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Sunday - August 24, 2014
Saturday - August 23, 2014
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Elder Scrolls III: Morrowind
Box Art

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Expected Releases

Sep: Gauntlet
Sep: Wasteland 2
Sep: Lords of Xulima
Sep: TinyKeep

Sunday - August 24, 2014

RPG Codex - Gamescom Report

by Couchpotato, 05:20

Darth Roxor from the RPG Codex has posted his first part of a new Gamescom report.

As you may or may not know, I had the dubious pleasure of attending this year’s Gamescom in Cologne. I didn’t have a lot of time there, basically only one and a half days, and the whole convention itself isn’t really all that good when it comes to gathering proper information, but I tried to make the best of it and look for opportunities where possible.

In this upcoming three-part series of articles, I will write down my impressions of all the presentations I attended, and finally conclude with a chronicle and general opinion of the whole escapade. Spoiler: My opinion is obviously very positive and I’m glad I could be a part of this grand event.

Part I will cover the games shown to me by Daedalic Entertainment, as well as Paradox Interactive’s Runemaster. In Part II, I will discuss Logic Artists’ Clandestine, Little Green Men’s Starpoint Gemini 2, Obsidian Entertainment’s Pillars of Eternity, Reality Pump’s Raven’s Cry and Techland’s Hellraid. Part III will be dedicated solely to all the cheer and love I derived from the convention itself.

So, without further ado, sit back and enjoy the show.

Information about

RPG Codex

Details

Pillars of Eternity - Crowdfunding Open

by Couchpotato, 05:17

Developer Darren Monahan has a new post on the Pillars of Eternity forum with news they have extended the closing date for backers only for this weekend.

New Backers: To make sure new backers can get their pledges in, we're allowing new backers to create pledges throughout the weekend. On Monday morning our time at about 10:30 AM (PDT) we'll close off new backers and will move to pre-ordering soon thereafter.

Existing Backers: If you're an existing backer and haven't confirmed your pledge order yet (you should have hopefully received an e-mail nag from us today about that if not!) please do so as time permits! To complete your pledge order, head to the Backer Portal and click on the Select Reward button to start.

Do I have a Confirmed Order? If you're not sure if you have a confirmed pledge order, you can visit the Orders tab of your Account Profile. If you don't see any orders listed as Confirmed, please head to the Backer Portal and click on Select Reward to start the pledge finalization process!

Thank you so much for your support and have a great weekend!

Information about

Pillars of Eternity

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

Details

Eldritch - Interview @ Gameluster

by Couchpotato, 05:12

Gameluster has posted a new interview with David Pittman of Minor Key games to talk about Eldritch, and their upcoming game Neon Struct.

J.J. Evangelista: How did you get into the industry, and what made you decide to get into this medium?  What inspires you and your team to create?

David Pittan: Kyle and I grew up playing video games like many people our age; but from a young age, we also had an interest in learning how games were made. We taught ourselves to program in BASIC from sample code in science magazines, and that hobby grew into a career goal.

Our inspirations are diverse, but we both value and appreciate games which empower the player to be creative and to explore. I like to play big budget games as well as indie games, but there often seems to be an inverse relationship between a game’s budget and its willingness to let the player go off the beaten path (literally or metaphorically).

J.J. Evangelista: What was the inspiration behind Eldritch?  What made you decide to use books as the means of crossing into other worlds?

 David Pittman: The initial spark of an idea was to make a game with the systemic complexity of a BioShock or a Deus Ex, but with the unique moments and unpredictable challenges of a roguelike. I did not originally envision it as a Lovecraftian game, but chose that setting while searching for a theme that would provide an interesting set of worlds, weapons, monsters, and magic. The basic premise was of a character trapped in an unimaginably large library, venturing deeper and deeper into magical books to retrieve powers from the creatures contained within and ultimately unlock a path out of the library. The final version of the library paled in comparison to my vision, but it was a good place to start.

Information about

Eldritch

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

Details

Elder Scrolls Online - The Road Ahead #5

by Couchpotato, 05:09

The Elder Scrolls Online has another The Road Ahead update with more information on future fixes, and other updates from Game Director Matt Firor.

Greetings, everyone, and welcome to the latest Road Ahead update. It’s been a busy month for ESO: Update 3 has been released, we’re already looking ahead to Update 4 (check out the trailer), and we presented the in-depth Future of ESO panel at QuakeCon. If you missed the panel, where a team of our developers gave everyone a detailed look at upcoming features and answered questions from fans, you can watch the entire thing here.

As always, thank you so much for being part of the ESO community. The players that populate an online game can add so much to the experience, and more than once I’ve seen players remark that ESO has one of the best, most helpful, and most fun groups in gaming. Thank you for making the game environment so welcoming and enjoyable for everyone.

Information about

Elder Scrolls Online

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

Details

Saturday - August 23, 2014

Age of Decadence - August Update

by Couchpotato, 07:21

Vince posted a new update for Age of Decadence on the games forum.

Welcome to update # 8. It’s a big update that adds all kinds of things but very little new content, unfortunately.

1. You can return to Teron now. There isn’t much to do there yet as the unfinished quests have been resolved without you (thanks for nothing) and new content will be triggered by the events in Ganezzar, which hasn’t been released yet.

So much like Caer-Tor, the new Teron maps (there are two actually, one where the Imperial Guards took over, the other where House Daratan reigns supreme and the town is swarmed with mercenaries) are nothing but a foundation on which new content will be build.

Still, you can walk around, chat with people, admire Antidas’ grave, stop in front of crucified Miltiades, meet a mercenary captain who will replace Mercato if you had him killed, and report any bugs and consistency issues (people who should be dead being alive and kicking, etc).

2. We split the Teron map into 3 to improve performance. The old map included the mine and the raiders’ camp, which wasn’t the best way to handle it. Now Teron, the mine, and the camp are truly separate locations, which - in theory - can cause all kinds of issues but hopefully won’t.

We tweaked the mine location a bit, replacing the old tower with something equally Roman but more combat-friendly, plus made it easier to explore it outside of text adventure. Overall, there is less ‘teleporting’ now.

3. We tweaked Alchemy as per very helpful players’ suggestions

  • Added more reagents to Maadoran and Teron alchemists' inventories
  • Increased poison damage by 1 point for all levels.
  • Bombs and liquid fire no longer miss.
  • Bombs critical chance (knockdown effect) is now 50 - (victim's constitution - 6) x 15.
  • Alchemy level 9: Black Powder Bomb (Frag) has vsDR 5.
  • Alchemy level 10: Berserk potion homeostasis gives 3 DR and takes 5 HP at the end of the effect.
  • Alchemy level 10: Neurostimulant (Eagle Eye) gives 25 THC bonus.


4.Difficulty

As many of you noticed the difficulty takes a nosedive in Maadoran. One of the reason for that is that the metal bonuses greatly increase your offensive and defensive capabilities. Each metal adds 2 points. Whereas in Teron adding 2 points is a good bonus (and iron weapons are harder to find), it's relatively easy to buy high quality gear in Maadoran and increase your damage output and/or DR by 5-7 points, which is too much.

So, the no-name crafted items are removed from trader inventories (if you want them, invest in Crafting). Some of them have been replaced by much more expensive unique items. Coincidentally, each metal now adds only 1 point, so getting your hands on some blue steel will increase your damage/DR by 3 instead of 6.

We also tweaked some stats of unique items to make sure they are consistent with the overall balance.

5. A number of bug fixes and minor improvements.

Information about

Age of Decadence

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

Details

GOG - Electrifying EA Classics Sale

by Couchpotato, 06:21

GOG.com is selling a few EA classic games for a discount this weekend.

Weekend Promo: Electrifying EA Classics

Get SimCity 4 - Deluxe Edition, Sid Meier's Alpha Centauri, Theme Hospital, Dungeon Keeper 1 & 2, and more DRM-free EA classics 60% off!

This weekend over 40 classic from the Electronic Arts collection hit GOG.com with a solid flat-rate 60% discount. With such a shocking offer we couldn't call this great promo anything else than Electrifying EA Classics! You'll find memorable stand-alone titles here, as well as all-time favorite series. Games from many genres to suit all tastes and temperaments. Whether you are an adventurous soul, a keen manager, or a daunting pilot, you'll find an excellent match for yourself on our promo page. But before you go there, let's take a quick look at some of the brilliant games we offer you today, shall we?

Information about

GOG

Details

Dragon Age: Inquisition - Interview & QA

by Couchpotato, 06:15

AusGamers interviewed Producer Cameron Lee to talk about Dragon Age: Inquisition.

AusGamers: I find that games nowadays rarely seem to be single genre. So, every shooter you’re looking at nowadays has RPG mechanics, as a given. But when you go over to the RPG world, it’s a bit more difficult to find those obvious links to other genres, I mean, outside of the idea of an action-RPG. What sort of other genres or games specifically outside of the RPG realm are you looking to, and how will we see that evidenced in Inquisition?

Cameron: Great question, and putting me on the spot when I’m really tired.

AusGamers: You’re welcome.

Cameron: Influence comes in from all kinds of places. It could be movies: our art director is a big fan of Japanese movies and Renaissance art, so you get influence everywhere, and that’s just from the art side of things. From a game-design point of view, they could be, I’m trying to think, like operations at the war table, there are many games that have done this concept of, I have people working for me and I’m going to use this UI to order them to do things. And so when you look at that and you go, okay, well we have this big organisation that we lead, how do we lead them? And then how do we make it immersive, how do we make it part of the game world? Then you start thinking about, okay, what if you really were a commander and you had a war table, you could imagine, generals would have in medieval times, and then what would that mean? Okay, I can now order my people out, and then you start linking it back into other systems that you have, and that’s really where the iteration and the development comes from. So, for example, as a leader of the Inquisition, you can judge people. You have a throne, right? And you can sit on the throne and you can judge people, and a number of those judgements can actually lead to you making people serve you as an agent, so you judge them and say, ‘I’m not going to cut your head off, but you’re going to come work for me now.’ So they become agents, and by getting agents, you speed up or enhance some of the operations you can do at the war table, so all of these things link together in that way. We look at this influence in a variety of different ways. Sometimes, you’ll be sitting there at night playing a game, or sitting there in bed and go, ‘Shit, that was really cool fun,’ and then you start to follow it through and it takes on a life of its own now.

Bioware also posted a new combat Q&A on the games website. Unfortunately the questions are random, and I'm short on time so just read the link.

Information about

Dragon Age: Inquisition

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

Details

Josh Sawyer - How To Balance An RPG

by Couchpotato, 06:05

Obsidian Game Designer Josh Sawyer posted a new editorial article on kotaku where he talks about how to balance the development of an RPG game.

Why is game balance important in a single-player game? It's a question many players often ask rhetorically, but there are many important reasons why balance should be a strong focus, even in RPGs that focus on single-player experiences. Balance isn't necessarily about seeing what character builds are more powerful when put head to head, but about understanding the different types of challenges those characters will face when going through the game.

Ideally, each type of character build has its own strengths and weaknesses throughout the game's content, but ultimately ALL character builds should feel viable in different ways. No player wants to spend 40 hours working toward a dead-end build. Similarly, few players want to accidentally discover that their fundamental character concept is an unspoken "easy mode" through the game.

RPGs, especially the RPGs we make at Obsidian, are about choice and consequence. That doesn't just apply to the narrative elements, but also gameplay: character creation, character building, and tactical application of skills and abilities in the wild. If we do our jobs well, players will feel the sting of character weaknesses and the satisfaction of character strengths over the course of the game. Challenge is a tricky thing to balance for a wide range of players, but ideally it builds by giving players short periods of stress and mild frustration caused by a mental obstacle. Players examine the obstacle, consider their options, make choices, and eventually overcome it, transforming stress into a sense of exhilaration at their own ingenuity.

But where does this process all start? For me, it begins with a common question I have with anything involving player choice.

Thanks Joxer for the link.Wink

Information about

Obsidian Entertainment

Details

After Reset - Kickstarter Campaign Funded

by Couchpotato, 06:01

The  Kickstarter campaign for After Reset ended today, and was funded, The games developer Mr.Nixon posted a new update with more information on the project.

Also don't forget to give your questions for a new interview.

The Kickstarter campaign is completed

Today I am proud to announce that together, we did it. Yes, any mere gamer, like myself, can take it upon themselves to stop moaning on forums and establish their own serious development team to build the game of their dreams. Proven by gamers, for gamers!

Beyond us, we must bow to all communities, all journalists, all medias, streamers, brother indie developers, cool guys from Steam and GOG, our families and friends who bore with us, who trusted us, and believed in the After Reset RPG.

Guys, since I revealed and shared the After Reset world with you, you’ve been supporting, encouraging, and inspiring it. You’ve shown great belief and trust in a mere gamer just like you, with no industry background, with only his works, devotion and perseverance. I’ve tried to do my best to meet your expectations. It looks like we’re a good team :)

Due to your attitude, empathy, and belief you demonstrated during this campaign, I made up my mind to sell my small business and put all my time and resources into After Reset IP. Thus: yes, we’re going into full-time development. Thank you for your encouragement.

Everyone from the team is epically excited as well and hard at work on the prologue to release it in time. We’ve already set a schedule for programming, modeling, animation, and sound design. And we didn’t forget about TFoG graphic novel or our awesome cinematic intro ;)

SO, WHAT’S THE NEXT STEP?

For Backers: for the coming 14 days, Kickstarter and Amazon will be proceeding operations with your pledges. After that period we’ll send you a survey to collect required data to start delivering your rewards. Starting from Co-Founder status on forum (you might be interested in creating an account there in advance).

For Black Cloud Studios: first, I need 5 days off. :) Right after that we’ll dig in completing development in time. We had a big meeting yesterday with the team: everything is planned, every issue is solved, everything is going all according to plan. I’ll be keeping you transparently updated about our progress in person. I’m sure you will like and be proud of it as founding fathers.

HOW TO BACK US NOW OR UPGRADE THE PLEDGE LATER?

After the campaign on Kickstarter is ended, it is still possible to back After Reset RPG by Direct Pledges via PayPal on our store page: http://www.afterreset.com/store. We should bring back the Store by the weekend.

You’ll be able to upgrade your pledges there as well. Just keep in mind that any digital pledges will be available through there before we launch Steam EA or GOG EA. Physical tiers will be available through our web site only.

Information about

After Reset

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

Details

Kyn - New Trailer Released

by Couchpotato, 05:55

It seems the RPG game KYN from developer Tangren Entertainment is still in production, as they released a press release with information about a new trailer.

Tangrin Entertainment Releases New Trailer for Upcoming Role-playing Game “Kyn”

Indie developer Tangrin Entertainment, today has released a new gameplay trailer for Kyn, highlighting a world where Viking mythology collides with magic. In Kyn players will be engulfed into a fast paced role-playing game that combines team based combat with exploration, puzzle solving and progression. Confirmed for release early next year, Kyn is scheduled to launch on PC, Mac, and Linux.

  • TEAM BASED COMBAT:  Control up to six powerful warriors in tactical combat that rewards making smart decisions in tough situations. Pick your favorite skills and equipment and lay waste to your enemies!
  • CHOOSE ABILITIES TO FIT YOUR PLAYSTYLE:  Bestow special attributes on your warriors including ‘mind’, for powerful spells, ‘body’, for close quarter combat and ‘control’, for greater mobility and proficiency with bows and traps.  The abilities of your team will have a big impact on the way you play.
  • USE THE ENVIRONMENT TO YOUR ADVANTAGE:  Create traps and defendable areas to make light work of the enemy or use elements from your surroundings, like fire from candles to charge up your axe for a more powerful attack.  Gain incredible power by feeding off elements in the environment.
  • A MAGICAL WORLD BROUGHT TO LIFE THROUGH EXPLORATION:  Unlock the mysteries of the unique world of Kyn by interacting with interesting characters on your journey. Fight against a variety of strange but intelligent enemies and travel to ancient ruins filled with intricate puzzles, visiting lush landscapes and snowy mountains while overcoming big obstacles.
  • USE CRAFTING TO UPGRADE YOUR EQUIPMENT:  Combine over 100 different elemental materials in the unique crafting system to create powerful weapons and armor to help you win in combat.  The most powerful weapons will be challenging to craft but the rewards will be huge!

View the trailer: http://youtu.be/SnQR6S_aw10
Visit the website:   http://www.kyngame.com         
Follow us on Twitter: https://twitter.com/@kyngame
Like us on Facebook: https://www.facebook.com/KynGame

Information about

Kyn

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

Details

Worlds of Magic - Audio Interview @ KTAM

by Couchpotato, 05:51

Developer Aaron Ethridge did a radio interview with KTAM radio, and shared news on the development of Worlds of Magic. The best part is about the Early Access version.

Thanks go to Spacesector as they provide a summary of the interview.

While the interview itself contains a lot of details, what you may be most interested in is where the game is heading in the near future. Aaron notates that they are currently aiming for a launch on Steam Early Access this September. For Early Access, the plan is to have 4 of the 8 races completed and in-game, including the Grey Elves, High Men, Unhallowed, and the Draconians. Each race will have 9 unique units, not including any ships. 200 of the roughly 400 planned spells should be present. Heroes themselves will be in the game, though likely without their custom models. Crafting is nearly completed as well. What about the AI though, will there be an AI to contend with? Well…

The interview reveals that the AI has been in development for a few months already, but is admittedly the biggest challenge still before them. The ideal, as Aaron states, is to have each AI develop a strategy based on the spell circles and abilities available to them. They’re not thinking purely of other Sorcerer Lords though, as wandering monsters and independent cities should be pursuing their own goals and objectives as well. Independent cities may even launch their own military efforts and become significant challenges if left alone too long. While certainly an admirable goal, I can see this also being a very daunting one.

While Early Access should start this September, full release won’t come until at least February 2015 at this point. This allows the team time to take EA feedback into account. In addition, it allows them to avoid launching a head to head campaign against other AAA 4X games like Sid Meier’s Civilization: Beyond Earth.

Information about

Worlds of Magic

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

Details

Dex - Early Access Review @ Eurogamer

by Couchpotato, 05:46

Eurogamer has posted new review of the Early Access version of Dex.

Rough edges are to be expected of an Early Access title and Dex bears them better than some. Whether you're tempted to take the plunge now or wait for a more stable, feature-rich release is a question of just how much the cyberpunk vibe and side-scrolling action-RPG premise appeal to you. There's a way to go before Dex is a cohesive, refined and wholly enjoyable game but its future, unlike the one it depicts, appears bright.

Information about

Dex

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

Details

Telepath Tactics - Turning Failure Into Success

by Couchpotato, 05:43

A website called Dice has a new article about how Craig Stern turned his failure on Kickstarter for Telepath Tactics into success on his second campaign.

When you ask random strangers on the Internet to give you money, there are no guarantees. That’s true in almost any scenario, including when video game developers use Kickstarter to crowdfund the creation of a game. While 3,900 or so games have been funded on Kickstarter, more than 7,200 game projects failed to hit their goal.

Within those two numbers are some people who fall into both categories: developers who failed to get funding on their first try, but re-launched campaigns and hit their goals. In fact, the initial failure is sometimes a necessary step toward ultimate glory.

Kickstarter is an all-or-nothing proposition. If you ask for $50,000 and receive only $40,000 in pledges, you get nothing. But there’s nothing stopping a developer from re-launching a project. If a significant number of people backed the project the first time around, they can be enlisted to provide an early boost to the sequel. The initial failure can also provide some valuable marketing lessons that tip the scales in your favor on the second try.

These are the lessons learned by developers such as Craig Stern of Chicago, who asked Kickstarter backers for $25,500 in late 2012 to make a tactical role-playing game called Telepath Tactics for Windows, Mac, and Linux. 840 people offered money, but he fell short with $18,615 pledged.

Information about

Telepath Tactics

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

Details

Hard West - Successfully Funded

by Couchpotato, 05:39

The next update for Hard West has information the game is now funded. So congratulations Creative Forge Games, and hopefully a few more stretch goals get made.

Wohooo! Thank you very much for your support! We've just reached the goal (actually, already past it!) and so we've prepared a video on occasion.

Information about

Hard West

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

Details

The Witcher 3: Wild Hunt - News Roundup

by Couchpotato, 05:33

A site called T4Mag talks about the impressive visuals in The Witcher 3.

CD Projekt Red, the team behind the Witcher 3, believes that the game will take over a 100 hours to complete – half of which will be on the main mission alone. But, what’s more impressive is how the team were able to drastically push the graphics on current generation of consoles along with a marked increase in the size of the game environment. With a world that big, fast travel will be making its way since transport can be essential and you can expect to ride horses or take a sailboat alternatively to traverse its many swamps and villages.

Next DSOGaming has information The Witcher 3 won’t have branching stories, grid-based inventory, and my favorite no auto-scaling for monsters.

CD Projekt RED has unveiled some new interesting details about its upcoming highly anticipated RPG, The Witcher 3: Wild Hunt. According to the company’s community managers, Marcin and Tadek, The Witcher 3 will not feature auto-scaling for monsters, meaning that players can face enemies that may very well kill them in their first hours if they wander to really dangerous places.

And for last I found news about a new Witcher film.

Although there’s already been a film based on the book, there hasn’t been a Witcher film since the video games propelled the IP to international acclaim. That’s going to change over the next year, with news out of the Oscar nominated animator Tomasz Bagiński is working on an adaptation.

Information about

Witcher 3

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

Details

Transistor - A Gameplay Analysis

by Couchpotato, 05:24

Transistor’s game design is impressive to say the least. Though elaborate, it is organized in a natural flow of events and difficultly, allowing the player to completely immerse themselves. And with that, I tip my hat to you, Supergiant Games. Transistor has been one of the most challenging, beautiful, and engaging games I have ever had the pleasure to play. My expectations weren’t just met, they were crushed to a pulp.

Information about

Transistor

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

Details

Jennifer Hale - Interview @ Nerdist

by Couchpotato, 05:21

Jennifer Hale did a new interview on the Nerdist, and talks about how science influenced her on Mass Effect, and more games that I wont list.

Nerdist: Some of the recent games you’ve been in, especially Mass Effect and BioShock Infinite, seem to be on the more science side of science fiction. Does an enthusiasm for science draw you towards these roles?

Jennifer Hale: I’ve always loved science, but the truth is that I’m lucky to have the work that I do and I’m happy to have it. I seem to be suited for those roles. I used to read a lot as a kid. I had no friends, I hung out with my dog and I read all the time, so you can guess how popular I was. I used to always ask a million questions. My dad is a microbiologist and my mom was an academic, so I was raised around a lot of academics.

But I love science because I love the possibility of what can be.

N: Does that sense of wonder help you get behind games in the realm of possibility like Mass Effect?

JH: I like all that science because it just raises the level. In Bioshock [Infinite] I used to get caught up in listening to Ken [Levine] talking about the quantum physics aspects of the whole thing—I could have done that all day. I don’t know a tenth of what he knows but I could still listen and ask questions all day. I think the thing that resonates the most is the thing that is unnamable and unquantifiable, which is when people walk up to me or any of us on the team and say, “This changed my life.” That to me is the measure of success right there.

Information about

General News

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

Details

Runemaster - Preview @ Hooked Gamers

by Couchpotato, 05:17

Hooked Gamers has a new preview of Runemaster based on a demo from Gamescom.

Norse folklore and mythology are treasure troves when it comes to drawing inspiration for telling great stories, and that’s exactly what Paradox Development Studio has set out to do with Runemaster. We sat down with Boel Bermann and Sara Wendel-Örtqvist at Gamescom to learn more about their upcoming RPG, one in which Paradox’s strategy roots are tangibly present in the form of tactical battles.

Information about

Runemaster

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

Details

Friday - August 22, 2014

RPGWatch - Pillars of Eternity Presentation

by Myrthos, 22:46

Last week I was at Gamescom and one of the meetings was with Josh Sawyer and Adam Brennecke for Pillars of Eternity. They walked me through the backer beta in 30 minutes. In this article you can find what it was they said about the game.

The backer beta starts in the village of Dyrford, it is a side area in the game and not plot critical. The village is built on top of an old settlement and comes with a dungeon below it. In the village there is a backer defined inn, named The Dracogen Inn, where we find the barman Dengler, named after one of their backers, to rent a room for sleeping. Compared to the Inifinity Engine games, sleeping works differently in PoE. They wanted to make sure the inns in PoE were a bit more compelling to use. As a result your party will get a long term buff when sleeping in one of the better bedrooms of the inn and the more exclusive your room, the better the buff. You can also sleep everywhere outside of an inn if you have camping equipment in your inventory. Sleeping outside is safe and will not get you attacked but will remove any buff you received from sleeping at the inn. They feel this makes sleeping more about the strategic choices of using limited camping resources and not about a random chance of being attacked.
As in the Infinitty Engine games, sleeping restores all your health and the spells you might have used.

Information about

Pillars of Eternity

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

Details

Graywalkers - September Relaunch

by Couchpotato, 09:44

Dreamlords Digital has posted news the kickstarter relaunch of Graywalkers: Purgatory is now the second week of September. I also found a few GUI images on Facebook.

We would like to invite you all and support us when we relaunch our Kickstarter this 2nd week of September. Be sure to check it out as we will be releasing a combat demo by then. Thank you all and hope to see you all there!

Information about

Graywalkers

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

Details

Shadowrun: Dragonfall - Dev Diary #1

by Couchpotato, 06:32

Harebrained Schemes has posted the first Dev Diary for the Director's Cut version of Dragonfall. The first entry has more information on new Missions & added content.

This is the first of four Dev Diaries in which we discuss the new additions and improvements in Shadowrun: Dragonfall - Director's Cut, a standalone release of our critically-acclaimed Dragonfall campaign which first premiered as a major expansion for Shadowrun Returns. Stay tuned each Thursday for another Dev Diary, leading up to the game's release on September 18, 2014.

Information about

Shadowrun: Dragonfall

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

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The Witcher 3: Wild Hunt - Interview Roundup

by Couchpotato, 06:28

I managed to roundup three new interviews for The Witcher 3: Wild Hunt. The first interview is from Gamingbolt with Lead Engine Programmer, Balazs Torok.

Rashid Sayed: Are there any plans to use Mantle or DX 12 features in The Witcher 3? May be post launch?

Balazs Torok: There are definitely plans for exploring different graphics APIs, post launch. Right now we are concentrating on providing the best possible game for the majority of our players.

Rashid Sayed: One of the major challenges in creating a vast, expansive world is loading of distant objects. How are you handling the streaming and memory management so that the world loads in seamless manner?

Balazs Torok: After the Witcher 2, we completely rewrote the streaming system. The new system is loading the resources in a way so that the player can walk around in the world without any loading screens. This is a very big change in the engine and in the gameplay too.

The second interview is from Worlds Factory with Visual Effects Artist Jose Teixeira.

I think CD Projekt said that they’re trying to release the modding kit along the game, is that confirmed?

I don’t know if it’s coming out at the same time, but we’re going to release it. The modding kit is one of those things, we have to make sure that it’s user friendly, because it’s going to the public. Right now, the engine is great, as you can see there’s really nice graphics, but it’s messy since there are a lot of tools. For The Witcher 3, they needed so many new features, because this game was so much bigger; actually right now we’re making changes to the engine, making sure that it’s easier to understand. We will do that, and then we’ll release the mod tools.

Are these mod tools going to be deeper than the ones released for The Witcher 2?

I think so, just because there’s so much new stuff that you can do, so many more options. It’s going to be significantly deeper I think. People might have fun with it, if we get the tools right.

The last one is a new video interview on Gamereactor with CD Projekt Producer Stan.

CD Projekt producer Stan Just has discussed what the team are doing for Witcher 3's cinematic intro, stating that those working on it are "striving to do their best", when we caught up with him at Gamescom.

"We're cooperating with one of the best CG companies in the world," said Just, who supervises the character artist team and the cinematic designers. "So definitely, they're striving to do their best and I think you'll really, really enjoy the new intro."

We also asked how the team are future-proofing the game on the visual side.

"We are constantly being harassed by our tech team," Just laughed, "to decrease the resolution of the textures and be careful about the optimisation. But we do have the uber settings and we do have next-gen equipment right now, so we can go a little wild with this."

Information about

Witcher 3

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

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Dishonored - Sale & Free Weekend

by Couchpotato, 06:19

Dishonored is on sale for 75% on Steam, and is free to play for the entire weekend.

Dishonored is an immersive first-person action game that casts you as a supernatural assassin driven by revenge. With Dishonored’s flexible combat system, creatively eliminate your targets as you combine the supernatural abilities, weapons and unusual gadgets at your disposal. Pursue your enemies under the cover of darkness or ruthlessly attack them head on with weapons drawn. The outcome of each mission plays out based on the choices you make.

Information about

Dishonored

SP/MP: Single-player
Setting: Technofantasy
Genre: Shooter-RPG
Platform: PC, Xbox 360, PS3
Release: Released

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Hard West - Comic Book & Physical Rewards

by Couchpotato, 06:14

The next kickstarter update for Hard West has infomation about physical rewards.

Physical rewards

Printed Comic Book

A fellow concept artist will draw an A4, 40-pages, hardcover, full color comic book set in the world of Hard West. 

(note: as requested, the comic book also becomes available in digital version; also, the digital version will be available as soon as it’s ready; don’t take it for granted, but it’s more than probable you’ll get it for X-mas)

Printed Art Book

We’ll print a hardcover, 32-pages long art book in C6 format.

Soundtrack CD

The soundtrack on a professional-grade pressed CDs, as explained by the manufacturer: “in a proper box, covers and all”.

Hard West T-shirt

A high quality t-shirt with a Hard West image.

The Ultimate Bad-Ass Poncho

The wife of one of our designers will handcraft a one of a kind beautiful poncho with Hard West insignia and symbols. The poncho will be additionally imbued by listening to the said designer playing the banjo. 

Per request, it can be fired at (although we cannot guarantee the local firing range is stocked with proper Old West revolvers)

Information about

Hard West

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

Details

Original Sin - Review Roundup #6

by Couchpotato, 06:11

Well here are a few more reviews for Original Sin from the last two weeks.

Pixelgate - No Score

Original Sin’s production values are pretty slick. The visuals are vibrant and reflect the tones of the game nicely. Character modes and environments are packed with detail consistent with the world. When the spells are flying, the visuals take on a new life. Explosives colours burst into life, the audio sings proudly, it all feeds into the end experience.

The Koalition - 94/100

It is indeed, a “Old-school CRPG with new ideas and modern execution.” If you can get excited about any part of that phrase, I recommend Divinity: Original Sin as a game that you will truly love and I hope that it sets a trend for future titles.

MMO Games - 3.5/5

The beautiful isometric artistic styling and complex turn-based mechanics pay a great homage to the games of old, but there are plenty of newer RPGs that simply do everything better.

IllGaming - 9.5/10

Divinity: Original Sin is an exceptional RPG that brings quite a few new things to the table and gets its formula perfect to keep you hooked for hours on end. It’s one of those games that have all the markings of a Classic.

Gamebanshee -  No Score

Still, while you shouldn't necessarily believe that Original Sin is the best thing since sliced bread, it's still a worthwhile purchase.  The campaign offers 100 hours of content (which will only grow larger once modders sink their teeth into the game), there are some good puzzles and fun quests, and the combat engine is unique and interesting.

Larian also released patch 1.0.130 today on Steam.

This update mostly brings some overdue fixes on the code and balancing side of things, although there are some small improvements to UI as well. Several story and ganeplay fixes have also been incorporated. We've also done some re-balancing in the Dark Forrest area, which should hopefully make things a little more difficult.

Information about

Original Sin

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

Details

Mass Effect 3 - Learn and Let Go

by Couchpotato, 06:01

Judge Greg of Enthusiasm posted a new article for Mass Effect 3, about letting go.

It’s been a point of contention on the Internet, obsessively in some forums in which I’ve frequented, and to a much lesser extent on our own forums.  People still don’t like the Mass Effect 3 ending.  With recent news of Casey Hudson leaving Bioware and The Escapist’s new article on the endings, it appears that picking at the scab has made it bleed again.  My purpose here, today, is to provide some postmortem perspective and purpose to these events, and offer better closure than you may have felt from a franchise once loved.  If in the process I kick a hornet’s nest, than I’ll handle the consequences.

Information about

Mass Effect 3

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

Details

Age of Wonders 3 - Golden Realms Expansion

by Couchpotato, 05:51

Triumph Studios has released a new update on the games website with information about the next expansion for Age of Wonders II called Golden Realm.

Golden Realms greatly expands Age of Wonders III’s empire building mechanics and introduces bucket loads of new content. These new features are used in random maps, new scenarios and a new story campaign, where Halfling survivors settle in a distant land filled with danger and treasures never seen before.

Information about

Age of Wonders 3

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

Details

Dragon Age: Inquisition - Keep Questionnaire

by Couchpotato, 05:47

Eurogamer has a new article with some leaked images, and information about the new Dragon Age Keep that helps players shape the game world.

Images from the Dragon Age Keep beta have emerged online, and they reveal a detailed questionnaire designed to determine the state of the world in Dragon Age: Inquisition.

The images, which popped up on Imgur and were spotted by Reddit (via VG247), contain spoilers for both Dragon Age: Origins and Dragon Age 2. The questionnaire is pretty detailed, and digs into much of the major decisions made during the first two games in BioWare's fantasy role-playing series.

Information about

Dragon Age: Inquisition

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

Details

Obsidian Entertainment - New MMO Game?

by Couchpotato, 05:43

It seems Obsidian Entertainment is looking for a Character Artist for a new Time Travel MMORPG. I hope this isn't the game that was shown last year on Kotaku.

Obsidian Entertainment is looking for talented, self motivated Character Artist to join us in creating content for a highly stylized MMORPG.

Using their expert knowledge of form, proportion, color and design principles the Character Artist will be responsible for creating aesthetically pleasing characters, class outfits, and weapons, for an in-game experience that includes a range of time periods.

Information about

Obsidian Entertainment

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Shadow Realms - Interview @ Dual Shockers

by Couchpotato, 05:35

Dual Shockers posted a new video interview with Shadow Realms Creative DirectorJames Ohlen, and asked him a few questions about the game.

To the surprise of almost no one, considering the weeks of teasing, BioWare and Electronic Arts announced Shadow Realms at Gamescom, a 4 vs 1 online RPG set in a supernatural setting by Star Wars: The Old Republic’s studio BioWare Austin.

On the show floor we caught up with Creative Director James Ohlen, and asked him a few questions about the game, the inspiration behind it, its episodic nature, and the possibility of console ports down the line.

I also couldn’t resist the temptation to derail the discussion a bit on Star Wars: The Old Republic, especially considering that Ohlen covers the role of Creative Director there as well. Luckily, he didn’t seem to mind too much

Information about

Shadow Realms

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

Details

Legend of Grimrock 2 - Beta & New Trailer

by Couchpotato, 05:33

Almost Human announces Legend of Grimrock 2 is officially in beta. Don't get your hopes up though as it's a closed beta, and they are not accepting applications at this time.

Here is a new teaser trailer to help us all cope in the meantime.

Big news indeed! Oh boy we’re super-excited to tell you that we are now officially in BETA! And it’s about time! We have been burning the midnight oil for so long that all our dreams are now filled with visions directly from the Isle of Nex. The game, a raw diamond which we have been carefully chiseling and polishing so long, is now finally coming together and it’s starting to feel really good. That doesn’t mean that the work ends here. Beta is actually a beginning, a beginning to make the game meet all your high expectations. It’s time to balance all the thousands of gameplay parameters and finetune the gui and optimize the game, and… You get the point! All the features we’ve planned are in and just waiting for some TLC.

But before you mail us offering to kindly join the beta-test team… It’s going to be a closed beta again, sorry. Closed beta worked really well with LoG1 and we’re looking to repeat the process. By giving beta access to a carefully selected group of people, we can personally interact with the testers much better and thus get better and more accurate feedback.

The game has been playable from the beginning to the end for some time now and now that we have had one complete playthrough and several cheated speed-throughs we have some idea about the length of the game. It’s looking like Grimrock 2 is going to be around 25% longer than Grimrock 1 but more testing by us and our betatesters is still needed to confirm this.

Like mentioned, all the features of the game are in, but there’s still much work to do. Our Venerable List of Things To Do is constantly getting added with new entries even as we are hammering on the things at the other end of the list. But we are fighting hard to empty the list before the launch. Btw. on top of the list we have things like memory and performance optimizations and tutorial. Below that lots and lots of smaller tweaks and fixes and then of course testing, testing and more testing…

Information about

Legend of Grimrock 2

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

Details

Shroud of the Avatar - Release 9 Instructions

by Couchpotato, 05:27

Portalarium posted instructions on the next Alpha release for Shroud of the Avatar. It seems Release 9 will focus on the games combat system.

Thank you to our loyal backers of Shroud of the Avatar. Release 9 access for all backers at First Responder level and above (as well as winners of the MMORPG.com R9 sweepstakes) begins this Thursday, August 21 at 10:30 AM Central Time. Release 9 access will end on Monday, August 25 at 10:00 AM Central Time. Starting today, you can begin installing and patching (see instructions below), but login will not be enabled until Thursday morning.

Here are links to instructions and known issues. NOTE: Mac and Linux users will have to completely re-install the client for this release. We apologize for that inconvenience.

We are incredibly excited to share this latest release with all of you. We continued to make major progress on combat with huge increases in content (50 skills, combos, reagents, consumables, PVP Team Games, etc.). At the same time we are steadily expanding the world with multiple new maps to explore and new creatures to fight.

Information about

Shroud of the Avatar

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

Details

Lords of Xulima - Patch v 0.13 Released

by Couchpotato, 05:24

Numantian Games released a quick update on Steam for Lords of Xulima.

This is a quick update for the new Version 0.13. In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players.

The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.

"What is steel compared to the hand that wields it?"

This quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it?

We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally.

Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules:
- One damage point per every 2 Strength Points (above 10).
- One damage point extra per every 5 Strength Points (above 10).


With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.

Information about

Lords of Xulima

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

Details

Neo Scavenger - Test Build 0.9934b Released

by Couchpotato, 05:20

Blue Bottle Games released another Beta build for Neo Scavenger players to test this week,and here is the information from the games website.

Updates Included in the Test Beta

Test beta 0.9934b includes the following changes:

  • Fixed a bug that caused RTG power cell to be replaced by other battery type.
  • Fixed a bug that caused campsites to double-count stats from stacked items.
  • Fixed a bug that caused blisters to increase movement instead of decrease.
  • Fixed a bug that caused resolution-switching to mess up when switching between 4:3 and Small GUI.
  • Fixed a bug that caused head slot container space to be visible in top left corner.

As always, let me know what you think of the changes, and if you notice any issues with the new build!

Information about

Neo Scavenger

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

Details

RPG Codex - Toshio Sato Interview

by Couchpotato, 05:18

Crooked Bee & felipepepe of The RPG Codex posted a new retrospective interview with Toshio Sato to talk about StarCraft Inc., Phantasie IV ,and Tunnels & Trolls.

Today, Japanese role-playing video games are usually associated either with "JRPGs", exemplified by the likes of Final Fantasy, or with niche Wizardry-inspired dungeon crawlers. The first Dragon Quest game may have been famously conceived as a cross between Wizardry and Ultima, but since then JRPGs have evolved in a different, distinct direction. As a US Gamer article puts it, "when Phantasy Star II and Final Fantasy IV came along to introduce manga and theatre influences to the format, Japanese RPGs never (well, rarely, anyway) looked back."

There was a time, however, when it seemed that some of the other, more "advanced" kinds of Western computer RPGs might also take root in Japan. The Japanese company that ported the early Ultima games to Japanese computers, StarCraft Inc., also localized other important WRPGs — from Might and Magic to Phantasie to The Magic Candle — which even sold fairly well in the Land of the Rising Sun. Naturally, these games, too, incorporated early Ultima and Wizardry influences, but they built on these influences to create a distinctly "Western" RPG blend, more open and less story-driven than the typical JRPG. In the West, it is this blend that eventually led to games like Ultima VII, Fallout or Arcanum; in Japan, it didn't really catch on, despite StarCraft's best efforts.

In this interview, we talk to Toshio Sato, who worked with StarCraft and programmed many of their important titles. In a way, this is a continuation of our interview with Winston Douglas Wood, the Phantasie creator, since Mr. Sato was part of the team that made the Japanese-only Phantasie IV (which Doug Wood designed himself). Aside from that, Mr. Sato worked on New World Computing's Tunnels & Trolls: Crusaders of Khazan, the only Western RPG to be coded in Japan first and then ported to the West, as well as on many of StarCraft's localizations. There isn't much information in English on StarCraft's history, so we also talk about that in the interview, as well as about the difficulties they had in porting English-language CRPGs to Japanese computer systems.

Information about

RPG Codex

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Risen 3: Titan Lords - Review Roundup #2

by Couchpotato, 05:14

Here is the second round of english reviews for Risen 3: Titan Lords that I could find.

Chalgyr's Game Room - 8/10

Where Risen 3: Titan Lords has a number of rough edges when it comes to some voice acting, control schemes (or lack there of), and endgame narrative pacing and discovery, the entire package as a whole is a wildly successful, often thrilling, and quite fun pirate adventure.

ZTGD - 8.5/10

Risen 3 features some improvements over the first two games. The combat is still cumbersome at times mainly due to the targeting and camera, but the story, customizations and characters are all very enjoyable.

GamesTM - 4/10

The whole experience isn’t awful, just thoroughly uninspiring; a box of biscuits where some are moldy and all are digestive. It’s fun to be a pirate, but it’s far, far more fun elsewhere, with Risen 3 once again struggling and failing to rise above anything but its own mediocrity.

Gamebanshee - No Score

Risen 3 feels like a transitional title. It manages to smooth some of the rough edges of Risen 2, but makes mistakes of its own. Ultimately, it doesn't match the original Risen or the Gothic series. The focus and excellence of Piranha Bytes is gone, as is the feeling of genuine connection with the setting, which was the distinguishing feature of the German studio's early titles.

Information about

Risen 3: Titan Lords

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

Details