Exclusive Interview with KING Art - Part 2
In the 2nd part of our exclusive interview about The Dwarves KING Art's creative director Jan Theysen gives us detailed infos about the combat system and character development.
» Continue reading the article...
Exclusive Interview with KING Art - Part 1
Earlier this week we paid a visit to KING Art Games' office in Bremen (Germany) to talk about their innovative new fantasy RPG The Dwarves. We came back with an extensive interview packed full of new infos.
» Read the article
Our names in the game
A RPGWatch quest
I don't care
I propose something else
Shadowrun: Hong Kong - Review @ GameInformer by rune_74
RPGWatch Feature - Legends of Eisenwald Review by LordCrash
Torment: Tides of Numenera - Third Alpha Systems Test Released, Crisis Gameplay by azarhal
Age of Decadence - One Week to Release Patch by Humanity has risen!
XCOM 2 - What's new? @ Gamespot by Pladio
Forum WatchIs it possible to cater to both types of players armor preferences? by Voqar
The ever-popular "Currently Listening" thread by CelticFrost
Return of the Daily Smile by dteowner
Stellar Stars - The Star of Records by cutterjohn
Ama's Lullaby - A Cyberpunk/Post Apocalyptic RPG [WIP] by cutterjohn
Tuesday - October 06, 2015
Expeditions: Viking - Preview @ True PC Gaming
Thomas Faust (True PC Gaming) has written a preview for Logic Artists' upcoming game: Expeditions: Viking
Expeditions: Conquistador, released in 2013, was a fairly unique strategy game that had you traveling the South-American jungle and managing a small group of people, hunting, fighting, and having adventures against a historical backdrop. It felt a bit like the King’s Bounty games with a smaller scope and slightly shifted gameplay priorities, and I feel that it didn’t quite get the attention it deserved. Late next year, Danish developers, Logic Artists, will follow up with another game in the Expeditions series, this one obviously Viking-themed. You start out, having inherited the leadership of a small clan.
In the game’s first campaign, you gather your most trusted allies and work towards consolidating your power in your home region. The second campaign will have you and your merry band of plundering Northmen travel to Britain and begin raiding. All of this will follow a branching, but generally fixed story line. Considering that the narrative design of Expeditions: Conquistador was one of its standout features, I have high hopes for Viking.
It won’t be an easy feat, however. The problem with Viking lore and mythology is that most of the information available to us today was written by their enemies, while most records of Viking origin have been lost due to having been carved into wood or embroidered on fabric. Logic Artists still hope to convey a decent level of historical accuracy, but considering its origin, it cannot be spot on and will possibly be filigreed with a good deal of Nordic mythology from the Viking sagas.
I really liked Expeditions: Conquistador. It was by no means a perfect game, and a few gameplay flaws like the aforementioned camping spreadsheets and a rather unforgiving difficulty kept it from ever reaching the fame and fortune it deserved.
However, it seems that Logic Artists are well aware of these issues and intend to not make the same mistakes again with Expeditions: Viking. Furthermore, the attention to detail, from trying to incorporate Viking lore as well as possible to little things like the hand-woven look of the map screen, is already pretty impressive. Considering that I saw an early alpha build of the game and it won’t be out until late 2016, I have high hopes that Expeditions: Viking will be a memorable, interesting, and awfully pretty strategy game, so keep an eye out for this one.
Expeditions: VikingSP/MP: Single-player
Release: In development
Interstellaria - Review @ Choicest Games
Choicest Games reviewed the 2D sandbox RPG Interstellaria:
Interstellaria is probably not one of the typical games I'd back on Kickstarter. In fact, I think I only heard about the game when it was mentioned by another one but when I read what the game was trying to achieve, I jumped at the chance to support it. As pitched on Kickstarter, Interstellaria turned out to be a 2D sim/RPG/Sandbox game "inspired heavily by games like Starflight and Star Control" (although I believe they're referring to Star Control 2 as the first one didn't have RPG elements). The Kickstarter project was a success, raising $28,805 USD on the 7 December 2013, despite the goal being only a modest $15,000 USD.
A year and a half later, the game was finally released in July 2015 but did it live up to my expectations of being a new Star Control 2?
While I like the idea and I love the tribute to games like Star Control 2 the concept wasn't well executed. I'd still like to see Coldrice develop games in the future though but maybe the next one needs significant focus on the user interface even if it means simplifying the game as a result.
Platform: PC, Mac, Linux
Ama's Lullaby - Development Update
After a long time with no news at all Eye spotted this Ama's Lullaby forum-post:
After 8 months without any post here, I'd like to apologize for the lack of news. As you may suppose, we had some problems with the development of our game. The project was quite complex, with tactical combats, characters' health management... We have to admit that it was an awesome challenge for a small team. Even if we were really motivated, we had not enough free-time to work on Ama's Lullaby.
During some months (the whole team was dissolved), I had to step back and think about the project. Then, one nostalgic day I played the point & click game Blade Runner, and it reminded me why making an indie game was important to me. I had to go back to the essential, to focus on three important things: characters, scenario, atmosphere. We had to forget complex stuff, because we are just not experimented enough for that (and there is a long list of reasons to leave these ideas). I had to have more control on the development, to be able to make "un jeu d'auteur" (a "game d'auteur ? ", you know, like a film d'auteur, in French), with a more personal vision. I'm a 3D generalist artist and musician, but I didnt' know anything about programming for games. So I spent all my free time to learn the basics of C#, and I'm sure that in the future it will help me to find the good balance between the needs of the gameplay & the programming abilities. This is the strengh of author/indie games, you know, when the time and money budgets are very limited.
So, is there no futur for Ama? No way! I wrote a prologue to the Ama's Lullaby story, and it is the opportunity to try an other approach. Maybe some of you will be disappointed, because the post-apocalyptic/survival side is absent in this prologue, you'll find "only" a 100% cyberpunk tone.
Today, the modeling process has already begun. Here is a spaceship that has an important place in the story.
More news to come in the future about the new gameplay and the story, stay tunned!
Ama's LullabySP/MP: Single-player
Release: In development
Genre: Tactical RPG
Release: In development
Divinity: Original Sin II - PvP could be the Game's unexpected Masterstroke
PCGamesN: PvP combat in Divinity: Original Sin 2 is great fun already:
Divinity: Original Sin 2's PvP could be the game's unexpected masterstroke
Divinity: Original Sin 2, along with letting you fight hordes of monsters, villains and innocent NPCs, will allow you to get in brawls with your own dear allies. The brand of co-op here has a competitive streak running through it, inspiring betrayal and the murder of one-time companions.
Unexpectedly, after two days of hands-on time with the game, I found that I’d been in more PvP battles than any other kind, not because there’s so much PvP – that really depends on who you’re playing with – but because I kept being drawn back to the arena.
Allies can transform into enemies anywhere, even in the middle of another battle, but in the town that Larian had created for the demo there was also a tournament organiser – a gateway to a more curated PvP battlefield, an arena designed specifically for players to duke it out inside.
I spent a lot of time in that dark, crumbling structure, surrounded by monolithic rocks and skeletons. It, like the rest of the demo, is a prototype, and perhaps even more experimental, as Larian weren’t sure if this kind of PvP would work at first. Yet it does, even in its barebones state.
The foundation, the combat itself, is likely the main reason. Aside from the graphics upgrade and new spell effects, it’s the change in action points that currently separates the combat in the first Original Sin and the upcoming Enhanced Edition. They’ve been reduced to four, while the action point cost of moving, attacking and using items has been likewise simplified.
Rather than streamline combat, in the pejorative sense, it makes turn-based fighting faster paced without sacrificing tactical complexity. Important decisions are still a dime a dozen, and with the addition of skill crafting, which allows you to combine spells to make new ones, like horrible invisible spiders or a gruesome downpour of blood there’s a hard-to-fathom number ways to approach a fight.
CEO and creative director Swen Vincke explained that, through spells and skills, they’ve been trying to open up more ways for players to manipulate the pen-and-paper-style ruleset. The team is putting together new spells and, perhaps more importantly, more spell combinations so that players will be able to employ them, both in and out of combat, to leverage more control over the environment.
I confess that, and I must apologise to my fellow PCGN writers, I did not leave many battles as the victor. I let us all down. I wish I could come up with some excuse, maybe even blame it on using a controller. Lamentably that was fine, and the game works surprisingly well even with the more condensed control scheme. I only have myself to blame.
With each defeat, I dusted myself off and dragged myself back in. Every fight, despite involving the same four characters in the same arena, managed to inspire memorable duels, unexpected comebacks and their fair share of surprises. They all felt improbably different.
The spells are what lets the PvP to conjure up so much variety, especially when used a bit creatively. In one tense duel, my character’s health became tethered to its foe’s. The spell meant that any damage she took, my Dwarf took as well. That was unfortunate, as he was only one fireball away from killing her. That’s when the random nature of the arena took over. [...]
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Cyberpunk 2077 - Bigger than Witcher 3 @ MCV
According to this article Cyberpunk 2077 is much bigger than the Witcher 3:
CD Projekt Red: 'Cyberpunk 2077 is far, far bigger than The Witcher 3'
Cyberpunk 2077, the next game from The Witcher developer CD Projekt Red, is the biggest title the studio has ever made.
The sci-fi-flavoured RPG was originally announced back in 2012, but the Polish outlet has remained quiet on specificities of the project since.
Now it has been revealed that the title will be ever grander in scale than the third and final entry in the developer’s sprawling fantasy series, The Witcher 3: Wild Hunt.
“Cyberpunk is far bigger than anything else that CD Projekt Red has done before,” visual effects artist Jose Teixeira told MCV. “Far, far bigger.
“We're really stepping into the unknown in terms of complexity and size and problems we encounter.”
The Witcher 3 became the fastest-selling game in the UK during 2015 upon its release back in May, but was overtaken by the launch of fellow open-world title Batman Arkham Knight one month later.
Teixeira continued by saying that The Witcher 3’s scope had helped the studio to refine its open-world formula for Cyberpunk 2077.
"The Witcher helped Cyberpunk quite a bit, because the game got so big and so complex that it really taught us,” he explained. “We really didn't know what was going to happen.
“If anything, working on The Witcher 3 was a really good and often brutal learning experience. Cyberpunk is going to benefit greatly from it. I can almost guarantee it.
"I have a lot of things that I want to change and do better the next time around, and I can guarantee that almost everyone in that studio has something that they go 'I did this this time, next time I can do it differently, I can do it better'.”
Unsurprisingly, Teixeira refused to give any clues regarding a potential release window for the title.
“The name of the game is Cyberpunk 2077, and we usually say the release date is 2077,” he joked.
Cyberpunk 2077SP/MP: Single + MP
Release: In development
Eitr - Hands-On Impressions @ Words About Games
Words about Games checked out Eitr - a hack'n'slash game:
EGX 2015 | Eitr Hands-On Impressions
Before heading to EGX this year I had never heard of Eitr. In fact by the time Sunday rolled around I was still only barely aware of its existence, having only glanced its booth half a dozen times on my way to various appointments. However it came with a high recommendation from a friend on Saturday night, so I vowed to go and play it blind, with no more information other than the fact that I had to go and try it. And I’m very glad I did, so my thanks to Jennifer if you’re reading this, for turning me onto a pretty great game.
My entire experience of Eitr was that of wandering around a dungeon, lost in the darkness, occasionally coming across random groups of enemies. I was looking for the chamber I had seen others find, the one containing the enormous and deadly boss encounter, but all I kept finding were skeletons, and even they were giving me a run for my money.
Eitr is a 2D action hack and slash game that, as it turns out, takes a lot of its cues from the Dark Souls series. In the game you are cast as the Shield Maiden, a woman whose fate is destroyed after Loki unleashes the Eitr, a black substance that covers the great tree Yggdrasil in darkness. The Shield Maiden must traverse the nine Norse worlds to unravel her fate.
While a comparison to Dark Souls seems obvious given the inherent difficulty found in Eitr, the similarities run much deeper. Combat, while taking place on a 2D plane, will feel very similar to anyone who has played Bloodborne or a Souls game. It’s all about precise timing, picking your spots and your opportunities to attack without leaving yourself vulnerable to a devastating counter attack.
Blocking (providing you have a shield) and dodging are your main tools of survival in Eitr, with both being tied to a stamina bar, along with each swing of your weapon, which requires constant management to ensure that you’re not stuck without the ability to attack or dodge at a critical moment. You’re also able to parry attacks, though this requires incredibly precise timing to avoid taking a hit, if successful it leaves your enemy open to a counter attack.
Of course there’s a lot more to Eitr than that. You’ll have access to potions for healing and special attacks, both of which are in limited supply and both of which you can replenish at campfires. Ingeniously enough you can also replenish your supplies by attacking enemies. If you die a roulette wheel spins to afflict you with a random negative effect for your next run, or be something positive to help you out if you’ve died numerous times, though this feature was disabled for the purposes of the EGX demo.
There was also an extensive looking inventory system at play in Eitr, though I only got to skim the surface of it. Most of the monsters I killed dropped some kind of loot, usually a ring of some sort, that offered special bonuses to health, attack damage and a variety of other stats. These items are, of course, coded by rarity. The rarer the item the more powerful its effects, though you already knew that of course, after decades of RPG conditioning. You are also able to sacrifice carrying a shield in your offhand for carrying a second weapon, which conveys the added bonus of extra attacks at the expense of being able to effectively block.
In the end I didn’t find the boss chamber. After twenty-minutes of wandering aimlessly lost in the deep, dark dungeon I found the campfire where I had begun my journey. I maneuvered the Shield Maiden back to the place that I had found her, and had her sit by the fire, slightly better equipped and more powerful for the next poor soul who decided to sit down and continue her journey through the dark, content in the knowledge that one day I would find the boss and get smooshed by him then, instead. At least that would be in private.
Eitr is due to launch in 2016 for PC and PS4.
Spotted by Eye!
Release: In development
Death Trash - Interview @ Bare Knuckle Development
Bare Knuckle Development interviewed the creator of the post-apocalyptic RPG Death Trash, Stephan Hövelbrinks:
This week we’ve been grafting and steadily making our way along this journey towards The Flawless: Art’s Tale but we always make time for our indie dev comrades. You might have already seen our post about Death Trash so you should know how cool it is. I had the chance to speak with its creator and here’s what he had to say… Read the full interview below. enjoy everyone!
Welcome to the Bare Knuckle Development blog!! Can you introduce yourself and your company?
Hello. I am Stephan Hövelbrinks, and I work on my own. I made a bunch of small free games. Several months ago, while making daily paintings, I stumbled upon this project and world Death Trash, which has now totally sucked me in.
For people who are new to Death Trash can you give us a quick introduction?
Death Trash is a modern post-apocalyptic roleplaying game with influences of cyberpunk, science fiction, horror, the grotesque and trash-talk humor. It will have many dialogues, unique characters, realtime combat, crafting and local co-op. Player freedom is emphasized and he/she should always find multiple paths to the goals. Survival in this unfriendly wasteland being one of the goals.
What has inspired you to make this game?
On the one hand is the first spark, the idea, of course. That happened while partaking in the Daily Art Streak on www.streak.club, trying myself in pixel art and isometric perspective. Then happened the Fallout 4 announcement and I made my own pixel version of a Fallout that could be. Making more pictures in the following weeks, the world manifested. On the other hand are all the influences. For the gameplay old roleplaying classics like Ultima 7, Planescape: Torment and Fallout. But also modern indie games and how they control and feel.
For the world movies like The Blood of Heroes (which almost no one knows anymore), Mad Max, Alien, Blade Runner, Terminator. The punk movement. The brutal worlds depicted in Death and Black Metal. The Doom and Quake games. My own love of diversity in people. The multitude in sexual preferences. The humor of classic point and click adventure games like Monkey Island and Day of the Tentacle. The writings of Robert E. Howard, Kafka, Dostoyevsky and even Hermann Hesse. If anyone would have said to me beforehand that there’s too much thrown together here, I would have agreed, but now, seeing the world of Death Trash unfold before my own eyes, it all makes sense to me. [...]
Death TrashSP/MP: Single + MP
Release: In development
Indie RPGs - The Quest - A dungeon crawling overhaul
Indie Retro News reports on The Quest getting a visual overhaul courtesy of RedShift Games.
Through last month I've been keeping an eye on Redshift Games Facebook page about the latest developments for their hi-res overhaul of the original dungeon crawling classic ' The Quest '. Well today we've been informed by our good friend Dan that this side stepping RPG, which is coming to the PC and iPAD looks even more impressive with the latest screenshots released by Redshift Games; makers of The Legacy, The Quest, Hero of Lukomorye, Mithril Horde, Escape from Asteroids and many others!
Caution is advised
A wizardly wizard
Monday - October 05, 2015
Fallen: A2P Protocol - Gift Copy for Early Supporters
Early supporters get an extra copy of Fallen: A2P Protocol:
Thanks for your Early Support! Please accept this gift copy from us.
It has been a while since we started developing Fallen (more than 2 years ago) and a while since we launched the first Early Access version, 6 months ago.
We are very happy on how things turned out with this project and we wanted to say thank you, to all our early believers and supporters.
Of course, since we launched the game, we had good and bad reviews, we exceeded some people expectations and some other people expected more, we had bugs that we could fix thanks to your feedback and most importantly "we shipped" the best game we could develop with the resources we had. Always being loyal to our initial vision and taking into account all the feedback we got from you.
Thanks to your feedback we could change a lot of things, features of the game as well as fixing bugs, tweaking the gameplay experience to what we believed was best for all of us that love this great genre.
For that Early Support and feedback we wanted to say thank you. But not only in the form of words, but also gifting you an extra copy of Fallen: A2P Protocol.
From now on, you will find a Gift Copy of Fallen: A2P Protocol on your Steam Account Inventory so you can send it to a friend that you think will enjoy our game, or trade it to another Steam user for a another game you want. It is up to you what to do with the gift copy.
This is our way of saying thank you besides...well... saying thank you!
Also we decided to extend this "gift copy" for a week on Steam, so if a new user buys a copy of the game until next Monday October 12th, 10AM PST he will get 2 copies of Fallen: A2P Protocol instead of just one, only for this week.
Fallen: A2P ProtocolSP/MP: Single + MP
Genre: Tactical RPG
Umbra - A Small Update
Here is some news about Umbra, although it actually is more about the team moving to a new office, that they now will increase their team size and should be getting some more work done.
We are very happy to come back to you today with some fresh news about our studio!
We had a lot of delays recently due to our office setup that took much more time than expected. We are now fully operational in our new place, and have started to work in a common place few days ago.
We are currently working on several side of the game. We are now running on CryEngine 3.8.3, and by jumping from a version to another, the game looks even better now !
We also took backer’s feedback in consideration since we improve performance a lot !
We want to thanks everyone who spend time on our forum to share ideas with us, some of them are very interesting and will be implemented in the final game !
Now that we have the proper place to work, we will be able to bring you more regular and frequent update! Stay tuned, and don’t forget to come on our forum to share your ideas for the project.
UmbraSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Home Free - Funded
The Kickstarter campaign for Home Free, the RPG with dogs has been funded. In the meantime there are also two updates for the campaign. The first update features the dog princess and the second brings us the news that a new stretch goal is available at $55K.
Wow, that was fast! I'm humbled, grateful, inspired, and tired but strangely energized. Home Free hit 100% in five days! The response to this project has been overwhelming. It's been extremely rewarding to see so many of you instantly understand what I'm trying to do with this project, and to want to join it with me.
And now it's really going to happen! Thanks to you, I get to spend the next year bringing to life my dream for the game I've always wanted to play. I get to spend my days doing the thing I love (making games) while looking at pictures of dogs, thinking about dogs, and making pretend dogs do pretend dog things on my computer screen. I hope I don't get tired of it.
But we're not done yet! I still have a bunch of ideas for ways to make this game deeper, more interesting, and more complete. To celebrate hitting our goal, I just added a new stretch goal at $55,000: NEW TRICKS! This is an idea for a mechanic I've had for a while, and I think we can get it done. If we hit this goal, Home Free will feature gameplay about that strange ritual dogs and humans have performed for millennia: humans hold up a piece of food, dogs stare in confusion and move their bodies around in strange ways until they get that food. Congratulations, dog, you just learned a new trick!
We have plenty of other fun stretch goals after that one, too! So please keep sharing the project with your friends and helping to spread the word.
What should you expect over the next 25 days? I have a bunch of behind-the-scenes updates planned. I have some cool and exciting announcements to make. And I think I have a fun way to start answering one of the most frequently asked questions I've been hearing: what new dogs are going to be in the game? Stay tuned for all that and more.
Hylics - Review @ Haywire Magazine
I don't know exactly what kind of game Hylics is, but here is a review for it:
Embracing the Incomprehensible in Hylics
Heather Alexandra finds contentment in Mason Lindroth’s bizarre take on RPGs.
I die for the third time. I watched my bones crumble and my face melt before awakening in an afterlife populated by flopping fish. Walking over to the dispenser, I deposit pounds of meat in exchange for Flesh. One of the fish tells me that the executive lounge is open to those who’ve died at least three times. I qualify. The lounge is nothing but a small balcony populated by a writhing lump of unknowable gender and a water cooler from ages past. I fill up a paper cup I found at the top of the mountain, its location first revealed to me by a churning machine that made me dream of the realm where I also found the Sage of Brains. I activate a crystal and warp back to reality. Or whatever passes for reality. [...]
Steam GamesSP/MP: Unknown
Release: In development
Inidivisible - Crowdfunding Campaign with Prototype
The recently started Indiegogo campaign for Indivisible raised $70K already out of a desired $1.5M in 7 hours, with some 40 days still to go.
Indivisible is a game developed by both 505 Games and Lab Zero. The latter also known (apparently) for the fighting game Skull Girls...
A free PC download of the prototype should help determining if this game is something to throw your money at.
The prototype was funded by 505 Games, and Lab Zero is using the prototype as a proof of concept to raise funds to continue development for Indivisible. Using Indiegogo, Lab Zero seeks to raise $1,500,000 and should they reach their funding goal, 505 Games will match the rest of the development budget needed to complete the game.
Indivisible is a new RPG IP, starring Ajna (AHZH-na), a girl who sets out on a globe-spanning journey to discover the truth behind her mysterious powers. On her quest, she is joined by a variety of unique heroes and gains new abilities to traverse the environments and defeat the enemies they encounter along the way. Built with the unique characters and gameplay depth Lab Zero is known for, Indivisible takes a fresh spin on action/RPG gameplay, featuring a deep storyline inspired by Southeast Asian and other world mythologies. Lab Zero’s trademark feature-quality 2D hand-drawn animation and a lush soundtrack from legendary Secret of Mana composer Hiroki Kikuta further enrich and enhance the game.
Dungeons 2 - A Song of Sand and Fire DLC
This one is especially for the Mac lovers amongst us who also happen to like Dungeons 2 well enough. Its DLC, A song of Sand and Fire is now also avialble on a Mac, so you can continue playing with some new combat missions.
Three scorching hot new combat missions sees the Dungeon Lord go head to head with a new foe
Bracknell, UK, 5th October, 2015 – The day in the life of the Ultimate Evil is never dull. With the daily grind of managing all those minions and facing off against hordes of demons, orcs and pesky humans not to mention the dragons, life can be pretty intense. Just when you thought it couldn’t get any busier, today sees the release of the second Dungeons 2 DLC ‘A Song of Sand and Fire’ for Mac via an in-app purchase from the Mac App Store. Hold tight, it’s going to be a hot one!
On a tour of the world of Dungeons 2, the widely-travelled Dungeon Lord finds itself in a scorching desert in this blazing hot new DLC. An insane priestess is on the loose, burning anything and anyone at the stake. Will the possibly-flammable Dungeon Lord and it‘s minions also fall victim to the flames? Or will the Great Evil One be able to survive this ordeal and save itself from an untimely, charcoal-broiled end?
With over 10 hours of gameplay across three incendiary missions, ‘A Song of Sand and Fire’ introduces new fiery opponent variants with their own special abilities. The ‘Song of Sand and Fire’ DLC is available today via an in-app purchase for the Mac App Store version for £2.99/€3.99/$3.99.
Dungeons 2SP/MP: Single + MP
Shenmue 3 - Interview @ Eurogamer
Yu Suzuki is interviewed by Eurogamer about Shenmue 3, the events leading to where we are now and that more money would be welcome.
Shenmue 3's Kickstarter has been, by any reasonable measure, a success. Within 102 minutes of going live, it had raised $1m - earning itself a world record for being the fastest game to break that barrier via a crowdfunding platform. By the time the campaign finish, with $6.3m pledged, Shenmue 3 had become Kickstarter's highest-funded video game project. Despite those numbers, though, and despite that success, there have been concerns for Shenmue 3. The original games were grand, sumptuous productions with a reported budget of $70m at the time - raising the question of whether Shenmue 3 can match fan expectations with relatively limited means.
"Kickstarter's not the only source of money," says Suzuki. "There's also funding from Sony and Shibuya Productions. Before we started Kickstarter, we had goals set around the budget - so if we only got $6 million, we'd create Shenmue 3 based upon what we could do with that $6 million." During Tokyo Game Show, the option to back the game via PayPal was announced, another revenue stream for Shenmue 3. "We're still trying to gather funds. Obviously, the more money we have the more we can do. Even if we don't get as much budget as the previous games, we'll still make this game."
Can Suzuki make the game that he wants, though, with the resources and technology at hand? "I could do with a bit more money! The game itself doesn't have to be gorgeous visually - a lot of the money these days goes into the graphics. If we perhaps compromise on the graphics and put more into the story, we can make a good game. The most important thing, to me, is that the game's interesting, and that it's something people want to play."
Shenmue 3SP/MP: Single-player
Release: In development
Massive Chalice - Review @ Garbage File
Garbage File checked out Massive Chalice and like the game, but feel something is missing as well.
The oddest but biggest problem I find with this game is the wasted potential. There could have been more maps, more classes and more customization. Not to say I didn’t like the game, I don’t waste 6 uninterrupted hours as a godly trophy for no good reason, but I kept thinking “I wish I could do X”. I am not talking about complex thing here, there are always theoretical improvements to a game which in practice are not worth the thing, but little things like being able to make my own house. I want the “Defective Inspectors” to rule the realm, wielding Caber’s like blood thirsty maniacs, I want to feel SHAME when one of my kin does something stupid and PRIDE when the final strike finishes the battle. I feel like there is a missing connection with my characters and it falls short. For me the 300 year war is the end goal and the death toll is simply a number of broken eggs in my quest to make the world’s oldest omelette. In X-Com when my favourite mechanical unit “Talos” died I almost lost it, I didn’t play the game for a week because I was THAT annoyed a lucky shot killed him. This request is constant however and has yet to be implemented which is a HUGE shame really…
It all comes down to what you wanted from the game, when I started playing I had no idea what to expect beyond a giant solid demitasse controlling bloodlines. While I got exactly that I felt like I needed more, like something is missing. What I must say it there I still hope, Massive Chalice has mainly been occupied with a behind the scenes video “Massive Knowledge” which has yet to be completed, I suspect once that is done we may get what we want, or at least Steam Workshop will open up…
Massive ChaliceSP/MP: Single-player
Genre: Tactical RPG
Release: In development
After Reset - Patch #091215 Released
Format92 noticed that we missed the patch update for After Reset from last month, so here it is:
It's been rat-racing for months and we haven't a day off since our last update. There are dozens of challenges and emergencies that we faced, and they’ve all been sorted out. I’ll share them with you as I did in our closed (backers only) report for our successfully completed project "The Fall of Gyes." Yet, even now I can say that we faced the theme’s core challenges: the human factor, and of course money (in keeping the quality of our indie development on AAA level).
Similarly to our TFoG project, I more than doubled our collected funds from personal investments so we can keep the RPG dream alive and at the high level of quality we want. Likewise, as it was for the first project, it‘s the fans who encouraged me to make such a dedicated decision. The support you’ve shown us on Steam Early Access even in our current stage of development made this an easy choice. We can’t believe in the project less than our fans, right?
Right before the release of this patch I found our archives of various builds of the game showing how the game would look like without your support. We'll share them in the next update.
AiCola asked the relevant question on our Steam forum: "How much % of the prologue work is done?"
I bet, everybody is concerned about it too. Well, about 87% of the prologue is done. We’re at 95% completion for the programming side of things, and we have all models, dialogues, most of the voicing, audio, items, full gameplay, and full mechanics completed. We're back to assembling all that through programming right after posting this update.
For a complete overview hit the link above.
After ResetSP/MP: Single-player
Release: In development
Arcanum - Review @ Hardcore Gaming 101
A sort of retrospective / review of Arcanum popped up at Hardcore Gaming 101.
[Arcanum] lies on the extreme end of the spectrum which runs between "boring but polished" and "ambitious yet buggy". Arcanum is very ambitious and very buggy. It's a logical evolution of 1990s computer RPGs, amplifying both their strong and weak points. At its best it's a narrative-heavy game (..). At its worst it's a tedious struggle against the enemies, the interface and the AI. It's a game that was clearly designed with a hardcore audience in mind. It has everything CRPG fans love (complexity, non-linearity, dice rolls, mod support).
Despite it's many issues, Arcanum is still a game worth playing. When it comes to narrative freedom and atmosphere it's one of the best and it deserves its place among the likes of Fallout, Baldur's Gate II andPlanescape: Torment. But when it comes to dungeons, combat mechanics and general polish, it's very lacking. Still, the good far outweighs the bad and almost anyone who has played the game remembers the story and the world even quite some time after playing the game.
CRPG Addict - Review Roundup (Part Nineteen)
In this week's recap of early reviews by the CRPG Addict we have only one game he'd actually recommend by his own criteria: Buck Rogers: Countdown to Doomsday. One of the Gold Box games, of course. Naturally that doesn't diminish the historical influence of other games, particularly those very early ones that but hinted at the role-playing goodness to come.
Buck Rogers: Countdown to Doomsday (1990)
The game was almost the perfect length, and although I eventually found combat a little boring, I can't say I was ever bored with the game overall. (..) on the whole the difficultly level was pitched just right. (..)
The final score of 46 sits 14 points below Curse of the Azure Bonds and 10 points below Champions of Krynn. As I said before, most of my satisfaction with the game comes from the Gold Box engine itself, but this setting didn't make the best use of that engine, and it simply doesn't strike me as a great setting for an RPG in the first place.
Lords of Chaos (1990)
"Scenario" games occupy a minority of RPGs. The others on my list so far have been Sorcerian, Paladin, Eamon, and SwordThrust, and I haven't been captivated by any of them. (..)
The final score of 28 puts it below the threshold (35-40) at which I really recommend a CRPG. I again want to emphasize that this game's primary purpose is not to be a CRPG, and thus it isn't the developers' fault that I'm playing it as part of a pathological quest to hit every game tagged as such on Wikipedia or MobyGames.
Elvira: Mistress of the Dark (1990)
At it's core, Elvira is an adventure game, not an RPG, and like many adventure games of the 1980s and early 1990s, it has the virtue of brevity. It took me about six hours to fully explore it and figure out the puzzles, and another two and a half hours to win it with a fresh character. (..)
That gives a final rating of 29, which sounds like I didn't like it very much, and I didn't--as an RPG. It's a decent adventure game, the presence of Elvira notwithstanding, but it lacks the combat, economy, and equipment that would have made it a true hybrid.
Dark Designs I: Grelminar's Staff (1990)
Dark Designs is an unpretentious, short, somewhat satisfying little diskmag game that distills the most common RPG themes into a nice package. It doesn't break any new ground, but I don't think that was its goal. (..) The final score of 31 is pretty good for a diskmag game. It's a little below what I'd put on anyone's "must play" list, but it's certainly good enough to pass an afternoon (..)
Vampyr: Talisman of Invocation (1989)
The game offers too few tactics to justify the raw difficulty of the monsters you encounter. Dungeon exploration is a frustrating, thankless experience, as you never find anything but a few key NPCs and a ton of random monsters along the way. Though in appearance it evokes Ultima, it has no complexity in its inventory, economy, spell system, or NPCs. (..)
The final score of 28 puts it lower than the threshold at which I typically "recommend" a game (which is around 35). It was certainly worth a look, though, and if they ever stumble upon this entry, I congratulate the developers for accomplishing this much at such a young age.
Another top-down dungeon crawler, a clear adaptation of "pedit5" (..) The final score of 16 makes the game not as good as Moria or Oubliette--it simply doesn't have enough content--but still fun in its own way.
Avatar is impressive now and must have been mind-blowing in 1979. It draws from the best elements of the PLATO games that preceded it (particularly Oubliette, but also Moria and Orthanc) and anticipates games to come, including roguelikes and MMORPGs. (..) Avatar ends up with a score of 32 on my GIMLET to Oubliette's 31.
Dungeons and Dragons (1980)
The game is the very definition of "forgettable," and its omission even on a "comprehensive" list of RPGs would be perfectly understandable. (..) I give the game an 10 in my GIMLET, with 0s in the "NPC" and "economy" categories, 2 in "quests" and "gameplay" and 1 in everything else. It simply doesn't have enough RPG elements (especially character development) to be a good game.
Hellfire Warrior (1980)
The enterprise took me about eight hours. I'm giving the game a 20 on my GIMLET scale. Its best scores are 3s in "encounters" (the monster and room descriptions add a lot of atmosphere), "equipment," "character development," and "gameplay" (I like the choice of levels and the overall nonlinearity). It does poorly in "NPCs" (there are none) and "quests" (I don't like that the game doesn't really acknowledge the quest in-game) and "graphics, sound, and interface." Combat remains disappointing in the series, which continues to exclude any magic.
Apventure to Atlantis (1982)
It's not much of an RPG. The combat is almost entirely action-based rather than attribute-based, the inventory is all for puzzles, and the character development is extremely limited, consisting only of wizards "leveling up" from casting spells. (..) The final score of 25 makes this the highest-ranked of the Clardy "Campaign" series. It was fitting end to a group of early games that featured some interesting elements but didn't have a lot of impact on the development of the CRPG genre.
The Caverns of Freitag (1982)
Freitag is a minor title, even for 1982, and it only earns a 15 on my GIMLET scale. Its economy, creatures, interface, and quick gameplay are worth a few points. I think it's impressive what Shapiro was able to accomplish as a young developer working alone, but I'm glad we're in an era in which the success of Wizardry started producing CRPGs of greater depth and complexity.
Dungeons of Daggorath (1982)
Dying in Daggorath is a memorable experience. It can happen from enemy's blows, attacking too quickly, or even just running down a corridor too fast. Your heartbeat gets faster and faster and suddenly the world fades. (..) it's a wonderfully tense period in which you're wondering if you've died or if you'll shake it off and live to fight a little longer. (..) On my standard GIMLET scale, it does okay in the areas of combat tactics, sound, and overall gameplay, but even with a bonus of 3 points for its original elements, it ends up with a measly final score of 22.
Warrior of Ras, Volume One: Dunzhin (1982)
Warrior of Ras, Volume One: Dunzhin begs to be bred with some other dungeon crawler of the era, like Temple of Apshai or one of the Robert Clardy or Stuart Smith games. It has some ideas too good to ignore, but it lacks too many RPG elements to fully enjoy as an RPG. (..) In a GIMLET, I can only give it 22 points, including a couple of bonus points for its innovations.
Sword of Fargoal (1982)
Sword of Fargoal is an audio treasure chest in which every effect is a gem, (..) making it one of the only games of the era that I wouldn't dream of playing with the sound off. (..) Although it's fun, innovative, and charming, Sword of Fargoal isn't much of a role-playing game under classic definitions, and it doesn't do terribly well in the GIMLET, earning only a score of 19.
Explanation of the the final score: The GIMLET.
Sunday - October 04, 2015
Tales of Zestiria - Watch the PC livestream
Tales of ZestiriaSP/MP: Single-player
Release: In development
Rebel Galaxy - Release Date and Trailer
The swashbuckling space-adventure Rebel Galaxy will be released on October 20.
Here's the trailer:
Rebel Galaxy is a swashbuckling space adventure, with action-packed combat, exploration, discovery, trade, and “negotiation” with the outlandish denizens at the edge of the known universe.
Rebel GalaxySP/MP: Single-player
Release: In development
Dead in Bermuda - Review @ ModVive
Dead in Bermuda Review –
Addictive Survival Gameplay at its Finest
Survival is one of the basic human instincts; No matter what people say, most will do whatever it takes in order to survive. It is rare for this to be accurately captured in a video game, many have tried to capture the urge to survive yet most have failed.
Dead In Bermuda does not fail in this endeavor, and shows a realistic fight for survival that will enthrall fans of strategy games, resource management, and multitasking.
Dead in Bermuda | Story
Dead in Bermuda tells the story of 8 survivors of a plane crash, who are marooned on an island that is tied to an ancient Atlantean prophecy.
Dead In Bermuda has a definitive “choose your own adventure” style event system, as well as a relationship system in which characters’ relationships grow and change in a variety of ways (including romantic ways) that will impact how the story and how the characters’ experiences unfold.
Each of the survivors can die as well, so it is up to the player to make sure they survive and to be sure that the mystery gets solved.
Dead in Bermuda | Gameplay
At its core, Dead in Bermuda is a survival simulator mixed with RPG elements. Each of the player’s 8 survivors can die from hunger, depression, fatigue, sickness, injury, or lack of water.
This requires the player to not only manage their resources, but also interact with each character so that the more emotional aspects of their well being are taken care of.
Dead In Bermuda is procedurally generated each time the player launches a new game, which means that each survivor’s stats, traits, skills and dialogue change each time you play (as well as items the player collects and the in game map)
Dead in Bermuda | Final Verdict
Dead in Bermuda isn’t perfect; it is slow in some places, has some frustrating mechanics, and the genre it falls in isn’t for everyone.
However for any fan of survival based games and resource management, Dead in Bermuda is an experience that should be enjoyed.
Score: 90% - Outstanding
Bottom Line: Dead in Bermuda is an immersive survival experience that any fan of story based survival games should experience.
Dead in BermudaSP/MP: Single-player
BattleTech - Kickstarter Update #4
Another Funding Goal Hit!
Two New Backer Mission Rewards Unlocked!
Update About Add-Ons!
And Some Stage 3: Expanded Mercenary Campaign Talk!
Wow! Our Kickstarter is only 3 days old and you’ve already hit our next Funding Goal. Thanks to your generous support, we’re able to add voice acting to the game! Hell yes!
GBC Mission Report #2
Since our Alpha Strike Mission Results, the Global BattleTech Community has managed to unlock THREE more Rewards:
- We're adding the Eridani Light Horse, including MechWarriors, as an enemy unit you can fight in the Stage 1 Skirmish Game
- We're adding the Kurita Sword of Light , including MechWarriors, as an enemy unit you can fight in the Stage 1 Skirmish Game
- And we're adding a SECOND Live Streaming Twitch Q&A session with Jordan, Mitch, and Mike
We should also point out that thanks to the Global BattleTech Community, a SECOND Michael A. Stackpole e-novella has been added to the $50 Reward Level. And if more Backer Missions are completed, a third and fourth e-novella can be added, too!
And remember - if the GBC is able to earn 60 pts, Mr. Stackpole has agreed to drop the e-novellas and commit himself to a FULL LENGTH 3025 SUCCESSION WARS ERA NOVEL.
We’ve gotten a lot of feedback on our Comments page about Backer’s desire to purchase Add-Ons and support the project. We would LOVE to be able to offer all sorts of cool BattleTech physical goodies for you to purchase but unfortunately, right now we can’t.
While we are able to offer some sweet physical rewards as a THANK YOU to Backers, we don’t have the rights to SELL physical goods to you in the form of Add-Ons. We’re working on it, though, and hope to be able to offer some cool physical Add-Ons before our Kickstarter campaign is over. If and when it happens, we’ll send you an Update ASAP!
But we did hear that you also want DIGITAL ADD-ONS, so that you can buy copies of BATTLETECH for friends and family. So we're very happy to add that!
Always Read the Fine Print
One of the more treacherous elements that we’d like to include in the Stage 3 Expanded Mercenary Campaign is negotiating contracts with potential employers - who can be anyone from the leader of a local farming cooperative, to the crown prince of a Great House.
We are currently thinking that mercenary contracts will contain a variety of clauses or terms that can be negotiated. For example, you might trade a higher initial downpayment for increased salvage rights on a given mission. Or, insist that the client provide some of their own military support for a particularly dicey operation, in exchange for a reduction in fees for completing a mission objective.
Genre: Tactical RPG
Release: In development
Pixel Noir - Hands On @ Cliqist
Cliqist checked out the Pixel Noir demo - some first impressions:
I'll be honest. Until now I had yet to see an RPG tackle film noir tropes. With Pixel Noir that’s changed and I decided to give the demo released for it a spin. And I have to say that the very little bit shown shows plenty of promise. While the story would probably have suited a medium like adventures better I do really like the approach that the developers are taking with this.
So, as with any good noir story, the demo starts out with a hungover Detective as he answers a knocking at his shabby apartment door. Yes, that’s the character’s name. I’m assuming that it’s a placeholder for right now and that you can rename him whatever you want when playing the full game. Anyway, you’re greeted by a client known only as “Deuce” who wants you to track down someone that’s gone silent. You pretty much have no choice but to take him up on it and you leave for the local bar.
Here’s where it stops being just another pixelated story using an RPG overlay. You get your first taste of combat in the alleyway behind the bar. And, like most turn-based games of its type you’ve got an “active time battle” system complete with standard attacks, special abilities, and items. You’re pretty much limited to using your gun and going on a “coffee break.” I didn’t use the latter but I can only assume that it’s an HP restorer.
The demo for Pixel Noir then continues as you smack the information out of the dude riddled with bullet holes and he leads you to a warehouse down by the docks. So, of course you head down there and meet up with your quarry. Who promptly tells you that things are afoot and that he’s being hunted by the same people that hired the Detective to go looking for him. Then the crap really hits the fan.
Deuce promptly shows up in the middle of the conversation, says that both parties have reneged on their “contracts” and that payment is off. Then shoots the guy that we’ve been tracking down. Followed promptly by our “hero” getting a headache and starts to see things that belong in a nightmare. Which, presumably, is tied to whatever happened to his old partner years ago that sent him to prison. It’s not really stated in what we’ve got to play around with.
Here’s what I love about what I saw with Pixel Noir so far. While we’ve barely scratched the surface and only taken on one case it does set the stage for what’s to come. It plays out just like most 16-bit titles from the past, right down to the turn based combat. Which actually works. Sometimes a shoot-out is inevitable, particularly in detective stories. It’s not easy being a down on your luck gumshoe taking whatever comes through your door, and despite only being about a half hour long it gives us a taste of what to expect. I really do look forward to seeing where they take our Detective once the game releases.
Red Solstice - Two new Reviews
Our Eye found two reviews for the The Red Solstice:
The Red Solstice Review
The Red Solstice is a tactical action RPG with all of your favourite features, minus all the unnecessary crap. Nkidu games is known for their solid releases that never (up until now) disappointed the PC-gaming community and this game is no exception.
Mars, year whatever (something in the future), you’re on a planet that isn’t earth (duh), but has been inhabited by humanity (I think it’s Mars or something). A catastrophe happened and now everything is in shambles and full of ugly creatures that are just waiting for you shoot them down. So yes, there is a story, but let’s face it, it won’t compel you, which – to be honest – fits the genre quite well. You know what else fits the genre? Everything else. The characters are visualised stereotypes, starting with the buff commanders who talk with a deep and ever so manly voice (I don’t think I need to mention the obligatory cigar in the splash picture) and ending with the petite females doing all the healing (they would make such caring mums). Neither visually, nor story-wise the wheel is being reinvented, but hey, why change something that works, right?
While some games of this kind get boring after a couple of missions where you use more or less tactics to run and gun your way through different kinds of hostile waves, TRS mixes the pace of the missions very well. A slow and hard tactical mission, where it will take you a fair amount of time to fight through the map is followed by an easier mission where the use of heavy gunners replace the need for tactics a fair bit. In most of the missions you will also have to face distinct challenges that need to be considered and worked around.
The Red Solstice delivers. You get what’s advertised and that is perfectly fine. If you enjoyed titles like XCOM, Diablo and sometimes think back to 2004’s “Full Spectrum Warrior” with a warm nostalgic feeling, then you will undoubtedly enjoy this game and it’s tactical RPG-styled gameplay. Amongst all the indie games and open software The Red Solstice might just be the most well-rounded and solid piece of software installed on my PC.
Being a marine on Mars has never been a particularly easy job. There’s always demons or resistance fighters swarming over the barren landscape, or, in the case of The Red Solstice, there’s both resistance fighters and a virus sweeping through an outpost turning everyone into violent monsters, and it’s your squad’s job to find out what’s going on and how to stop it.
The Red Solstice is a top-down, tactical game where you guide a squad of four marines through a Mars base while monsters assault you from all sides. The action is mostly in real time as your marines automatically shoot incoming enemies, but you always have the option to slow time to a crawl and strategically position and micromanage your soldiers. I quite enjoyed this mechanic and it worked quite well with the difficulty, as it forced me to assess whether it was time to run and gun or entrench my troops and weather the storm.
There are also RPG elements which allow you to customize your soldiers’ classes, stats, and weapons as you level up, though the stat boosts are so small they go mostly unnoticed.
The main campaign isn’t that long, consisting of ten missions, but there are quite a few difficulty levels and a side campaign that can be heavily customized and played solo or online. The matches consist of a grace period in which you explore the map and gather items before sending waves of enemies against the players while they attempt to survive, guard objectives or capture territories.
Despite its real time nature, its mobility accessibility is quite good. The hearing accessibility, too, is fine in-game, though it lacks subtitles for the few cutscenes. The largest problem is with the visual accessibility, as the font for subtitles and ability descriptions is small and difficult to read.
- Challenging, tactical gameplay
- Many useful game assists offset the mobility issues of real time maneuvering
- Heavily customizable side missions and multiplayer campaign
- Cutscenes lack subtitles
- The font is miniscule and difficult to read
- Some unnecessary uses of the keyboard that complicate mouse-only play
Red SolsticeSP/MP: Single + MP
Saturday - October 03, 2015
Undertale - Highest Rated PC Game Ever @ Forbes
You still haven't bought Undertale? - read this Forbes article:
A New RPG Developed By One Man Just Passed 'Half-Life 2' To Become Highest Rated PC Game Ever
I think everyone has a friend like Josh Knowles. You know, the enthusiastic gamer who’s always pulling for the underdog developer, constantly planting bugs in your ear about the next big thing that’s slightly off the radar. When he told me in no uncertain terms that I had to check out a new RPG called Undertale, I feigned interest and mentally added it to the massive list of games I want to play but, realistically, will have no time for during the holiday release onslaught.
A few days passed and he bugged me about it again. “I’m legit emotionally invested in this game,” he said. “Also, no big deal, but it’s the highest rated PC game of all time, so, maybe give it a shot?”
I pointed my browser to Metacritic and sorted all PC releases by score. There it was in all its green glory. A 97, dethroning Valve’s Half-Life 2. Surpassing Grand Theft Auto V. Coming in above Mass Effect 2, Portal 2, and Skyrim. But unlike those blockbuster AAA titles, Undertale was developed by one man. Toby Fox. It costs $9.99, and was crowdfunded in 2013 to the tune of $51,124.
Here’s a sampling of the reviews thus far:
- “Undertale is one of the best roleplaying games I’ve ever played, and I do not say that lightly.” ~Jim Sterling via The Jimquisition.
- “The fact that this is basically a one-person project only makes it more impressive, from the excellent use of simple graphics to convey emotion, to the fantastic lo-fi soundtrack. It may or may not be the best RPG you play this year, but it’s certainly going to be one of the most worthwhile—as memorable as anything in, say, The Witcher 3, and every bit as worthy.” ~Richard Cobbett via PC Gamer.
- “Undertale provided me with many hours of laughter, happiness, and warm, fuzzy feelings, all the while surprising me with some truly sad and shocking moments out of the blue. It’s the kind of game that I’ll want to replay many times in order to see how all of the various choices play out, and I’m sure I will remember it fondly for years to come.” ~Ben Davis via Destructoid.
- “Undertale is a spiritual successor of many games – Earthbound, Chrono Trigger, even drawing inspiration from more modern indies like Cave Story. Yet Undertale manages to stand on its own despite those games, and create something that will feel inherently nostalgic, soothing, and sentimental, regardless of your prior experience.” Eric Van Allen via Gaming Trend.
Based on the reviews I’ve skimmed and the gameplay footage I’ve watched, Undertale is dripping with memorable 8-bit music, a quirky and endless sense of humor that pervades ever facet of the game, and a reverence for the classic games (and gaming references) we grew up loving. Perhaps most importantly, it seems to be eliciting the kind of emotion and attachment that’s rare even with hundreds of developers at the helm.
I acknowledge that Metacritic is a joke in some circles, but it still remains incredibly relevant to everyone involved in the industry. It also makes for one hell of an impactful headline…
Still the fact remains that one-man indie developer Fox has pulled off a monumental achievement. It certainly looks like a game worth experiencing, and potentially worthy of inclusion in your Game of the Year discussions.
Next time the Josh Knowles in your life urges you to check out that unknown game, consider making room on your calendar? And note to self:
Stop ignoring indies.
Mount & Blade II - Interview @ Games Totalwars
Eye spotted this interview with with Armaganom Yavuz about Mount & Blade II: Bannerlord.
We present our new interview with Yavuz Armaganom about his new creation - Mount & Blade 2 Bannerlord II.
(For translation thanks Sasha Alexander from our group Vkontakte.)
Reporter: Could you tell us more about TaleWorlds? How great team?
Armagan: My wife and I founded the company in 2005, and over the years it grew, we now have more than 50 people. We are very passionate about games, and our core philosophy of creating games that we would like to play themselves.
Reporter: What about game development in Turkey?
Armagan: Development of a video game is a new sector for Turkey and there is still a shortage of experienced game developers. On the other hand, there are a lot of passionate young people who want to make a career in the gaming industry and we are fortunate to have the opportunity to work with a young and talented team.
Reporter: Why Bannerlord? Does the name "Bannerlord" subcontext?
Armagan: We probyvali different names, and we felt that it was the name of Bannerlord unikallnym. An important role will be played by the family and retainers. We'll talk about it soon! And, of course, as the game is now called Bannerlord, we were obliged to sdobavit editor banners.
Reporter: As the game will look like as a whole, it will be more like the first part, or it will be something new?
Armagan: The Bannerlord will be a lot of changes compared with the first part of our game, but the point of the game will be the same. We walked all over the mechanics of the game and the campaign tried to change the design of every detail, so that the campaign will igrkom smoothly plunge into the game world. In addition, there are significant improvements in animation and combat system. Improved graphics This is only onachalo.
Reporter: What is the most significant improvement in Bannerlord from the previous game?
Armagan: Frankly, we expect that the views on this will vary from player to player. We commit the same time every aspect of the game.
In general, one of our most important goals is exploring various aspects of the game.
A new game engine, New Horizon
Reporter: From the developer blog, we learned that you are using the "indoor game engine." On soklko it good for?
Armagan: We are very proud of our new game engine which we developed from the ground up for quite a long time for Bannerlord. It has a very easy to use and powerful editor, as well as the latest technology such as DX11, natural shading, aggressive use of multi-threading, and many others. Unfortunately, far too early to give exact figures, but it will be very well optimized, and we hope it will serve us and our community for many years.
Reporter: Many question arises on account of the size of the battle. I have confidence that my GTX660 can survive with 500 hundred people / horses in battle. Will work smoothly on medium game configurations?
Armagan: Performance is a priority for us, we want to see in our game, playing as many people as possible. We're trying to do that all the graphics settings can be changed, so have the players with less powerful configuration could also naslazhdatsya game. In addition, Bannerlord come a large number of performance improvements in comparison with the Warband, including the active use of multi-threading and re-design of some calculations.
We have not yet decided what will be the minimum requirements, but GTX660 definitely will play in the main settings.
Reporter: The game will be as friendly to the modders as the first part?
Armagan: Actually, we strive to modding was easier in general. This is one reason why the development of the game took longer than we expected, the system that we have come up with not only work well, but should also be easy for modders.
Reporter: The game will be more focused on multiplayer mode or single player? Will the repose of character development in the style of MMO and whether the multiplayer part of the arena or «Online campaigns"?
Armagan: We have a high standard that we strive vyderzhatv single-player and multiplayer games. For us it is not a matter of choosing one over the other. Both modes must conform to our expectations. Unfortunately, we can not disclose additional information on additional networking opportunities at this time, but the style of the game arena, of course, is not going anywhere. There will be no character development MMO style in the classical sense, as it significantly violates justice and sporting interest. However, players will be able to monitor your progress and feel without getting an unfair advantage.
Reporter: Bannerlord will be the same as the open world in the first part? If so, you increase the scale?
Armagan: The Vannerlord certainly have a map of the open world. We still decided to scale proportions, but I can say that the area of the card is approximately four times the Warband.
Reporter: Your team tries to bring more strategy to the game. Will it be done in Bannerlord in Total war?
Armagan: Bannerlord will have a large number of improvements in the management. AI It will also be greatly improved. The main focus of the game is still on a dive in his own character, so the battle will never feel like in a conventional strategy.
Mount & Blade IISP/MP: Single + MP
Release: In development
Pixel Noir - Kickstarter Update #7
The Kickstarter campaign for Pixel Noir is making its way through the stretch goals:
Folks, we have been doing an amazing job - blasting through our first two stretch goals in a couple of days! Thanks to you, both an Xbox One port and NEW GAME+ are officially unlocked! It happened all so quickly that we didn't even get a chance to tell you all about our plans for NEW GAME+! Well, we'll save that one for a future update :)
Our current stretch goal is the card mini-game. At the time of writing this update, we are amazingly a mere $75 away from having this in-game!
With 20 days still left in the campaign, I think it's safe to say that you guys are absolutely DESTROYING these goals one by one :O