and the same, a shared cycle of suffering and revelation, without missing the point entirely?

It would be one thing, perhaps, if this revelation were thrashed out purely in the endgame. But the beauty of Dark Souls is that almost every part of it speaks in some way to the whole.

 

Source: GamesRadar

Dark Souls

Details

Tuesday - August 25, 2015

Galactic Insomnia - New Kickstarter

by Hiddenx, 22:31

A new sci-fi tactical squad game Galactic Insomnia has been kickstarted:

A Sci-fi turn-based tactical squad game, set in diverse worlds throughout the galaxy, inspired by genre classics:

Overview:

Galactic Insomnia is a classic turn-based tactical squad game for PCs (Windows, Linux, Mac) in which the player manages a group of agents, each of them having their own unique set of features, equipment, and individual personalities.   

The player can choose from a series of missions that take place in various environments. These include both vibrant and elegant city landscapes as well as inhospitable deserts and the cold desolation of outer space. 

We want to offer: 

  • Compelling tactical combat
  • A diverse universe 
  • Complex interactions between team characters 
  • A story-driven campaign 
  • Multiplayer mode

Game Universe

Galactic Insomnia is set in a world existing more than 500 years into the future. The advancement of technology, science and medicine has enabled human beings to expand across the whole galaxy, creating diverse cultures and societies, all of which have very complex relations among one and another. 

Some groups shut themselves off from the rest of civilization, looking for a return to “the good old days”, while other groups remain in a state of commercial or ideological warfare between factions. The most developed societies have reached the heights of technological development, unlike those less competitive and ambitious who inadvertently make steps back in development.

Conflicts and misunderstandings between galactic communities are usually resolved by small dedicated groups of agents. These agents will often use radical means like bombings, kidnappings and sabotage. This approach allows them to avoid larger and much bloodier conflicts between mega-corporations that control the politics and trade in major areas of the known galaxy. Agents recruited by the player will actively participate in these dangerous games.

Gameplay:

Galactic Insomnia game-play has both tactical and strategic dimensions.

Tactical level – comprises the efficient use of all available means. Equipment, the mission geography plus the active and passive abilities.

Strategic level – covers team management and the team. The choice of agents and control of their development will prove more challenging as the game progresses.

Key features:

  • Dozens of recruitable agents with individual personalities
  • Characters leveling with both statistical points and special abilities tree 
  • Morale as an important factor in the combat statistics 
  • Combat stances affecting both offensive and defensive stats 
  • Characters gear: weaponry, armor, implants 
  • Weapons with multiple firing modes and limited ammo 
  • Additional senses (sound, electronic emission) 
  • Destructible covers 
  • Opponent flanking 
  • Basic healing protects only against bleeding out 
  • Personal and area forcefields 
  • Intelligent drones and landmines

Kickstarter

Details

RPGWatch Feature - Exoplanet: First Contact Interview

by Myrthos, 19:37

Farflame volunteered to ask the people of Exoplanet: First Contact a bunch of questions and they gladly agreed.

RPGWatch: You stated that you aren't happy with modern RPGs. So what do you miss or dislike in modern RPGs?

Alexey: Many things. We miss the breathtaking sensation of discovery, the feeling that there is a new living and breathing world that lies ahead, with hand-crafted landscapes and quests and with detailed simulations of its inhabitants' daily lives. These days developers take a set of rules and fill it with content. This content might be professionally and well crafted, but you can see this approach from a mile's distance. The world might be huge and detailed but uncomfortable, it feels like cardboard decorations for the role they want you to play. Not a world where you can live an alternative life.

Also we miss new, not clichéd settings, for example the low-magic fantasy like the first 2 Gothics and the crazy mix of cultures you can find in Morrowind. The Witcher 1 was a breath of fresh air with its Slavic mythology and bestiary as well. These days developers are not taking any risks to miss their hard won audience, they choose good old heroic fantasy with brick-faced heroes and huge shoulder pads or "realistic" variation influenced by George Martin and his followers' books. Personally I would like to see a game set in Jack Vance's "Dying Earth" world, grotesque and not pretending to be so serious. Or Mass Effect gameplay mechanics in a Firefly TV-series universe... Or the Dune universe. Lots of interesting settings and opportunities but nobody takes the risk to create a AAA title like that.

Alexander: The gameplay and level design, that gives you freedom of exploration, not hindered by quest markers and other "guided experience" gimmicks. You know, we really "lived" in some games like Bethesda's TES III or on the island Khorinis in Gothic. Why? Because their creators designed them, so you can find your way without taking a look at the map and constantly using a fast travel system. It was more interesting to follow the road and see where it leads, than checking if there are some question marks, showing the location of the quests or other activities on the map of this area. We like the more ambient storytelling through the details, observation of the events in older games. That is what we want to achieve in Exoplanet: we don't want to hold player's hand but to invite him into adventures that we design. In modern games the guided "cinematic experience" kills this feeling of freedom for us.

You can still pledge for their Kickstarter, if you haven't yet and like what you read.

Exoplanet: First Contact

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

Details

PoE: The White March - Available Now

by Myrthos, 16:36

Pillars of Eternity: The White March is available now on Steam and Good Old Games.

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“The White March: Part I” is the first addition to thecritically acclaimed game, and includes an extensive array of new dynamic content for both Pillars of Eternity veterans and newcomers. White March expands the story and experience of the original game, adding new locations, quests, and companions to the world of Eora, as well as new gameplay features such as multi-class abilities, soulbound weapons, and a higher level cap, allowing players new ways to play in all areas of the game. The White March: Part I is available today as an add-on to Pillars of Eternity for Windows, Mac, and Linux PC for $14.99. A bundle with Parts I and II is available for $24.99, which will grant owners the second installment immediately upon its release.

In The White March: Part I, Obsidian Entertainment continues the tale of Pillars of Eternity, an RPG inspired by classics of the computer RPG genre. Featuring an expertly crafted story from Carrie Patel, author of the Recoletta series and writer on the original Pillars of Eternity, and Eric Fenstermaker, lead writer on Pillars of Eternity and one of the co-writers of South Park: The Stick of Truth alongside show creators Trey Parker and Matt Stone, the new expansion has new lore and challenges to explore. Set during the middle of the original game similar to the classic Tales of the Sword Coast, the new expansion can be experienced regardless if players have completed the core game or not. Players will venture into a new setting inspired by the snowy environments of Icewind Dale, and meet new companions including The Devil of Caroc, a construct rogue, and the scarred monk Zahua. Additionally, players can make use of new advanced party-based AI during combat and other adventuring challenges.

PoE: The White March

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

Details

The Last Warlock - Available on Steam

by Myrthos, 12:20

The Last Warlock, a RPG-Strategy game, is released on Steam and will have a 15% discount until the end of the month.

The Last Warlock is a turn based strategy and role-playing game. Command your Warlock across a series of hand-crafted quests, encountering monsters, traps, puzzles and enemy Warlocks!

- Journey through varied magical lands on your quest to discover the secret of the last warlock.
- Featuring over 60 spells.
- Summon mythical creatures to do your bidding.
- Attack your enemies with fire, lightning and magic.
- Craft swords, shields and potions to aid in your quests.
- Use loot from your battles to level up and prepare for the next adventure.
- Customize the appearance of your Warlock and power up with new spells and abilities.
- Replay quests to discover hidden areas or defeat challenging monsters as you gain power.
- True emergent gameplay and freedom rarely seen in strategy games.

The Last Warlock features an extensive single player experience and an exciting multiplayer battle mode where you can play hotseat or online asynchronous battles against up to four human or computer controlled Warlocks.

- Supports cloud save.
- Leaderboards and achievements.
- Multiple difficulty levels for casual players or expert strategists!

If anyone is interested in reviewing this game let us know so that we can make good use of the key we have received (only applicable to already registered members).

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General News

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

Details

Exoplanet: First Contact - Devil's Throat Mine

by Myrthos, 12:09

Next up for the Exoplanet: First Contact Kickstarter is some lore about the Devil's Throat Mine. The Kickstarter itself is currently at $27K out of a requested $45K, with 18 days to go.

The aborigines of K’Tharsis have a saying, that could be roughly translated as “sky-fallen demons’ footprints are filled with blood of our kin”, which accurately describes the history of this remote world; full of tragic and bloody events, that demonstrate the greedy and contemptuous attitude of humans toward nature, native aborigines and, even their own kind. The story of the first contact between the two civilizations (humans and aborigines) started when smuggler captain Lee Brennigan crash landed on K’Tharsis and discovered antigravium. This lucky discovery led the entire star cluster to an epidemic of a classic Gold Rush and caused the deaths of billions. Greed and ardor led the adventurous from all across the Known Space to a far corner of the Galaxy, where a fierce competition resulted in unbelievable cruelty. Ownership of the rich deposits rapidly changed hands, with the original proprietors vanishing without a trace. However, the most grim stories aren’t told about bloody massacres between freelance prospectors and bandit gangs of the first colonial wave. They’re about a unique, extremely deep mine in Hatton’s crevice that was opened much later after the initial booming colonization and was named The Devil’s Throat, for a reason.

The mining site called "Lucky Strike" was registered 30 years after Brennigan’s landing on K’Tharsis by none other than the late Diamond Dave. Probably he was not the first to claim this patch of the double-sun scorched K’Tharsis’ land for himself after putting a dozen bullets between the eyes of those who tried to challenge his rights, but surely he was the smartest among the previous owners. Dave quickly understood that the treasure in his hands was too big for a lonely small fry to keep. He started to hire the less fortunate adventurers as workers as miners, paying them more than his competitors. He didn’t forget to invite the various armed and dangerous types to be his guards. Dave wasn’t stopped by the fact, that lots of them were outlaws and cutthroats in search of easy money. This proud owner of the most profitable private mine on the planet was charismatic and paranoid enough to keep his position for some time.

Exoplanet: First Contact

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

Details

Soma - Can be preordered on GOG and Steam now

by Hiddenx, 07:58

The release date date for the sci-fi horror game Soma is September 22, 2015.
Yo can pre-purchase the game on GOG and Steam now.

Here's a new video about the music in Soma, composed by Mikko Tarmia:

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Soma

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

Details

Monday - August 24, 2015

Enderal: Shards Of Order - Landscape and Scenery

by Hiddenx, 23:08

Some new video scenes from the upcoming Skyrim total conversion:
Enderal: Shards Of Order.

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Skyrim

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

Details

RPGWatch Feature - Kingdom Come: Deliverance Gamescom Preview

by Myrthos, 21:25

Here is the final article of the Gamescom series of 12 articles. It covers Kingdom Come: Deliverance. A game that was mentioned to be historically correct a few times in the presentation, but is it a RPG already?

Every NPC in the game will have its own routine. They get up in their own house and have breakfast there, go to work and pick the tools he or she needs. The NPC won't be carrying these tools with him or her all the time as is the case in some other games. When the working day has finished the NPC will go home again or go and do something else, like hang around in the bar. A NPC has several options of what they can do in their spare time. The choice they make is based on experience. If the blacksmith is in the pub and something nasty happens there, he will remember that and the next time, he will go and do something else. This would also mean that the NPC in the games of two different players could end up doing completely different things in their spare time.

Kingdom Come: Deliverance

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

Details