Sword Coast Legends
Sword Coast Legends Community Interview
We asked our visitors what they wanted to ask about Sword Coast Legends and this is the result
» Continue reading the article...
Dex - RPGWatch Review
Aubrielle hits the streets with Dex, the brand new sidescrolling cyberpunk adventure from Dreadlocks.
» Read the article
I can't choose
I don't do franchises
I don't like Bioware
Wednesday - May 20, 2015
Witcher 3 - Gamasutra On a Successful Open World
Gamasutra author Phill Cameron analyses why the CD Projekt Red's implementation of a believable open world in The Witcher 3: Wild Hunt is a smashing success. A random snippet:
It makes sense that villagers wouldn’t know the technical name for a monster, especially if it isn’t a common one. It makes sense that a big portion of a Witcher’s job is actually dealing with superstitious, uneducated townsfolk rather than necessarily monsters. There are multiple occurrences of Geralt needing to counter ignorance rather than a blade, which often could be interpreted to be cheating you out of a combat encounter. Combat which itself is diffident to the world far more than the player.
Psychology of Game Kickstarters @Gamasutra
Gamasutra published a blog post titled Psychology and Video Game Kickstarters. Here's the intro to the second of three main points:
Social Proof: Pump Up # of Backers As Early As Possible
The second element of a Kickstarter pitch page that I suspect most people notice is the collection of stats about number of backers and how much money they've pledged. This information is critically important in the first days of a campaign, as it can mean the difference between a trickle that never reaches its goal and a flood that blows past it. Because if we're browsing Kickstarter projects, we're probably more likely to back those that we see others backing, especially early on.
Kickstarter - Asking for Less than You Need is Risky
Developer Katie Chironis wrote a highly interesting piece for Polygon analysing the Kickstarter bubble and the risks of asking only for a small part of your game's budget: 'Big indie' Kickstarters are killing actual indies.
Bloodstained isn't a story of the little guy triumphing over big publishers; it's the story of a campaign that had millions of dollars of funding before the Kickstarter began and the help of multiple companies handling the logistics of the campaign. They asked for $500,000 to prove a point, not fund a game. The issue is that campaigns like that cause members of the community to believe that $500,000 is all you need to create large-scale experiences.
When you ask for half a million dollars when you really need $5 million, it becomes impossible for games with realistic budgets to survive. It’s not that people don’t understand what a game costs, it’s more that Kickstarter is actively distorting people’s understanding of a sane budget. The ecosystem is being poisoned for projects that need to raise their actual, workable budget for a game.
If you are considering to back a Kickstarter or even launch your own campaign in the future, you should head over to Polygon to read Katie's article.
Gamasutra - The Usability of Bloodborne
Gamasutra posted a bunch of interesting articles. The first is a blog post showing by example why a hard game - Bloodborne - and good usability are not a contradiction.
The corpse run mechanic
Another keystone of usability is being forgiving and allowing for error recovery. Bloodborne doesn't allow much flexibility outside of its core, consistent, rules, but the corpse run mechanics do give players a second chance. Especially given that dropped blood echoes (that drop when you die) tend to be placed a bit back from where you actually died. They also are friendly and spawn at the top of cliffs/bottomless pits. The assigning of blood echos to enemies can add a wrinkle to this (particularly if they patrol), but again Bloodborne clearly shows this has occurred via the glowing eyes and also is nice enough to not have bigger monsters and bosses absorb your blood echoes in this fashion. Personally, I recovered my shards more often than not. After-all, I had already got to the spot where I dropped them before and given the consistency of the game it usually wasn't too hard to get back there. Then of course, there is the huge full screen message when you reclaim your echoes. Unmissible feedback for an important moment. Good stuff.
Witcher 3 - Review @Eurogamer
Eurogamer's Oli Welsh gives The Witcher 3 the verdict "essential".
This is why I love The Witcher 3: Wild Hunt. It is crass in some places and overreaching in others, but despite its grandeur and its fantastical setting, it is a game made by, for and about human beings. It's lewd and perverse and poetic and hot-blooded. It's huge yet crafted; its systems are purposeful and it doesn't have a whiff of design by committee. It will last you months, yet not waste your time. Above all, it has a vivid, enduring personality, something that is exceedingly rare among its breed of mega-budget open-world epics (and that will probably be rarer still once Hideo Kojima and Konami part ways later this year). For my money, it's the greatest role-playing game in years.
Hero-U - Interview @RPS
Rock, Paper, Shotgun posted an interview about Hero-U and its roots in the Hero's Quest / Quest for Glory franchise with Lori & Corey Cole. This piece takes a couple of unexpected turns. Did you know the connection to Ultima IV?
RPS: So, heroism. It’s core to the genre, but so often it’s rarely on display. The main reason I wanted to speak to you guys specifically is because Quest For Glory is one of my main touchstones for games where you’re ACTUALLY a hero – and of course, began as “Hero’s Quest” rather than anything to do with gold and glory.
Corey: Yeah, the name change was completely wrong and inappropriate, but we didn’t have a choice. We had to change it to something! But Hero’s Quest is the actual game.
RPS: So was heroism rather than simply adventure part of the DNA from the start?
Lori: When we started out, it was wanting to get into games after playing things like Ultima that touched on this concept, of how to be a Paladin, an Avatar, and so on. It had so much potential, but when we actually played it… where was that?
Corey: I think in particular she’s thinking of Ultima IV, where of course you start with the gypsy fortune teller and moral questions that determine your stats and class. We said yeah, that’s great storytelling… but then the rest of the name is just “Name? Job? Bye?” There’s some story…
Lori: …but it was so disappointing, because that beginning gave us this idea we could have this grand adventure. We got into games to give that grand adventure we thought games needed to have.
RPS: Yeah, I was going to bring up Ultima, simply because it amuses me that if you look at the series’ story, the Avatar is the worst thing to happen to Britannia. [...]
The Hero-U Kickstarter is at 59k ,with 26 days to go. Although pledges have slowed down a bit it looks as if the Coles will reach their goal of 100k.
Release: In development
Serpent in the Staglands - Launch Trailer, Raffle and Distributing
Serpent in the Staglands is scheduled for releas eon the 28th of May and Whalenought Studios are showing of the launch trailer because of that.
They also inform us that they have signed an agreement with GOG, so it will be available their and at the Humble Store. Next to that the update also shows how in a classless system can result in more interesting builds and they are raffling a hand-bound leather journal, which you can win by commenting on their video.
Serpent in the StaglandsSP/MP: Single-player
Release: In development
Witcher 3 - Comparing PS4 Agains Xbox One
Eurogamer compares the PS4 version of The Withcher 3 against the Xbox One version, including a frame-by-frame comparison video.
To start with cut-scenes, a firm 30fps line is held on PS4 during an early griffin encounter, and in practice this gives us smoother motion compared to the 35fps read-out on Xbox One (higher frame-rate does not automatically mean a better experience overall, something we've covered in-depth before). However, the problem here is that if the PS4's frame-rate drops below this number, it instantly locks to 20fps. It's an instant switch, much like the double-buffer method of v-sync seen in Metal Gear Solid 4 on PS3. In one later scene involving heavy ice effects, it's notable that Xbox One does glance this 20fps figure at a similar moment, but unlike PS4 it's able to waver up and down the scale more freely. Meanwhile, Sony's platform is stuck at this value for long stretches of a scene.
Wasteland 2 - GOTY Edition Character and Quirks
On the Wasteland 2 Kickstarter page an update was given on the contents of the GOTY edition, with more information on the interface, the overhauled character creation process, and some details of their brand-new Quirks system.
The idea of a unique defining quality for your character has been a common and well-loved one in CRPGs for many years now. Quirks have great role-playing value by letting your characters have distinct personality elements from each other, which give them a special bonus that only they have. In a party-based game, we think it's important that all your characters feel unique, and that's what quirks will let you do.
When we approached quirk design for Wasteland 2, we wanted to achieve a few different goals. It was important for us to avoid quirks that you "have to pick" in order to play your character the right way, or create quirks that are so good you'll always want to pick them on all your characters. By giving each quirk both an upside and a downside, we can make sure that they are interesting to play without becoming overpowered. This also means that quirks are optional – you can choose to go quirk-free if you want to, and you won't feel disadvantaged in doing so.
We also wanted to have quirks that go beyond your typical stat tweaks, and act as fun or unpredictable gameplay modifiers. While some of our quirks take a simpler approach, some will give you a more radical change to gameplay that might require you make careful trade-offs and considerations. Of course, giving them a unique or compelling personality-based theme also means you'll definitely want to try them out.
Wasteland 2SP/MP: Single-player
The Bard's Tale IV - Rampant Coyote's Thoughts
The Rampant Coyote shares his thoughts and opinions on the announcement of The Bards Tale IV going to Kickstarter and into development.
It was a reasonably big deal for me. I was still waiting for a port of the Wizardry series for my Commodore 64, and instead here comes what was arguably its successor, sporting much better graphics, animated enemy portraits… wow! As a result, when Wizardry finally made it to the C-64, it was kind of a non-event for me. I was too busy playing Bard’s Tale 1 and 2, or Ultima IV.
Although – I never played The Bard’s Tale III. So jumping straight to IV? I guess I’ll risk it. I’m not positive I really want to play the third one. I did play The Bard’s Tale Construction Set (even made a complete dungeon!), and I remember reading a Bard’s Tale book written (or co-written) by Mercedes Lacky. Sorry, I couldn’t tell you if it was any good or not. It has been a long time.
All I can say is… this looks right up my alley. Speaking as a guy who is involved (on a MUCH lower budget) in this modern revival of classic old-time CRPG gameplay, as much as it intimidates the living hell outta me, I’m excited.
His article also links to the proposed backer levels.
Expeditions: Viking - Sequel to Conquistador Announced
Logic Artists announced today that Expeditions: Viking will be the sequel to Expeditions: Conquistador.
Expeditions: Viking Announced - Sequel to Historical RPG Expeditions: ConquistadorCopenhagen, Denmark -- May 20th, 2015 -- Danish indie developer Logic Artists today announced they have begun development on the second installment in their historical RPG Expeditions series, Expeditions: Viking. Set in the late 700’s A.D., Expeditions: Viking is a tactical RPG where players inherit the leadership of their clan and are charged with elevating their clan’s status by adventuring in far away lands and defending their home from their enemies both foreign and domestic.With the announcement, Logic Artists has also revealed some details about the game. Building from the original designs of their first game Expeditions: Conquistador the Logic Artists team have also taken player suggestions to heart. Announcing that the Expeditions Sequel will have an upgradable player village which they must return to between expeditionary raids to build and protect. Over-land travel and combat will now exist as part of the same layer. Transitioning from unrestricted exploratory movement to turn-based combat smoothly. Additionally players will see their player character manifested in the game world not just as a Role-playing character for conversations and decision making (As was in the first of the Expeditions Series), but also visibly represented in travel and combat as a custom character.“We are very excited to return to our roots in the RPG genre, and as developers from the Nordic region, to make a game in a setting that is a lot closer to home than anything we've done before”, said Jonas Wæver, Creative Director for Logic Artists.“We're improving on the Conquistador formula with deeper and more dynamic systems for character progression, combat abilities, role-playing, choice and consequence, and expanding on our favorite part of Conquistador: camping and wilderness survival”.
Expeditions: Viking is a Historically-themed RPG set in the Viking Age. As the new leader of a humble clan of farmers and fighters players must adventure into the unknown lands to the west to raid and/or trade their way to wealth, fame and glory. Will you rewrite history as a peaceful and benevolent trader? Or pave your road to Valhalla with the treasures and bones of your fallen enemies? Experience choice and consequence as never before in the much awaited addition to the Expeditions Series, Expeditions: Viking.
We have some artwork of the game in our gallery.
And the announcement trailer:
Expeditions: VikingSP/MP: Single-player
Release: In development
Witcher 3 - Beginner's Guide
When It Comes To Combat, Take Your Time
With games like Bloodborne, players are expected to attack enemies as quickly and frequently as possible. In The Witcher 3, that's just not going to work: when in combat, make sure to take your time.
The Witcher 3′s combat is vastly different from most action games out there: it's not so much about mashing buttons as it is carefully planning and executing your attacks. There are a lot of different combat options right out of the gate, so you're bound to go through some trial and error - just make sure that you're not trying to mindlessly wail away on a single enemy, or you'll spend more time respawning than exploring.
Instead of button mashing, take the time to learn your enemy's tells and how to counter them, and always make sure to test out spells on new enemies - some elemental weaknesses aren't quite as obvious as others. Bombs and oils don't appear until later in the game (save for the opening tutorial) so spend your opening hours mastering the parry system, your spells and ranged attacks - it'll be an immense help once the game really gets going.
Tuesday - May 19, 2015
KotOR 2 - Confirmed For Mobile
Sorry guys, I'm posting about a phone game. But, it's from Obsidian though! Touch Arcade reveals:
It looks like we're getting a mobile port of the second Star Wars: Knights of the Old Republic game. Aspyr Media got an ESRB rating for Star Wars: Knights of the Old Republic 2: The Sith Lords, which mentions Linux, Macintosh, and mobile. Aspyr published the first KOTOR for mobile and Mac, now it looks like they're bringing the sequel to mobile as well – or at least are prepared to do so. KOTOR 2 never came out for Mac, and since KOTOR 1 has seemingly done well enough on iOS, it's not a surprise to see KOTOR 2 coming to iOS.
KotOR 2SP/MP: Single-player
Kingdom Come: Deliverance - Update 0.4 for E3
New video from Stalli One-Eleven that summarizes new features for the E3 and offers the chance to win a copy of KingdomComeDeliverance!
A first-person, open world, realistic RPG that will take you to the Medieval Europe in a time of upheaval and strife
A humble, young blacksmith loses everything to war. As he tries to fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save a kidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight, lurking in the shadows as a rogue, or using the bard’s charm to persuade people to your cause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, an award-winning designer from the Mafia series. Our unique, first-person combat system lets you wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this – and more – brought to life beautifully with next-gen visuals delivered via CryEngine 3.
Source: Warhorse Studios
Kingdom Come: DeliveranceSP/MP: Single-player
Release: In development
The Bard's Tale IV - The Vision of Brian Fargo
Eurogamer share with us the vision Brian Fargo has for The Bard's Tale IV.
Fargo will be hoping nostalgia for the series fuels the Kickstarter for The Bard's Tale 4. The Kickstarters for Wasteland 2 and Torment: Tides of Numenera were successful in part because of backers' desire to play new games in series they loved while growing up.
"A lot of people grew up playing The Bard's Tale," Fargo says. "There was a great article recently in Forbes magazine about Notch and how he grew up playing The Bard's Tale. People have a lot of fond memories of it. And it's important for me to make sure that people who are fans of the original trilogy are comfortable and happy with what we're doing."
And, Fargo says, inXile is keen to make fans of the original trilogy happy with the new game.
"When I make these games for me I move onto the next one and onto the next one, but for a lot of these people it's like they finished playing it yesterday," he says.
"You have to recognise that. There are some things you have to do in order to be a true sequel.
"The things that made it work are it's a party-based role-playing game; it's not an action game - you're using your brains not your reflexes; exploration is a big part of that, and being able to map dungeons out square by square.
"And those games were very difficult; in that particular case you couldn't save your game anywhere but we were teleporting you and giving you no magic zones and magic mouths and there were puzzles and riddles, so to me, it's got to be all of those things that made those great.
"But what it's not going to be is where the dungeon is in the upper-left-hand corner and the text is scrolling by. That would be a huge mistake."
The Bard's Tale should not be considered an open-world game, such as Skyrim or Witcher, Fargo insists. It's "a little more tightly contained". Legend of Grimrock is perhaps a better comparison.
Witcher 3 - First Impressions @ Techraptor
Also Techraptor comes with some first impressions of The Witcher 3 and not a review as the review keys came available just yeasterday.
The Witcher 3‘s combat relies on preparation and playing smart. Just like in the video, for the bigger monsters you’ll likely need to prepare some potions, bombs, and maybe some special bolts for your crossbow (though I have only seen just the plans of those). You may even need to do that for some of the more difficult packs of enemies as well.
This design lends itself to the middle of combat as well. You can try to spam buttons, swinging wildly, but that will only work very rarely. Just like Geralt, enemies can parry, counter, dodge, and roll away. So you have to be very careful with your movements and choices in terms of combat. You could easily get caught mid-swing by a second enemy or have them parry your attack causing you to have to change plans quickly.
Monster's Den: Godfall - Game Features Video
General NewsSP/MP: Unknown
Release: In development
Expeditions: Conquistador - Sequel and Sale
Expeditions: ConquistadorSP/MP: Single-player
Umbra - Environment and Gameplay
In the second Kickstarter update for Umbra, they talk about reaching the $100K milestone in just 4 days and share more details on the environment and gameplay.
They also explain that you get two keys at the Warrior level and up.
Many backers have asked about the Steam copy of the game and the DRM-free copy of the game. How will it work, is that 2 different copies, and will the armors, weapons and pet skins be available for each copy?
We discussed internally about that – initially, we wanted them to be unique for the backer – and finally thought that it would be much better for us to build a community around the game, as well as to show our support for those of you who believe in us.
So yes, Kickstarter backers will get two digital copies of the game, and depending on the tier at which each of you are backing, the armor sets, pet skins, etc. will apply to all the copies of the game you're getting. This means you can gift one of the copies of Umbra to a friend (yay!) because what we want is to finish our game and to get as many people as possible to play it.
Therefore, the higher you pledge the more stuff you get!
UmbraSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Witcher 3 - PCWorld: First Impressions
The Witcher 3 is released.
The Witcher 3: Wild Hunt (PC) review impressions: Smoothly slaying monsters
I was worried.
After months of excitement about The Witcher 3, it seemed like it was falling apart in the run-up to launch. All of the reviews that went up last week were conducted on debug PS4 consoles. PC codes, meanwhile, were pushed back time and time again until finally I was told we’d receive code on launch day, probably. And all this from a PC-friendly developer like CD Projekt.
When a game’s coming in that hot on PC, we’re right to be worried. Mortal Kombat X, Assassin’s Creed Unity—these are just two recent examples where the PC version came at the last minute and featured huge problems not caught on consoles.
So yeah, I was worried about The Witcher 3. For no reason, it turns out.
NOTE: All tests in this article were conducted with Nvidia’s latest Witcher 3 game-ready driver installed, which was provided to us prior to release.
To be fair, I’m only ten-or-so hours in at the time of writing, which is why you’re getting impressions today instead of a full review. And I plan to experience all The Witcher 3 has to offer, so who even knows when a review will hit?
But from that ten hours, The Witcher 3 seems to be an amazing accomplishment. Much of what I’ve played so far I already covered in my preview of the first four hours—You’ll start in the small town of White Orchard for a massive, three-hour long “tutorial” area and then head to Vizima to meet with His Imperial Excellency Emhyr var Emreis. If you’ve never played a Witcher game you might feel a bit lost, but your companion Vesemir will help you through the worst of it with some subtle flavor text.
Yada yada yada. This is all fodder for a real review. Let’s talk about how it runs. That’s the big concern here, what with people dissecting old E3 demos on YouTube to see whether the game’s graphics have been “downgraded.”
Downgraded or not, the graphics in The Witcher 3 are gorgeous. However, I would say The Witcher 3 certainly isn’t the graphics card-punishing beast that Witcher 2 was. Running at 1080p I was able to max out most of the (extremely granular) settings except Nvidia HairWorks and maintain a steady 60 frames per second…on a single GeForce GTX 970. The only things I dipped were grass density and crowd size, and I left those on High.
Monday - May 18, 2015
BioWare - Casey Hudson to augment reality for Microsoft
Casey Hudson made his name at Bioware as the -- somewhat polarizing -- director of Mass Effect 3. He left the studio in August of last year and Kotaku now reports that he's found a new gig as creative director for Microsoft.
His main focus is going to be on Microsoft’s augmented reality headset, the HoloLens. “I am extremely passionate about the potential of this kind of technology, as anyone who’s talked with me over the last couple of years can attest,” Hudson said in a press release. “I feel that the work being done at Microsoft on mixed reality and holographic computing will have a tremendous impact on how all of us interact with technology in the coming years.”
HoloLens won’t be his only focus. Hudson will be “involved in driving a creative focus for Xbox and Windows gaming” too.
Inevitably, among the first comments on the article was one asking whether HoloLens could be used to apply three different color filters to otherwise identical content.
Witcher 3 - Launch Trailer: Go Your Way
In Wild Hunt, you as Geralt embark on your most epic and dangerous journey yet. Your mission -- to find the child of prophecy, an ashen-haired girl, a living and highly volatile weapon everyone wants to control. The stakes have never been higher: the Elder Blood flowing in the child’s veins can bring about a final end. The fate of worlds lies with you.
Drox Operative - Win a Steam Key
Thanks to Steven Peeler of Soldak Entertainment for providing them and Couchpotato for arranging them, we can give you another set of keys, which this time is for Drox Operative:
Drox Operative is a starship action RPG with warring alien races, fierce space battles, a dynamic, evolving galaxy, and co-op multiplayer for Windows, Mac, and Linux.
Eons ago the Drox ruled the galaxy through their mighty Operatives. These elite starship captains were trained to accomplish the impossible at whatever cost necessary. Whether employing stealth or brute force, they were always deadly. Using these Operatives, the Drox built a starlane system for quick travel amongst the stars, colonized and conquered millions of planets, and ruled the galaxy with an iron grip for over 100,000 years. Eventually realizing their Operatives were a threat, they attempted to assassinate all of them. They failed. The following Galactic Civil War was devastating.
Now time for the rules.
- New registrations are not eligible to win.
- You must have over 30 posts on the Forum.
- Just post a comment you are interested in winning the game.
We will randomly pick the winners om Monday, May 25th.
Drox OperativeSP/MP: Single + MP
DA:Inquisition - The Making of
Another interview with David Gaider and the rest of the Bioware team, and this one actually isn't focused solely on sexual diversity, although the other stuff doesn't show up until page three. Jumping ahead:
“If we did bring back everybody it’d be like a parade,” Gaider says. “We’ve got two games in the past, one expansion and some DLC. We can’t have them just come marching back. We’ve done some of that, and I don’t think it works particularly well so we just pick our battles.”
I ask the group if there are any choices regarding companions that they’ve regretted presenting to the player.
“Er, yes,” Gaider replies. “Sometimes I want to write a letter to past-Dave and say ‘future-Dave does not appreciate your decisions'.”
He continues. “It’s not necessarily regret, but there are definitely ‘aw, if only’ situations where a character who turned out to be super cool could die. That creates a ‘Schrödinger’s character’, and as such they become much more risky to include in future titles.”
“We keep half-killing Alistair, for example.” Gaider says. “At this point he’s only 10% alive.”
Source: PC Gamer
DA:InquisitionSP/MP: Single + MP
The Bard's Tale IV - Kickstarter on the 2nd of June
As mentioned in the interview at RPS, the Kickstarter for The Bards Tale IV will start on the 2nd of June. Here is the official press announcement:
The Bard's Tale IV coming to Kickstarter June 2nd on the 30th anniversary of the original game
Newport Beach, CA - May 18, 2015 - inXile Entertainment is proud to return to Kickstarter for their next big cRPG project, The Bard's Tale IV, launching Monday June 2nd at 6 AM PST/13:00 UTC. Return to Skara Brae for a true dungeon-crawling sequel to the original The Bard's Tale trilogy that helped define the cRPG genre!
On the 30th anniversary of the original Bard's Tale, what better time than now to go on an adventure worthy of song? The Bard's Tale IV will feature challenging maze-like dungeons with devious puzzles and riddles to explore in the first-person dungeon crawler style of the original trilogy. inXile has the full rights to use everything from the original trilogy, so the game will be rich with callbacks and old favorites such as teleporter zones and magic mouths.
Utilizing the Unreal 4 engine, The Bard's Tale IV will also represent a graphical leap forward in the genre, immersing you in a highly detailed and lush world you'll want to map to is farthest reaches. inXile plans to use photogrammetry to create in-game 3D objects from photos of architecture, taken right in Scotland.
With the Bard leading the way, the game has a strong focus on music and sound design. Inspired by and involving Gaelic musicians, the soundtrack and lyrics of The Bard's Tale IV take cues from Scottish culture, which will be used to enrich the existing setting from the original games.
Of courses, you'll need to contend with all matter of hostile beasts, monsters and brigands as you explore the world. The Bard's Tale IV will feature a dynamic phase based combat system, utilizing the complex decision making opportunities of traditional phase based combat, but with a constantly evolving enemy strategy and a pacing that keeps you on your toes.
Check The Bard's Tale IV website to follow along as we count down to the Kickstarter launch, or sign up to receive news and info directly from inXile!
· The Bard's Tale IV Website: http://bardstale.inxile-entertainment.com
· The Bard's Tale IV Sneak Peek: https://cdn.inxile-entertainment.com/bardstale/img/press/SneakPeek.jpg
About The Bard's Tale IV
The original The Bard's Tale was a surprise hit in 1985, putting Interplay on the map and launching the career of Brian Fargo. Now, 30 years later, inXile has full access to the name and contents of the original The Bard's Tale, making it possible to make a true sequel to the originals, living up to the rich dungeon crawler heritage it helped build.
About inXile Entertainment
Founded by long-time industry veteran @BrianFargo in 2002, inXile Entertainment develops interactive entertainment software for all popular game systems, personal computers and wireless devices. The most current projects under development are Wasteland 2 and Torment: Tides of Numenera, both financed by its fans via @Kickstarter.
The Bard's Tale IV - Brian Fargo On Bringing Back The Bardís Tale
Having successfully brought Wasteland back to life with the help of 61,920 of its closest friends, Brian Fargo and inXile Entertainment are turning their attentions to another classic RPG – The Bard’s Tale.
Fargo: If you remember, back in the day the dungeon crawler used to be the biggest RPG category – Might and Magic and Wizardry and all those – and it’s always been near and dear to my heart. [...] I love the tightness of mapping things out, and being teleported and put in dark areas and all that. [...] We like to torture you just a little bit. [...] And the ones where the players can blame themselves are even better – they pushed on, knew they shouldn’t, paid the consequence.
You’ll need to wait until the start of June to see it in action unfortunately, since inXile still finishing up their presentation for the Kickstarter, but it’s a fully 3D world of both indoor and outdoor locations that looks like a 3DMark demo.
Fargo also speculates about incorporating Oculus Rift. Whaa?
The Bard's Tale IVSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
RPGWatch - Victor Vran Interview
We interviewed Boian Spasov from Haemimont games about their action RPG Victor Vran, which is currently in Early Access.
RPGWatch: Victor Vran feels like quite a change of direction for Haemimont. What made you decide to go this way instead of developing another Tropico game?
Boian: The game industry has this way of forcing you as a developer into a particular niche. Once you create a successful, say, city-builder title, it is almost expected that you will continue to make city-building games for as long as you exist.
As gamers we enjoy many and varied games, and we don't want to constrain ourselves to a single genre as developers. The perspective and experience we've gained from making our very different previous titles have proved invaluable for the development of Victor Vran.
For example, we've learned much about creating a dynamic combat system from our old action-adventure title The First Templar. Real-time strategies told us much about creating interesting enemies with varied combat behavior.
We aimed to create a fresh and different action-RPG experience and all those life lessons from previous projects really helped us do so.
Victor VranSP/MP: Single + MP
Release: In development
Enderal: Shards Of Order - Status Update
The first days of summer have finally arrived and the temperature’s rising. But don’t worry, despite the temptation to go outside, Enderal is advancing well.
Regarding the recent events, namely the furor around the announcement of the “Paid Mod”-feature, we would like to take this opportunity to express our thanks to all those who, since the early stages of development, supported is by donating. Even though Enderal is realized on an entirely non-commercial basis, there are still costs we have to cover, such as server maintenance. Whenever there’s a plus, we invest it in ways that benefit Enderal – for example, by means of new tools and software.
Take a look at some new Leather armor, a Kilean Saber and a new episode of the Butcher of Ark, too.