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Thursday - May 19, 2016
Wednesday - May 18, 2016
Tuesday - May 17, 2016
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Poll Watch

How well funded do you prefer your games to be?
Mega Bucks AAA+
13.79%

Noticeably well funded
31.03%

Fairly well funded
48.28%

Limited
3.45%

Struggling
1.72%

Cheap and cheerful
1.72%

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Thursday - May 19, 2016

Krai Mira - Kickstarter Update

by Hiddenx, 19:01

The last Kickstarter week for Krai Mira has begun:

Last week!

We are doing our best to make the game more interesting.

During this week we updated GUI,

Added new weapon (electroshock club),

Fixed several bugs and improved performance.

And now we are working on save / load scripts!

Soon we will launch forum for community and of course for bug reports, to help us fix them!

Krai Mira

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

Details

Fallout 4 - Far Harbor DLC released

by Hiddenx, 18:58

The Far Harbor DLC for Fallout 4 is out now - it's Bethesda's biggest addon ever:

In Far Harbor, a new case from Valentine’s Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world.  Navigate through the growing conflict between the synths, the Children of Atom, and the local townspeople. Will you work towards bringing peace to Far Harbor, and at what cost?
 
Far Harbor features the largest landmass for an add-on that Bethesda Game Studios has ever created, filled with new faction quests, settlements, lethal creatures and dungeons. Become more powerful with new, higher-level armor and weapons. The choices are all yours.

The first user reviews are positive.

Fallout 4

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

Details

GamePressure - Interview with Feargus Urquhart

by Silver, 14:02

GamePressure have released the full interview with Feargus Urquhart taken during the Digital Dragons conference.

I've read that Tyranny came out of the idea of Stormlands. What's the actual origin story of Tyranny?

It goes WAY back. So we had a game idea that was pitched, it was called Defiance and it was around 2008, maybe 2007. It started with that idea: "What if evil won?". So we were pitching Defiance about the same time we were doing Dungeon Siege III. There was this idea for it and it morphed into Stormlands. So it was not Stormlands itself, but ideas taken from it. And there's also an idea from Defiance that was not in Stormlands. When Josh Sawyer took over Stormlands, he said something like: "Now, let's really flesh it out", and lots of things changed about it. Then Tyranny came about, and it was really about ideas from Stormlands and ideas from Defiance, all mushed together under the umbrella of that concept of what it would feel like to have adventures in a world where evil had already won. That, I guess, is the origin story - lots of things getting mushed together. But there are ideas of characters that are in Tyranny that are from Defiance and that were not in Stormlands.

[...]

That sounds interesting! Does this have anything to do with the Unreal Engine-based prototype that you mentioned during your podcast with Game Informer?

It's funny, even our artists wanted to get good at Unreal Engine 4. But no, it is NOT a Star Wars game. What our artists did is that they created Mos Eisley in Unreal Engine 4. We think that the whole reason for it is that one of our artists, Jason Lewis, who's working on Armored Warfare and worked on Call of Duty and Medal of Honor beforehand, really wanted to create a one-million polygon Millenium Falcon. Then he just convinced a bunch of artists to build Mos Eisley around it. But there was a purpose to it, which was to learn everything about the Unreal Engine so that we could use it.

White Wolf Publishing registered Vampire Bloodlines. Would you like to work on that?

I think Vampire would be really cool, but that's the tough bit - there are so many cool things, there are so many awesome things out there. I know Tim and Leonard both loved working on it. We flirted with White Wolf long ago, right before CCP actually bought White Wolf. Mike Tinney was the president of White Wolf, and we got to know each other. What we were trying to figure out back then was whether we could take the Neverwinter 2 engine and do a Vampire or a World of Darkness game. It would be cool, not only as just a game, but also from the standpoint of people who love World of Darkness, who would then be able to go and make more World of Darkness modules and things like that. It would be cool, I've always loved Vampire, I read the books, read the novels, all kinds of that stuff.

Obsidian Entertainment

Details

General News - Demographics and "good" and "evil"

by Silver, 10:07

Quantic Foundary have produced a study that looks into player preferences when playing rpgs. This study focused on faction preference in rpgs and looked at the data according to motivation scores, age and gender.

RPGs are known for creating deep narratives where players are able to immerse themselves in a compelling world and get lost in their "role". As developers seek to create more immersive worlds, characters have become more and more customizable. Not only can players choose what their character looks like, or their base stats and abilities, but also their ethics and moral code. Will their character be a champion of the helpless, or a power crazed tyrant?

While this mechanic has experienced a resurgence (Mass Effect, inFamous, Bioshock, and Knights of the Old Republic series being some of the more popular examples), it is not a new one. A more classic example would be from 1985 when Ultima IV introduced a virtue system that, depending on how the player answered morally ambiguous questions, would determine their class and other gameplay details.

Do gaming motivations and demographics impact the choice of "good" or "evil" factions in RPGs? It turns out they do, but sometimes in surprising ways.

bar graph on preferences

[...]

Younger Gamers Are More Likely To Pick The Dark/Evil Faction

So if gender doesn't influence faction choice, what about age? As we've seen in a previous article, age can have a large influence on how gamers play, and that appears to be the case here as well.

age factor graph

The average age of players who preferred the Dark/Evil side was 22.7 years old. Players who sought out more morally ambiguous options averaged at 26.3 years old, and finally those more inclined to seek out Light/Good factions were the oldest at an average age of 27.8. Overall, among gamers who have a faction preference, those who preferred the Dark/Evil side were much younger.

General News

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

Details

The Technomancer - Companions Trailer

by Silver, 09:55

See how the companions work in The Technomancer and why its a good idea to have them with you.

loading...

The Technomancer

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

Details

Deus Ex: MD - Dikiciyan to Contribute to OST

by Aubrielle, 06:03

It has been confirmed that renowned composer Sascha Dikiciyan will be contributing to the soundtrack for Deus Ex: Mankind Divided.  Dikiciyan's past work includes Mass Effect 3, Might and Magic X: Legacy, Borderlands, and many other titles.

The music in Deus Ex: Human Revolution was nothing short of superb, and I'm sure I'm not the only one who is looking at this new press release hoping that the Deus Ex: Mankind Divided soundtrack will be on par with it.  The good news is that well-known music artist Sascha Dikiciyan will be contributing to it, whose previous work includes Hellgate: London, Borderlands, Mass Effect 3, Might & Magic X: Legacy, and many other titles:

AWARD-WINNING ARTIST SASCHA DIKICIYAN TO COMPOSE TRACKS FOR DEUS EX: MANKIND DIVIDED

Original Soundtrack to release this Fall

MONTRÉAL (May 18, 2016) – Square-Enix® and Eidos®-Montréal today announced that, in addition to Michael McCann returning to compose music for Deus Ex: Mankind Divided, award-winning artist Sascha Dikiciyan (aka Sonic Mayhem) will also bring his talent to the game’s soundtrack. Deus Ex: Mankind Divided’s Original Soundtrack will be available worldwide this fall.

Overseen by Executive Audio Director Steve Szczepkowski, the music direction of Deus Ex: Mankind Divided represents an evolution of the score created for Deus Ex: Human Revolution. The world of Deus Ex has dramatically changed since the final events of Human Revolution, which culminated with the Aug Incident. The golden age of augmentations is now over, and mechanically augmented humans have been segregated from the rest of society. Mankind Divided deals with heavier subjects and, as a result, the music has been adapted to reflect the new state of the world. It plays a key role in immersing players within the more mature and darker atmosphere of the game, while still staying true to Deus Ex’s distinctive and signature style.

Hear Sascha Dikiciyan’s work in action in both the Deus Ex: Mankind Divided 101 trailer and the Adam Jensen 2.0 trailer.

“It was important for us to build upon the strong foundation of Deus Ex: Human Revolution, but also to let it stand on its own. Along the way, we realized this game was much vaster than anticipated and we made the choice to add another composer to the team. Sascha Dikiciyan’s music stood out,” said Steve Szczepkowski. “After talking with Sascha, it became clear that we shared the same vision and passion for what musically drives Deus Ex. Sascha’s influences mirror ours in many ways, yet he also brings a whole other set of influences to the table. Sascha is completely immersed in the musical feeling of Deus Ex; he’s a huge fan of the franchise, and that comes through loud and clear in his compositions. We can’t wait for people to hear the work that he’s done and we are all thrilled he’s now part of the Deus Ex family!”

Source.

Source: GameBanshee

Deus Ex: MD

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

Details

Sword Coast Legends - Rage of Demons DLC released

by Hiddenx, 00:46

The free DLC Rage of Demons for Sword Coast Legends has been released:

Venture into the depths of the Underdark, through the trading outpost of Mantol-Derith, and fight alongside the legendary Drizzt Do’Urden!

Rage of Demons is a free DLC expansion for Sword Coast Legends that includes hours of new story content; new Dungeon Master options; a new playable race: Tiefling; and a new playable class: Warlock!

Warlock Features:

  • New cantrip - Eldritch Blast
  • New spells - Finger of Death, Tasha’s Hideous Laughter, Hex
  • Unique archetype abilities - Dark One’s Blessing, Hurl Through Hell, Create Thrall

Tiefling Features:

  • Hellish Resistance - All Fire Damage reduced by 50%
  • Hellish Rebuke - Flames surround the caster, reaching out and burning any creature that attacks for the next forty seconds.
  • Darkness - Magical darkness spreads from a point within range to fill a three-yard radius sphere for the duration.

Dungeon Master Features:

  • Two new tilesets
  • New monsters
  • New placeable decorations and objects
  • Gather your party and prepare to delve into the Underdark, before the Rage of Demons consumes the Sword Coast!

Thanks henriquejr!

Sword Coast Legends

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

Details

RPGWatch Feature - Insomnia Interview

by Myrthos, 00:03

With just 8 days to go, the recent Insomnia Kikcstarter is still needing some more funds to reach it's Kickstarter goal. To see what the current development startus of Insomnia is and what motivated the devs to come back to Kickstarter again, Farflame talked to the Insomnia devs about that.

RPGWatch: How much is the combat dependent on player's skills and how much on hero's skills and stats? Because your initial pitch was about RTwP combat with companions and special morale system. Now it seems its a little more action oriented with real physics (cover can be broken etc.). So I wonder what was changed in combat design and why?

The initial concept remained the same. We always wanted to have a realistic close and distanced combat system. The only thing that did change is the role of companions - now it's less prominent and we pay more attention to main the character's gameplay. When we first implemented the basics of the combat system, we had blocking mechanics, punches and covers. We started to test it and realized that the player won't have time to take control over his companions as well. However, you will still have an ability to pause the game and give orders to your NPCs, such as "take cover" and to "perform a distant attack", or "rush into the battle" to give yourself more time. Mostly the effectiveness of any battle will be determined by skills of the player himself, and not the level of his character.

InSomnia

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

Details

Wednesday - May 18, 2016

Ultima VII Part I - Do you want a Remake?

by Hiddenx, 23:44

The lead designer of Ultima 5: Lazarus and Mass Effect: Andromeda Ian Frazier asks this on the Ultima Dragons Facebook page:

Ok, one more question and then I promise I'll shut up for a while. :)

How much interest, if any, would you have in a remake of Ultima VII (both parts together as a single whole, with Forge of Virtue included but perhaps not Silver Seed), using the latest and greatest tech and significant overhauling of both combat and general usability? World sim features like day/night, weather, and NPC schedules would still exist but would be much more robust. New narrative content and polish added, but no significant deviation in the story itself.

Essentially I'm saying "Lazarus for U7, but with much higher production values."

Ultima VII Part I

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

Details

Overfall - Review @ TechRaptor

by Hiddenx, 19:38

TechRaptor's Nate Gray has reviewed the recently released rogue-like Overfall:

Overfall Review – Delightful Masochism

The evolution of video games as an acceptable mainstream pastime isn’t without its negatives, not the least of which is the sacrifice of challenging gameplay as developers fight over the meatiest chunks of the market. On occasion, however, some developers dare to stray from the pack and fill an otherwise forgotten niche clamoring for the challenges that used to be, before the dawn of quicksaves, mindless damage sponge enemies and QTEs. The list is small but elite, including games like Demon Souls, The Binding of Isaac, Darkest Dungeon and now, Pera Game‘s very own Overfall.

Playing Overfall is equal parts addictive and emotional. Gameplay is one part strategy and two parts luck, relying heavily on random events ranging from power-appropriate quests, potentially crippling handicap attributes, consumption of limited food to heal your otherwise permanently bloodied team, and a constantly growing swarm of Nordic, dimension-traveling pillagers, the Vorn. This, of course, is all in addition to typical battle modifiers that can swing even decisive battles in an unexpected direction, such as missed hits and criticals that can destroy mage and rogue-esque companions in a single blow.

[...]

Score: 8.5/10

Summary: An incredibly challenging experience tempered by engaging gameplay and a beautiful, hand-drawn world.

Overfall

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

Details

The Technomancer - Website updated

by Hiddenx, 19:02

The Technomancer website was updated recently. There is no new media, but new short info about NPCs, locations and factions - see

The Technomancer

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

Details

ELEX - New Artwork @ WoE

by Hiddenx, 18:54

Farflame spotted Beserkers on World of ELEX:

The Berserkers turned away from modern technique and established a new home in the woods of Edan. They create sturdy suits of armor, that resist the dangerous forests and they learned how to change Elex into Mana to work powerful Magic, without hazarding the heavy side effects of pure Elex.

ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

Fallout 4 - Far Harbor Releases Tomorrow

by Aubrielle, 16:17

Far Harbor, Fallout 4's largest content update so far, releases tomorrow.

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Source: Bethesda Softworks

Fallout 4

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

Details

Copper Dreams - Combat Walkthrough

by Silver, 13:07

Copper Dreams have another update. This one focuses on combat mechanics and goes into a lot of detail.

We wanted to give a brief demonstration of combat mechanics, as this is a unique system to the CRPG world. We've had some questions on the basics, and while we'll continue to go over specific elements throughout the campaign this should act as a good starter to give you an idea of where we're headed with it. The premise is utilizing turn-based combat with simulated, timed actions. These actions can happen simultaneously, and create a more dynamic battlefield.

Below is a walkthrough of an encounter with a patrol guard:

loading...

[All animations and art are very much still a work in progress]

The Combat Bar

The core of the combat system is the combat bar, as pictured below. The combat bar shows you the players in combat and their place on the timeline.

Combat Timeline

Upon joining combat, everyone rolls initiative to see where they are placed on the timeline, and then progress downward. The timeline is moving until one of your characters hits the Turn Bar. The actions of enemies are instantaneously chosen and the timeline continues without a break.

When one of your characters land on the Turn Bar, the timeline stops and they can choose an action. Once selected, that action plays out and the combat bar timeline continues.

During the execution wait time, the length of which is dependent on your action, your character is prepping their action: aiming, re-balancing for a swing, or preparing to use an item. At the Execute Bar they fire off the action, and return to the top of the timeline and resume traveling down again. If more than one action is required (like multi-shot or suppressing fire), the character is held at the action bar until complete.

Copper Dreams

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

Details

Fallout 4 - Far Harbor leaked on Nexus

by Silver, 08:52

@PCGamesN The Far Harbor DLC for Fallout 4 was apparently leaked onto the Nexus in its entirety by a beta tester. This has been taken down but not before almost 800 people downloaded it.

Someone with access to Bethesda's closed beta for the upcoming Fallout 4 expansion, Far Harbor, leaked the entire DLC onto popular modding site Nexus Mods.

It has since been taken down, but for a while the DLC in its entirety was available to download on the modding site. A cached version of the page (via Kotaku) shows that the $24.99 DLC was downloaded for free almost 800 times.

Far Harbor is supposedly the biggest landmass Bethesda have ever made for a game's DLC, and it's heavily story-focused. It's a shame that so many people now have access and could potentially spoil it for others.

The DLC unlocks on May 19 and it kicks off in-game when a new case from Valentine's Detective Agency leads you on a search for a young woman and a secret colony of synths.

This hunt takes you off the coast of Maine to the mysterious island of Far Harbor, where you'll have to cope with higher levels of radiation and a "more feral world".

Fallout 4

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

Details

Grim Dawn - Misadventure #97

by Aubrielle, 05:36

In Grim Dawn's latest update, drop rates are being adjusted, as well as some other fixes.

A preview of the upcoming v1.0.0.4 patch and the Hidden Path content it'll introduce to the game awaits you in the 97th installment to Crate's Grim Misadventures series for Grim Dawn. It sounds like item drop rates and affixes will be getting a nice boost, among other things:

Faction Augments Rebalance
Faction Augments did not evolve dramatically towards the release of Grim Dawn, but the introduction of Ultimate difficulty had a dramatic impact on how players had to gear up and prepare for Grim Dawn’s most challenging difficulty. Also as player levels increased, the value of % damage bonuses was equally diminished. This in turn meant that there were only a few truly valid Augment options, with all too many traps for beginners to make.

We took another look at Augments with v1.0.0.4 and made significant revisions, both to make the offensive options more appealing and to create new choices for defense. In general, this is an all-around buff to Augments which should round out some gaps in your gearing and make choosing what factions to support a little more difficult.

Rare Item Drop Rates
Previously, we updated our loot tables with better drop rates of Epics and Legendaries based on the game difficulty (Normal/Elite/Ultimate), but Rare item drop rates were largely unchanged with the exception of more frequent Champion and Hero spawns. With patch v1.0.0.4, we are looking to amend this by introducing independent loot multipliers based on the game difficulty, meaning more great loot on Elite/Ultimate and less junk.

Monster Infrequent Drops Rates
Monster Infrequents have the potential to roll some really powerful combinations, but that sounds great in theory until you actually try to find one. With patch v1.0.0.4, the drop rates of Monster Infrequents are going up. In addition, the quality of affixes found on Monster Infrequents will be significantly improved. This coupled with the aforementioned change to Rare Affix drop rates should mean finding a decent Monster Infrequent should take much less time.

Celestial Powers
When we originally introduced Devotion, certain skills were restricted from assignment for select Celestial Powers. This was primarily done due to balancing concerns at the time. Having observed Devotion in action for many months now, we are comfortable with loosening most of these restrictions, opening up new opportunities for skill/devotion combinations.

More.

Source: GameBanshee

Grim Dawn

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

Details

Baldur's Gate: EE - Series 2.2 Patch Released

by Aubrielle, 05:28

Beamdog just released a huge patch for Baldur's Gate: Enhanced Edition and the Infinity Engine series with a crapton of fixes, including localizations, engine fixes, and loads of bug fixes. Follow the link below for the full changelog.

The team at Beamdog has released another extensive patch for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, Baldur's Gate: Siege of Dragonspear, and the Infinity Engine as a whole, bringing the entire Forgotten Realms-based RPG series up to version 2.2. As there's a lot to cover, I've included the primary bullet points below along with the more granular list of fixes from the release notes document:

- Improved multiplayer stability
- New graphics options
- Fixed item description artwork
- Localized Steam Achievements for French, Polish, and Italian
- Added voice-overs for French (Baldur's Gate campaign only)
- Updated voice-overs for Polish (Baldur's Gate campaign only)

More.

Source: GameBanshee

Baldur's Gate: EE

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

Details

Dishonored 2 - Deeper, Stranger Stealth Sim

by Silver, 03:03

PC Gamer has a preview up for Dishonored 2. Its a good read and outlines some of what you can expect from the sequel.

It's easy to be cynical about the sequel cycle, about replicating a formula that works. But Dishonored warrants it: the first game was excellent but it wasn't perfect. It suggested how much more could be done with these mechanics, powers, and places. I felt the same way about Dark Messiah of Might and Magic, as it happens, another cult Arkane game-and one that never saw a follow-up.

Last month, I visited Arkane's studio in Lyon to see what it looks like when you stick a '2' on the end of Dishonored. The game they're making is very much a sequel to the original: don't expect an overhaul. Instead, I'm excited to have been given a sense of what happens when a talented group of people get a second go at a great idea.

[...]

Emily is Empress herself, now, and has had fifteen years to get used to the idea that somebody might try to assassinate her at any time-and fifteen years of training from her father, Corvo, who's just as aware of that grim possibility as she is. When everything goes to hell in the game's opening act, you'll pick which of these two characters you'll control for the rest of the game.

[...]

Controlling chaos

Dishonored's chaos system altered the world based on the player's approach. The more people you killed, the darker and more rat-infested Dunwall became. Plot points were made darker and more violent as a reflection of 'your' Corvo. This drew some criticism, as it seemed to punish players for using many of the game's most entertaining powers and gadgets. There are few non-lethal applications for a man-eating rat swarm, after all, or for a spring trap packed with razor blades.

It may be surprising, therefore, to learn that the chaos system is back-and that its reach has been extended. Different levels of chaos will affect the events of the game and the attitude expressed by Corvo and Emily. Arkane's approach to fixing the problem with chaos hasn't been to alter the system itself. Instead, they're offering a better balance of lethal and non-lethal ways to play.

Dishonored 2

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

Details

Chris Avellone - New Project later this year

by Silver, 02:54

The rpgcodex reporter at Digital Dragons has shared on twitter that Chris Avellone will announce a new project later this year.

According to our reporter at #DigitalDragons, @ChrisAvellone will announce "a new project" later this year. No further details yet.

General News

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

Details

Unreleased Amiga Games - 22 Games from AmigaJay

by Silver, 02:32

Indie Retro News reports that AmigaJay has made available 22 unreleased Amiga games on his website. These include games from some of the biggest developers of the time like Ocean and Psygnosis. The compiliation is an on-going project and will see more releases in the future.

Amigajay has just made available on his website, a free compilation of unreleased Amiga CD32 demo's and even full games that were canned at the last minute before getting published. Including some of the biggest publishing names that were around at the time, we're talking Psygnosis, Ocean, System 3, US Gold, Acid Software, Grandslam, and more!

[...]

loading...

The included full games are:

Hostile Breed - Side scroller a la R-Type with catchy title tune.
La Storia Ancestrale 1-4 - Point & click adventure.
Liquid Kids - If Rainbow Islands and Mario had a kid together, this would be it!
Mutant League Hockey AGA - Speedball clone
No Buddies Land - Bubble Bobble clone.
Putty Squad - You all know Putty right!? Personally the best game on the disc.
Snow Bros - Couldn't get it to work but super cool Ocean Loader++ tune.
Son Shu-Shi - Very colourful Wonderboy clone with groovy music.

The list of demo games are:

Alchemy
Babylonian Twins
Blaze
Dragons Kingdom
Indigo
Limbo Of The Lost
Nobby The Aardvark
Operation G2
Raiden AGA
Skidmarks 256 Colours
Superhero
Tensai
Universal Monsters
X-Fighter CD32

Non-RPG General News

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

Details

Tuesday - May 17, 2016

Overfall - Final Build live on Steam

by Hiddenx, 19:42

The final Overfall-build is live on Steam now:

Overfall - Build 13/05/2016 - FINAL BUILD for Main Release!

Dear adventurers,

Our final build before the main release is now open for general consumption on Steam! (note: this version will be uploaded to GOG once we’re sure there are no unexpected bugs during the transition).

Highlights for this patch includes:

  • All missing power SFX have been added to the game.
  • Added several sounds to UI elements.
  • Finally fixed the black screen of doom bug.
  • The AI will use personal all battle damaging powers correctly. In some cases this caused some AI to not move for several rounds.
  • Melee Charge will not protect agains rewind as it was intervening with Monk's special power.

Thanks to everyone who contributed the Early Access to help us find the bugs and see what should be more fun in the game. Happily we have completed every missing part of the game, finished missing animations, art assets and sounds, fine tuned the game UI, balanced the battle and unlocks, added more stories to encounter, and completed our main goal for the EA - The Story Builder!

WE DID THESE TOGETHER!

Our aim is to be in the top ten selling titles on Steam on our launch day. That kind of visibility could make a very meaningful difference to the future of us, so we are massing all of our efforts to get there on 17 May.

You can do a lot to support our goal. If you do even one of the things below we'd be hugely grateful.

Tweet about the game on launch day. It takes a few seconds and will help hugely. Your endorsement of the finished product would mean a lot.
Write a review of Overfall on Steam. Help people get to know the finished game. Upload a review after the Early Access box has left the page and help our finished game make a good impression on the public.
Facebook-post. This isn’t for everyone, but if you have friends and family who play games, or are a member of any Facebook groups who would genuinely enjoy the game, we'd love you to share it with them.
Stream the game on launch day, on Twitch, YouTube or Steam. Promote the stream to your friends and followers, we’ll feature our favourites and may even drop in. Even just playing the game on Steam on the 17th will help drive awareness!

Overfall

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

Details

Salt and Sanctuary - Released

by Hiddenx, 19:30

The 2D Action RPG Salt and Santuary has been released today:

Salt and Sanctuary is a 2D action role-playing video game developed by Ska Studios.

A doomed sailor is shipwrecked on an uncharted island. In fog-shrouded valleys, where grinning, mossy corpses cling to rusted arms, shambling figures begin to stir. Beneath crumbling, salt-worn structures, labyrinthine passageways lead to unspeakable evil, long forgotten by man.

Salt and Sanctuary seamlessly combines fast, brutal, and complex 2D combat with richly developed RPG mechanics. Discover, craft, and upgrade over 600 weapons, armor pieces, spells, and items as you explore a cursed realm of forgotten cities, blood-soaked dungeons, desecrated monuments, and the fallen lords they once celebrated.

From Ska Studios, the award-winning indie studio behind a long list of stylistic, visceral, and brutally executed action titles that includes The Dishwasher: Vampire Smile, The Dishwasher: Dead Samurai, and Charlie Murder, comes Salt and Sanctuary, the studio’s most ambitious title to date.

Salt and Sanctuary

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

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Matt Chatt #340 - Julian Gollop

by Hiddenx, 19:19

Matt interviewed Julian Gollop about XCOM: Apocalypse and more:

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In this last segment, Julian talks about his other projects, including UFO: Apocalypse, Ghost Recon: Shadow Wars, Laser Squad Nemesis, and Dreamland Chronicles: Freedom Ridge.

Non-RPG General News

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

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Shadwen - Released

by Aubrielle, 18:42

Stealthy, sneaky assassin-y title Shadwen released today, courtesy of the developers of Trine.

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My favourite part of the Trine games is zipping around as the Thief with her grappling hook, so I was excited to see a hook-swinging stealth game from creators Frozenbyte. That’s Shadwen [official site], which launched today. Shadwen’s a medieval-y third-person stealth game about an assassin who befriends a young girl, larking about with sneaking and swinging and knocking-crates-onto-soldiers-ing, with Superhot’s ‘time moves only when you do’ and Prince of Persia’s time-rewinding on the side.

So! Shadwen is an assassin on a mission to kill a king. She can climb and swing on her grappling hook, stab men in the neck, pull and knock physics objects around for distraction and murder, and craft gadgets to murder and help. For some reason, she’s also escorting a young orphan named Lily, clearing paths for her to slip past the guards.

Source.

Source: Rock, Paper, Shotgun

General News

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

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Sega - Genesis, MD Drive Games Get Legit Mods

by Aubrielle, 18:38

Sega Genesis and Mega Drive games are experiencing a renaissance on Steam, thanks to mods and hacks on the Workshop.  Sega has given the nod of approval.

Sega has sold more than 350,000 copies of Sega Mega Drive and Sega Genesis games on Steam worldwide since the end of April, the company said in a press release. That's the most Sega has sold of its classic games library since the "early '90s," and it's got the release of official mod support to thank.

Sega launched Genesis & Mega Drive Classics Hub on Steam on April 28, a community where people can find and share user-generated content based on these old-school titles. Sega fans can upload ROM hacks of classic Sega games that come with custom, modded features.

The free mod support means anyone can share or download games like Knuckles in Sonic 1Streets of Rage 2 Except It Makes That Weird Tim Allen Noise When People DieGunstar Heroes — Chill Edition and other remixed versions of '90s favorites. Sega said there are hundreds of custom hacks available on the Steam Hub.

For its part, Sega expressed excitement about the popularity of the Steam Workshop feature.

"350,000 sales is a phenomenal achievement for content which is over 20 years old," said James Schall, Sega Europe's director of digital distribution. "It shows that there's still a huge following out for the Sega Mega Drive and Genesis, reinvigorated by the fantastic community of modders out there uploading great content."

Source.

Sega

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Warren Spector - On Reclaiming Necessary Evil IP

by Silver, 03:50

@GameInformer With Disney getting out of the games business recently Warren Spector is concerned about recovering an old IP of his called Necessary Evil which was supposed to be a Deus Ex spiritual successor.

After the recent news of Disney Interactive Studios' discontinuation of the Infinity series, and Avalanche Software shuttering on May 10, developer Warren Spector, best known for Ion Storm's Deus Ex, is showing concern about losing rights to an IP he worked on at Junction Point Studios.

Junction Point Studios, headed by Spector, was a studio acquired by Disney Interactive. This means any game Spector created at Junction Point remains legally owned by Disney. One of the IPs, potentially among others, is Necessary Evil, a game that was planned to be a Deus Ex spiritual successor in a near-future setting. Spector wrote on Twitter, "Necessary Evil was one of the IP I signed over to Disney as part of the Junction Point acquisition." Junction Point Studios was behind the first two Epic Mickey games.

You can view the rest of his tweets below:

Hey, Disney, now that you're out of games can I have the IP I created at @JunctionPoint back? You're never going to do anything with them.
- Warren Spector (@Warren_Spector) May 14, 2016

Since Disney acquired @JunctionPoint they own my near-future action, modern day ninja & epic fantasy concepts. It'd be nice to get 'em back
- Warren Spector (@Warren_Spector) May 14, 2016

 

General News

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

Details

Underworld Ascendant - May Update

by Silver, 03:03

In this update Otherside Entertainment write about the reaction to the Pre-Alpha gameplay demo of Underworld Ascendant.

It's been great seeing the reactions to this latest prototype build - especially comments from folks who weren't so sure about the game's new "Authored Look," but are on-board now that they've seen it up-close and in action.

It's always nerve-wracking having your work go out to the public. As developers, we're so close to the project that sometimes we can't be completely objective. That's one of the reasons we've decided to be so open with the development progress. Your feedback has greatly helped us to refine the game as we roll forward. Many thanks!

[...]

A few questions/comments from the forums:

"The constant head bob is annoying." - nodezsh

Yep. Tim's already fixed the headbobbing. (Technically, it's still there... just slowed down by a factor of 1000.) It's worth noting that movement in general will be a work-in-progress for some time. Since it's the spine of any first-person game, it takes a lot of tinkering to get just right.

"It still feels like I would prefer some way to target my spells." - Jenuall

Non-targeted spells are in there on-purpose right now. We plan on having another rune modifier for spells, one of which would be targeting. The idea is that a novice is tapping into the great power of spellcasting and doesn't yet have the skill to correctly harness the power. They can cast the spell, but it is still a bit 'wild.'

Later on, if the player puts skill into casting, they become more and more refined and controllable. It's like learning how to do anything... At first, you might be able to throw a ball. With practice, you can hit a target with it.

"I was disappointed that hurling a pile of crates at the strong skeleton using the move air spell didn't knock it off the ledge... or even slow it down at all. Also that throwing swords did nothing." -Vanyelxp5

This is one of the features that didn't make it in. Yes, thrown objects will do damage. Thrown swords might become a skill. (Think "Long Distance Sword Impale of Awesome.")

Some more general responses to common observations...

"Collision/getting hung up on objects"

That will be fixed soon. Stealth also wasn't supported. (Though 'crouch makes you invisible' might be in the build.)

Underworld Ascendant

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

Details

Dark Souls III - First Person Mod

by Silver, 02:08

For fans of Dark Souls III and Skyrim comes a first person mod for the former.

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Now you can get the Skyrim experience with first person mode.
Zulliethewitch/ShadowedImage just released this really cool mod, all credit goes to them.
Link: https://www.reddit.com/r/darksouls3/comments/4jiqpd/friend_of_mine_just_created_a_fully_working_1st/

[...]

Zulliethewitch, who you might know as the person who made that big cut content folder that was passed around a while back, recently made a completely working 1st person perspective DkS3 mod. Works a lot like the Dark Souls 1\2 1st person mods (which she also made).

...

NOTE: while this doesn't modify files, you're using this at your own risk.

Offline now, gonna be doing some more runs in about an hour

Dark Souls III

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

Details

GOG - Every Witcher game on Sale

by Silver, 01:21

GOG is having a Witcher themed sale. The sale will run until Wednesday, June 1st, 4:59 PM UTC.

In preparation for the tasty expansion, this is the perfect chance to get the whole story and catch up on The Witcher's universe of indifference for up to 85% off with:
--The Witcher 3: Wild Hunt -50%
--Blood and Wine expansion -10%
--Hearts of Stone expansion -10%
--The Witcher 3: Wild Hunt + Expansion Pass bundle -33%
--The Witcher 2: Assassins of Kings -85%
--The Witcher -85%
--The Witcher Adventure Game -85%

GOG Games

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

Details

Monday - May 16, 2016

Pillars of Eternity II - The Game is in production

by Silver, 22:28

Feaurgus Urquhart confirmed in an interview with GamePressure.com that Pillars of Eternity II is in production. The full interview will be available later but GamePressure shared some choice excerpts.

During the Digital Dragons 2016 conference that is happening now in Kraków, we got a chance to meet amazing developers from all around the world. We also sat down with Feargus Urquhart, the CEO of Obsidian Entertainment, known for his work on Fallout series, Planescape Torment, Icewind Dale or the critically acclaimed Pillars of Eternity. Obsidian also has another project in development - Tyranny - but Feargus said that they're not ready to talk about it in more detail. However, during our interview with Obsidian's CEO, we found out that the studio is already working on Pillars of Eternity II.

We were talking about the general idea of crowdfunding Obsidian's games, Feargus said that they thought about crowdfunding Tyranny, but decided to do it on their own. However, they're most probably going to turn to Kickstarter to crowdfund Pillars of Eternity II, and that's when Feargus shared what they're currently involved on:

Obviously, as you've probably guessed, we're starting to move forward on [Pillars of] Eternity II. That is probably something that we want to look at [in terms of crowdfunding]. I think people felt like we delivered on our promise, and then that felt like we could go with Eternity II and people would support us again, because they trust us.

When we asked him about an official announcement of Pillars of Eternity II, that's what he had to say:

Eternity II is not announced, [but] it seems silly for me not to acknowledge it, though. If someone asks "Are you working on it?", I respond "Well, wouldn't you work on it?". So then they say "So you must be working on it", and then I'm like "Well, yeah".

That second quote came up when we were talking to Feargus about everything that Obsidian is currently involved in. There's Armored Warfare, Tyranny, the card game Pathfinder, and Pillars of Eternity II. However, Obsidian's CEO also mentioned that there's a small group of people within the studio that's working on something completely new, but he didn't want to share any details regarding that yet. What's worth noting, though, is that the names of Tim Cain and Leonard Boyarsky came up while talking about this. Feargus didn't say that directly, but he pointed that it might have something to do with a prototype using Unreal Engine, that he mentioned during his podcast with Game Informer.

Pillars of Eternity II

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

Details

Total War: Warhammer - Game Guide

by Silver, 22:00

 If your new to Total War: Warhammer you might like to check out this game guide @PCGamesN. They report on the factions, what to expect from the DLC, system requirements, modding  and the release date which is now May 24th. The game itself will come with comprehensive modding tools and has the Chaos Warriors faction as a pre-order incentive.

The big question: can you run it? Given the scale, Total War games tend to have fairly high requirements if you want them to look their best and perform well. Attila's highest settings, for instance, weren't even designed with contemporary PCs in mind, but rather PCs of the future. In the case of the Total War: Warhammer system requirements, it looks like Creative Assembly expect it to run on a broad range of machines, but only if you're willing to make sacrifices.

If you've got 3GB of RAM, an Intel Core 2 CPU and an AMD Radeon HD 5770 1024MB or equivalent GPU, then you've hit the minimum requirements. Unfortunately that means you'll be playing everything on low, and will still only get 15-25fps on the campaign map, which is pretty horrible.

To push the graphics settings to high and get around 50fps, you'll need 8GB of RAM, and Intel Core i5-4570 3.20GHz or equivalent and a GPU like the NVIDIA GeForce GTX 760 2048MB. And if you want the game to look its best and run at over 60fps, you'll need something like a GTX 980 and an i7-4790K CPU.

Non-RPG General News

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

Details