Your donations keep RPGWatch running!

All News

You need to be logged in to filter news.
Wednesday - June 24, 2015
Tuesday - June 23, 2015
Monday - June 22, 2015
Show older news or news at:

Picture Watch

South Park: The Stick of Truth
Box Art

Poll Watch

Did The Witcher 3 Live Up to the Hype?
Absolutely
59.38%

For the most part
21.88%

Really don't know
10.42%

Maybe a bit
2.08%

No Way
6.25%

Vote

Wednesday - June 24, 2015

Fallout 4 - Pip Boy Available Again

by Myrthos, 14:28

You'll be happy to know that the Pip-Boy, we know from the Fallout games, can be bought again. The first supply did not last long, soa new batch is available now in various stores. It also comes with the Fallout 4 game and interacts with your smartphone. So, this is something for our Fallout and gadget lovers out there.

Fallout4_PIPBoy_Edition_Content1

It can be bought for $120 and only on the USA and Canada. For those in Europe who would like to have one, you can't just yet. No word on plans of it being sold anywhere else at this point in time.

Fallout 4

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

Details

The Bard's Tale IV - First Stretch Goal Unlocked

by Myrthos, 14:21

The first stretch goal for The Bard's Tale IV has been unlocked, which means two more companion NPCs are added to the game and enhancing all companions with unique personalities, backstories and the ability to open up additional side content and reactivity.

Also a stretch goal at 1.5 Million dollars is added, which adds three new designers who will design one dungeon each.

First up, we have Sean K Reynolds (the right head), a veteran tabletop game designer who many of you may have heard of. Sean was born in in southern California. A resident of Seattle off and on for the past 18 years, he has designed for TSR, Wizards of the Coast, Paizo, and other publishers, working on tabletop RPGs for D&D, Forgotten Realms, Greyhawk, Birthright, Ravenloft, and Pathfinder.

Next, we have Wolfgang Baur (the left head), who, among other things, is author of the award-winning Kobold Guides to Game Design, and has created dozens of tabletop adventures and sourcebooks including Hoard of the Dragon Queen (with Steve Winter), Dark*Matter (with Monte Cook), Kingdom of the Ghouls, Fortress of the Stone Giants, Herald of the Ivory Labyrinth, and Courts of the Shadow Fey. He also did foundational work on the Planescape and Al-Qadim settings for Dungeons & Dragons, and is the creator and keeper of the flame for the Midgard Campaign Setting and the upcoming Southlands Campaign Setting, and has contributed monsters to both D&D and Pathfinder.

Third, Bruce Cordell (the middle head), an award-winning game designer working at Monte Cook Games, writing for The Strange and Numenera RPGs, both launched via wildly successful Kickstarters. Prior to that, Bruce worked on Dungeons & Dragons over the course of 4 editions as a writer and developer, writing over 100 D&D products, including the Expanded Psionics Handbook, Gates of Firestorm Peak, Return to the Tomb of Horrors, Expedition to Castle Ravenloft, Gamma World, and the Forgotten Realms Campaign Guide. He is also a novelist, and has penned many books for the Forgotten Realms setting, including the Abolethic trilogy.

Next to that is the information about the InXile loyalty program and the achievements on social media.

Bard's Tale IV

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

Details

Ghost of a Tale - Fire Update

by Myrthos, 14:13

In an update on the Ghost of a Tale site, Seith informs us that he added interaction with fire to the game.

Hello and welcome to a new Ghost of a Tale update! I have recently implemented fire interaction in the game. It’s something I was thinking of for a while but hadn’t come to work on yet.

In this GIF you can see it’s never a good idea to jump into a brazier. I’m pretty sure Tilo would agree with me… 

You’ll also notice that the banner catches fire when Tilo runs close to it. Some objects can be set on fire this way, although not everything in the game is combustible of course.

Anyway as we’ve seen in a previous update there are much safer ways to burn things (usually any open flame will do the trick). No need to set yourself on fire!

But if it comes to this Tilo can put out fire by jumping (or hiding) in a water container (basin, barrel, etc…). Also some items you’ll find in the game offer varying degrees of protection against fire.

Also additional information on performance optimizations related to how a torch comes to live in the game depending on the distance of Tilo to that torch, is provided.

Ghost of a Tale

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

Details

Dragon Slayer - Review @ CRPG Addict

by Arhu, 09:18

The CRPG Addict played through Dragon Slayer, an early dungeon crawler with real-time combat from 1984, with which developer Falcom laid the foundations for the Action RPG genre.

The game does poorly in a GIMLET, mostly because it's not a good example of an RPG. It scores an 11, nothing scoring higher than a 2, and with 0s in "game world" and "NPCs." (If anyone can demonstrate that the game came with a true back story, I'll bump it up a point or two in the former.) But of course a game doesn't have to be good to be influential. Nihon Falcom eventually published a couple dozen titles in the Dragon Slayer line, starting with Xanadu: Dragon Slayer II (1985), which judging by screenshots appears to be an entirely different type of game. 

Dragon Slayer also featured item-based puzzles which later inspired The Legend of Zelda.

Dragon Slayer

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

Details

Dark Souls III - Gameplay Impressions & Expectations

by Hiddenx, 08:02

Dark Souls Lore specialist and well known speculator upon the obscure narrative and philosophical themes found in the series Vaatividya, posts his E3 impressions and explores some of the fan expectations for the third game. Some interesting insights into the Miyazaki presence and additional information not covered so far:

loading...

Thanks Pessimeister!

Dark Souls III

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

Details

Darkest Dungeon - Release Date: Late October

by Hiddenx, 07:15

In the new Roadmap for Darkest Dungeon a release date has been announced:

Coming in July

  • New Hero: The Houndmaster! This rugged ex-constable will wander into the Hamlet, accompanied by his faithful Wolfhound and help restore order to your lawless acreage!
  • Sanitarium overhaul! A significant rework of quirks, diseases, and the Sanitarium is coming! You’ll be able to sculpt your heroes a little more by locking your favourite positive quirks on them – but be warned, doing so is permanent, and cannot be reversed.
  • Diseases will also be separated into their own category, and better integrated into the game game flow.
  • Armor up! Armor icons will upgrade on all heroes.
  • “And more…” Quality of life changes, balance, tuning, gameplay tweaks and other additions are always going into the build!

After the July update, the next stop for us will be the Cove, a completely new dungeon with it’s own bosses, monsters, curios, traps, and obstacles! If things weren’t salty enough, get ready to choke down on the briny waters as your sodden adventurers push ever closer to… The Darkest Dungeon!

Our full 1.0 release is scheduled for late October, this year!

The final dungeon and story content will be added, and you will conclude your quest to restore your family’s estate, or die trying. What can you expect in the Darkest Dungeon? We’re not saying a word…

Thank you all for your support and enthusiasm – we’re working as hard as we can to bring you a fantastic experience!

-The Darkest Dungeon Team

Darkest Dungeon

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

Details

Telepath Tactics - Brass Tacks and Sales Stats #1

by Hiddenx, 07:06

Craig Stern let us take a in depth-look in the finance-books:

I’ve posted a lot about the development of Telepath Tactics: my design philosophy, my month-to-month progress, and so on. Now, a couple of months out from the game’s release, I want to take an in-depth look at Telepath Tactics from a financial standpoint.

Prior to Telepath Tactics’s release, I did not make games full-time. Rather, I had to maintain a day job in order to pay my bills (and to hedge against the possibility that Telepath Tactics might not be commercially successful).

I haven’t made a secret of the fact that I dislike having to compromise like this, nor have I hidden the fact that I very much want to go full-time with game development. Will Telepath Tactics tip the balance of my finances in favor of being able to quit my day job and develop games for a living? That depends entirely upon some cold, hard numbers, which we will now examine!

What did it cost to make?

I began developing the Telepath Tactics engine in April 2009, a little over 6 years ago. I worked on it only occasionally until March 2012, at which point I began regularly devoting 10-20 hours a week to the game on top of my regular full-time employment. For a four-month period during the summer of 2013, I took a sabbatical from my day job and worked on the game for 40 hours per week. Other than that sabbatical, I did not receive pay for any of the time I spent working on the game.

In total, I spent $13,266.25 out of my own pocket to pay for art, tools, and marketing opportunities for Telepath Tactics over the past three years. Of that, $6,034.38 was spent before (and during) its second Kickstarter campaign, all on expenditures to secure the assets and attention needed to crowdfund the game successfully.

The game’s first Kickstarter campaign did not succeed. The second Kickstarter campaign, however, raised $41,259.00, or 275% of its funding goal. After accounting for Amazon’s cut, Kickstarter’s cut, and pledges that didn’t go through, I eventually received $37,161.75. Of that, I was able to spend $29,560.78 on the game before the end of 2013, thereby dramatically reducing the taxes I would owe on the Kickstarter money come April 15, 2014. Still, I ended up owing several thousand dollars more in taxes for 2013 than I did the year before as a direct result of what I’d raised on Kickstarter; these taxes ultimately had to come out of the Kickstarter funds as well.
(...)

Telepath Tactics

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

Details

Tuesday - June 23, 2015

RPGWatch - New Poll

by Myrthos, 22:33

In our last poll you voted that Baldur's Gate is your favourite Bioware franchise. in our next poll we ask you if The Witcher 3 lived up to the hype or not. Vote on the front page or here.

RPGWatch

Details

Wasteland 2 - Name change, Video and Perks

by Myrthos, 22:16

Also the Wasteland 2 Kickstarter gotten an update today, which mentions the same extras you get for pledging enough to The Bard's Tale Kickstarter, but also brings us news on the name change of the Game of the Year Edition to Director's Cut, including an accompanying video.

loading...

In addition this update brings information on the new perks.

Perks, unlike Quirks, are gained as you level up your characters. As you progress in the game you will earn Perk Points, which you can spend on Perks whenever you wish. Perks are per-character bonus you pick, and unlike Quirks, they are always positive stat and gameplay adjustments. Right now, we have it set up so that you gain a new Perk Point every 3 levels, though we're currently playing through the game balancing things out, so the rate you earn Perk Points may change by final release. Perks also have Skill requirements to unlock – for instance, you might need 3 in Toaster Repair, or 7 in Assault Rifles, with more useful or powerful Perks typically at higher Skill requirements.

The update also has news about an upcoming Kickstarter for a Wasteland 2 styled playing card deck and some images from E3.

 

Wasteland 2

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

Details

Deus Ex - History of the Game

by Myrthos, 17:25

Gamasutra looks back to the development of Deus Ex (15 years ago) based on separate conversations with project director Warren Spector, lead programmer and assistant director Chris Norden, composer Alexander Brandon and lead writer Sheldon Pacotti.

Warren Spector: There's no question the development of Deus Ex was a high point for me. The team was like a dysfunctional family at times, but their commitment to the project and our mission was complete. People worked very, very hard to deliver on the promise and potential, that's for sure!

There was a very strong sense that we were doing something special... unique. That kind of opportunity - to make the game of your dreams with no creative interference - comes up very rarely in life, and I think everyone, not just me, knew that and, as a result, really swung for the fences.

Sheldon Pacotti: Deus Ex was total immersion for me.  I lived and breathed Deus Ex for a year, seven days a week, fourteen hours a day. I was just that excited by the potential of the game.  The only comparison I could make is to writing a novel, where you completely lose yourself in a fictional world until it becomes indistinguishable from reality.  

At the time, few people expected video games to represent reality or tell a story you actually believed in, so I was thrilled to find a team that was trying to make that happen.  But I had no idea if fans would "get it."  The most gratifying thing for me is the number of players, continuing up to today, who -- like good players in a paper role-playing game -- have stepped into the fiction and abandoned themselves to it.   A collective hallucination.

Alexander Brandon: Deus Ex is the game I hear the most about. I'm proud of everything I've worked on. Unreal pushed boundaries of level design and fantasy world exploration in the context of an FPS. Unreal Tournament honed multiplayer combat. But Deus Ex blew the doors off genres, and at the time, hardly anyone had done that.

The time that I spent on it was pretty incredible. And I hardly made any revisions to anything I did. I'd certainly change that in hindsight, but at the time what we did just worked.

Chris Norden: At the time, we had no idea what it was or what it would turn into. We really had no idea. We hoped it would be a success, at least critically, and it kinda turned into something...big.

Deus Ex

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

Details

Torment: Tides of Numenera - Process, Fettles & Lore

by Myrthos, 17:16

The Kickstarter page for Torment: Tides of Numenera has an update providing the same information as in the previous newsbit for the additional free stuf when you back The Bard's Tale IV kickstarter and provides information on the production process:

Kevin here, with a brief production update. Progress has been good, and we continue to gain momentum. Thus far, our writers have written, and our designers implemented, over 400K words across more than 200 NPCs and interactions. More than half of those conversations and scripted interactions have already been reviewed/revised at least twice.

Meanwhile, about 1/3 of the Crises are at least partially implemented. We’re now focusing on the first two of them in our efforts to polish the overall system. The various elements of our Crisis UI are undergoing their 2nd (or 3rd) iteration, and we’re to the point where testing out the fledgling Crises are more enjoyable than academic. All features are mostly functional and the variety across playthroughs helps keep it interesting.We’ve also been experimenting with, and developing, many AI types, and are happy with the smart variety we’re seeing emerge in different enemy types.

And information about Fettles:

I want to talk to you about fettles.

"What the hell is a fettle that's not even a word."

Right. See, that's exactly what I said when Kevin suggested 'fettle' as our term for lingering conditions and effects. But yeah, it's totally a word, one perfectly suited to the linguistical atmosphere we're shooting for in Torment.

Fettles are conditions that affect player characters in and out of combat. Some examples that will be immediately familiar to RPG players are things like Poisoned, Bleeding, Slowed, or Hasted. Any condition that has effects beyond the immediate probably qualifies as a fettle. (You may be familiar with the term "status effect." A fettle is the same thing.)

And finally a bit more on the lore:

About fifty kilometers to the northeast of Sagus Cliffs and its lurking parasite, the Bloom, a pair of mountain ranges marks the beginning of the strangeness of the Verxulian Waste. Between the two parallel chains of peaks lies a long, dry pass. The length of the pass from end to end is a mere 150 kilometers, but it represents millions of years in time to a sojourner who passes through.

Despite its antiquity, it remains frozen in time. Its sere ground and rocky walls are dry, utterly and perpetually devoid of native life. Rain-laden storms swerve away from the pass, spilling no moisture. Clouds part around it, as if breaking on an invisible barrier. Even the roaming nanite disaster called the Iron Wind gives the valley a wide berth. Nothing grows here, and the small streams that tumble down its steep mountainsides soon slow to a trickle and then perish utterly. No animal makes its home in this land, and none ever stay for longer than a few days should they mistakenly enter. Most humans, mutants, and visitants who travel through the valley make the best time they can, except for those who choose to prolong their stays, and some (notably a faction called the Memorialists) make this a permanent home – seemingly immune to the life-scouring effects of the Valley. A few alkaline fountains bubble water up from unknown aquifers under the valley floor, providing nourishment that is barely potable and occasionally hallucinogenic.

Torment: Tides of Numenera

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

Details

The Bard's Tale IV - More Free Games

by Myrthos, 17:00

You can now get even more free games by backing The Bard's Tale IV kickstarter no later than June 26. Here is the press info:

The Bard's Tale IV Kickstarter Promotion Brings FREE Ultima Underworld Games, Bonus Rewards to Backers

Newport Beach, CA - Backers of The Bard's Tale IV have even more to look forward to! inXile Entertainment announced today that as part of the new inXile Loyalty Rewards promotion, all returning Torment: Tides of Numenera or Wasteland 2 backers who also back The Bard's Tale IV no later than June 26th, 12:00 AM PST, will receive a selection of exclusive gifts as additional thanks for their generous support.

Any returning backer will receive a choice of special bonus rewards valued at up to $15. These bonuses include Digital Novella Compilations, Digital Soundtracks, Digital Concept Art Books, and more!

Additionally, all returning The Bard's Tale IV Kickstarter backers at the $33 reward tier and above will receive both Ultima Underworld 1 & 2 FREE with their pledges, redeemable on GOG.com at the conclusion of The Bard's Tale IV Kickstarter campaign. This special offer comes thanks to a partnership with Otherside Entertainment, which launched its own dungeon crawler Kickstarter campaign, Underworld Ascendant, to great success and acclaim in early 2015.

Both inXile Loyalty Rewards promotion offers run to 12:00 AM PST on June 26th, 2015, and are retroactive for previous backers. Full details can be found at this page: http://thebardstalerpg.tumblr.com/inxile-loyalty-rewards

This bonus offer comes in addition to other free extras previously offered, including the recently announced re-release of The Bard's Tale I-III Trilogy for all backers $20 and above, regardless of whether they backed previous inXile games.

The Bard's Tale IV campaign is currently fully funded thanks to nearly 30,000 backers, and is headed towards unlocking its stretch goals. Featuring an expanded companion system, crafting system, a dungeon created by legendary RPG designer Monte Cook, and more to come, inXile hopes to make The Bard's Tale IV a truly epic sized experience.

"Once again the RPG fans have come through and supported our efforts to bring our unique style of RPG to the market." said CEO Brian Fargo. "We are honored by their trust and support. Our games would not exist without our fans and for that we thank them."

More details can be found here.

Bard's Tale IV

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

Details

The Technomancer - Pre-Alpha Gameplay

by Myrthos, 14:51

Farflame noticed that at E3 a pre-alpha gameplay video was shown for The Technomancer.

loading...

Technomancer

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

Details

Wasteland 2 - Brian Fargo Interview

by Myrthos, 12:57

Brian Fargo is queried by GamerCrate about the console version of Wasteland 2 and Kickstarter.

loading...

Wasteland 2

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

Details

Rampant Games - The Most Influential Game

by Myrthos, 12:55

Jay brings us an old article about Wizardry, the most influential game he never played. He played something of the game in the meantime and updated the article with some new insights, but the article is actually about the game he had in his mind at the time.

I ended up with one “playable” game that in a proud creator’s blinded vision might vaguely resemble Wizardry. It was a party-based game. It allowed you to create characters,which meant accepting random stat rolls, picking a class, and giving the stat-block a name. You’d travel through a randomly generated maze in search of an “orb” – a very original goal I came up with all by myself. The upper-left corner would display basically one room’s worth of walls and doors, and you could turn and move in pseudo-3D. I had maybe a dozen different monsters that would attack, with a little six-note musical fanfare that would play when combat began and ended. I started out by making the dungeon ten levels deep (with 10 x 10 rooms), but ran into memory issues and had to scale it back down to six. I don’t believe the goal of the game – the “orb” – was ever actually possible to find, but some friends and I had some fun playing my little game together one weekend.

Rampant Games

Details

Original Sin EE - Previews

by Myrthos, 12:49

Gamespot have a video in which Swen and Farhang are interviewed while playing Divinity: Original Sin Enhanced Edition.

The Koalition checked out the game as well.

In the original game, skill progression took a dive after level 12/13. Rebalancing has taken place, keeping players engaged instead of things somewhat stalling until late game. A few other updates, a couple subtle and one not so much, will make things a bit easier and also show that the community has been heard. Previously, turn order was a bit convoluted but now it’ll be on the top of the HUD. You can also examine enemies weaknesses and strengths if your character’s intelligence is high enough. Additionally, dual wielding had been requested many times and is now coming in the enhanced editions. All one-handed weapons will be dual wield eligible.

On top of all this, two new unique characters are added to the campaign and the game will now be fully voiced. Originally, only scarce points of dialogue had accompanying audio. Now, over 88,000 lines have been added to add value to the role-playing experience. The writing for the game was already a strong point and some solid voice acting will be bringing the clever banter right on home.

Original Sin EE

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

Details

Eitr - Preview @ Destructoid

by Myrthos, 12:43

Destructoid checked out Eitr at E3 and came up with this:

Eitr is pretty sweet, though. I wrote about it last year because it's a beautiful 2D Souls-like, and since then its been picked up by Devolver and heading to PS4.

There was a big skeleton boss at the end. I almost killed him, but ultimately Kenny had to do it. I kept running out of room to sidestep a homing attack. Otherwise, there's a parry you can't cancel (and can choose to attack after doing, it's not automatic), a bunch of moves you can cancel, a shield ram (or dual wielding), regular and charged attacks, special abilities (adding lightning makes subsequent attacks do more damage).

One Souls-like bit is that there is no experience. You collect Favors, which you can keep, unused, but lose if you die. These give stats bonuses. Otherwise, you can be safe and put them towards your level. There's also a fair bit of random generation, including items and a Test Your Luck-esque death penalty (which will eventually start to buff you on repeated deaths.) 

Lots of cool stuff here. I look forward to trudging the spindly shield maiden through rats and skeletons next year.

And a video with talking heads and some gameplay.

loading...

Eitr

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

Details

Sword Coast Legends - Previews and Interview

by Myrthos, 12:38

In case you haven't seen enough E3 previews of Sword Coast Legends, here are a few more.

Gameinformer

The concept of Sword Coast Legends always intrigued me, but I really wasn't sure how the sandbox-style build-your-own-adventure would play out in reality. Today at E3 I had some hands-on time with the game, and I really enjoyed it. A team of four of us took on the Dungeon Master (Also handled by another player, controlling a swarm of spiders, a host of traps, a massive boss, and other surprises) and crawled through a quickly hand-crafted dungeon complete with all the staples you'd expect from a real-deal Dungeons & Dragons campaign.

RPGFan

The developers talked a great deal about balancing the DM side of things as I placed a near endless supply of spider eggs and traps in a room, and this seems to be the make or break part of SCL for me. At this current stage, it seemed way too easy for me to completely overwhelm the party and end their pathetic existence (though a "cheat" kept at least one party member alive at all times for purposes of the demo build). I could directly target party members to make sure the healer stayed on the ground at all times, continue to swarm them with more and more enemies and traps, and even spawn some hard-hitting beasties directly behind them so long as they were out of a fairly small threat range. It was all good fun on my end, but I can imagine this being an utter nightmare for the heroes.

Destructoid

Schwalk had probably done this demo 492 times at this point, but instead of seeming tired and frustrated, he saw an opportunity to make our adventure particularly bizarre. He showed us how ridiculously intuitive the creation system is before we actually started playing. He first chose an empty, pre-generated town. Since he wanted us to do a quest, he chose to create a questgiver with just a couple of clicks. Though we were skipping through in the interest of time, he showed us that you could customize their backstory, race, clothing, and appearance. Then he went through a menu, deciding how the quest would be triggered.

And an interview by MMORPG.com with Dan Tudge.

loading...

Sword Coast Legends

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

Details

Bedlam - Previews and Interview

by Myrthos, 12:31

Here is a collection of previews for the post-apocalyptic Bedlam.

RPGFan

Skyshine's Bedlam is one of those appealing mashups of genres and flavors you see more and more often on the E3 show floor. Imagine FTL, Borderlands, Mad Max, The Banner Saga, Oregon Trail, and your typical roguelike combined and you have something akin to Bedlam. Your task is to travel from the city of Bysantine to the mythical utopia of Aztec City, taking your immense tank, or Dozer, across a wasteland full of mutants, cyborgs, mauraders, and wandering eccentrics who may be friend, foe, or something else entirely. That wasteland, known as Bedlam, may be your final resting place if the choices you make lead to ruin and despair.

GameRevolution

I didn’t get to experience all of Skyshine’s Bedlam’s offerings, such as using the Dozer’s weapon in battle or other circumstances. However, it appears to be rich with unique experiences for each play through. And don’t worry about that whole not being able to save deal because the game is geared towards single-sitting play sessions. How much time that takes is unclear, though knowing me, it’ll be days with how long it takes me to make a choice in these kinds of games. Maybe you’re better at this whole gaming thing.

Gamespot

It's very reminiscent of 2012's popular game FTL: Faster Than Light, and the developer does not shy away from the comparisons. Bedlam brings you into places that threaten to destroy your entire caravan. It forces you to make decisions necessary for survival, but that might end in ruin. The game lives on the player's drive to explore just a little bit further, even if that additional push might spell disaster. In the short demo that I was able to play, within ten minutes I was forced to search further, sacrifice more crew members, and risk more in order to have enough gasoline to continue to move.

And an interview at AV Club

AVC: If you had tried to make this game 15 or 20 years ago, what would you have had to do differently?

SG: Absolutely nothing. We are actually making this game as if it was 15 or 20 years ago. We’re trying to make an ’80s game, like this is all Judge Dredd, Heavy Metal magazine, Mad Max: Road Warrior. You know, the new one’s out. It’s totally awesome, but Road Warrior, that’s the stuff that we grew up on as kids. Me and John Mueller, our artist, it’s what we love. Post-apocalyptic anything. Mad Max is just insane, so we want to capture that feel. This is the game we would have made when we were 15 years old, with all the stuff we wanted to see when we were 15.

So, yeah, I want to see mutant dinosaurs and robots and cyborg zombies, and I want to see stuff blowing up all over the place, and I want my mutant puke monster to melt guys with their vomit. It’s fun stuff. We don’t want to hold anything back. We want the apocalypse to be fun. We want to be colorful. You don’t want to be oppressed. You want to get in there and be like, “Yeah, this is the apocalypse I want. I’m awesome. I’m bad-ass.” That was Mad Max. “I’ve got my car, I’ve got my dog, I’ve got my shotgun.” That’s a fun apocalypse, and we want to capture the same thing.

 

Bedlam

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Roguelike
Platform: PC
Release: In development

Details

General News - 8 Gamer Archetypes

by Myrthos, 12:17

Gamasutra has a blog where 8 gamer archetypes are described that are needed for break-testing your game.

  • The Arse. This is the player who likes to hurt others, the very opposite of me. Very conflict oriented. If it’s possible to attack the Arse will attack. If it’s possible to mess with other players the Arse will mess with them. The Arse will go for the weaker player, going for the maximum hurt rather than trying to beat on the leader. Yeah, nice guy.
  • The Coward. Turtler galore. This is the guy who won’t attack even if the enemy’s is sleeping with his pants down and his head up his butt. The Coward doesn’t care. It’s obviously a trap; too risky. The Coward will just huddle in his corner building his defenses, not risking anything, anytime (I’ve had designs where the Coward would win, resoundingly – bad game design).
  • The Builder. This is pretty much me. The guy who’ll tech Every. Single. Time. This is the guy who’ll build the resource engine on the expense of everything else. Which works great against the Coward but less so against the Arse. Which is fine, since we’re pitting extremes against each other. And in the instances where the Builder wins over the Arse we know that the building strategy works a lot better than the messing strategy. Time to rebalance.
  • Shorty. Mr. short-sighted is short-sighted, always going for the easiest gain in any situation. Strategy? Who needs it. If it’s there and it’s cheap, grab it!
  • Mr. Plan. The plan is pretty hard to play. This is the player I have the most trouble with, being rather tactical and short sighted myself. When I play a Mr. Plan I set out a set of objectives at the start of the playtest and write them down. Then I check every action against those objectives. If they don’t take Mr. Plan closer to his objectives I don’t do them, no matter how tempting.
  • The Grudge. Grudge is a grudge player. This is the player who starts out as another type and, once provoked, will relentlessly go for revenge. Effectively Grudge is a Coward/Builder/Mr. Plan or Short who in mid game turns into an Arse against one other, specific player. If the Grudge wins, or if the object of the Grudge’s hate loses badly then the game needs some checks and balances.
  • The Specialist. The Specialist focuses on a single aspect of the game to the exclusion of all else. It can be combat, it can be massing gold, it can be VP racing. Whichever it is, if there’s a way to break the game with it the Specialist will do it.
  • Random Rick. Random Rick plays randomly. Take a look at all the actions available and roll a die. That’s it. Random play. If Random Rick wins your deep strategy game then there’s some major flaw you haven’t seen. Works best with simpler games. Note that Random Rick can be a way to test for age dependency in a game. If Random Rick can win then the game is better suited to be played by small kids.

General News

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

Details

E3 - The 10 Best Games You Probably Missed

by Myrthos, 12:14

Here is another '10 Best Games' list. This time it is about the games you might have missed at E3, although we gave the RPGs on the list some attention. The list consists of:

  • Unravel
  • Divinity Original Sin: Enhanced Edition
  • Until Dawn
  • The Banner Saga 2
  • Chasm
  • Relativity
  • Transformers: Devastation
  • For Honor
  • Sword Coast Legends

 

E3

Details

Master of Orion - Preview @ theEscapist

by Hiddenx, 07:48

John Keefer (theEscapist) about the Master of Orion remake:

Master of Orion was a 4X strategy game before the term even existed. Created by Microprose in 1993, it gained great reviews and a large following, prompting two sequels and framework for the future of the strategy genre.

So when Wargaming.net acquired the rights to the game in an auction of Atari assets in 2013, fans of the series were a bit confused, given the nature of the World of Tanks developer's current stable of games.

"There was fierce competition," said Wargaming CEO Victor Kislyi, "It was expensive, but we got it. And we wouldn't have made the bid if we didn't have clear goals for it. We wanted a nostalgic feel to it. We wanted to bring back the legend."

NGD Studios in Argentina will be developing the game, but Kislyi said that many members from the original team, including the art director and music composer, are back to bring the game's vision to the present. "We are asking them that knowing what they know now, would they have done things any differently."

(...)

Trailer:

loading...

E3

Details

Sword Coast Legends - Preview @ theEscapist

by Hiddenx, 07:43

John Keefer takes a look at Sword Coast Legends:

(...)
Neverwinter Nights
can attribute its longevity to players wanting to create their own campaigns, but this version appears so much easier to use. We got to watch as one of the developers from n-Space used the tools to create and customize a town, rural and forest settings, and of course a dungeon. Templates can be created, everything is drag and drop, and just about everything can be customized.

In the brief scenario that was set up for us, we learned that an associate has gone missing. The developer, who was actually playing the dungeon master, created a contact in town, chose the race, class and name of the contact, and was able to create triggers that could begin or end quests. He also created a potion vendor in town, giving that vendor a cart for a bit of ambiance, and creating the inventory that the vendor would carry.

He then opened a new forest tile set complete with a rundown shack. Our quest would take us to this location, where cultists would be waiting for our party. He set up a trigger zone outside the shack that would start the attack once a party entered the zone. He also dragged and dropped the location of where the attackers would come from, the type of attacker and even any special attacks or spells the attacker would have. Inside the shack, we would find the body of our contact, which was also customized to end a quest and begin a new one. The body was also created to be examined, so we could see how he was killed.
(...)

 

Sword Coast Legends

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

Details

Monday - June 22, 2015

Serpent in the Staglands - Review @ RageQuit

by Hiddenx, 21:30

The Greek site RageQuit has reviewed Serpent in the Staglands (Google Translation) - some snippets:

The Serpent in the Staglands places us in the fantasy world of Vol borrowed several elements from Transylvania Middle Ages. We take the role of a god named Necholai, who decides to take mortal form and participate in the celebrations of mortals for moonlit festival. But when it comes time to return to the world of the gods, an insurmountable wall magic prevents the passage through the portal he had created. Our ally is the Erlein, the priest of the temple (dedicated to us please!) Where we are, and also the only one who knows our real existence. After our evacuation and proposes some loyal allies leaves us with our mortal form on a trip to Staglands for the discovery of truth. As a simple trader and a fragile body, stranger among strangers, we begin an adventure with no return ...

(...)

Initially it will create a special impression lack log and quest book that recorded information and quests. Instead we have available at any time a journal in which you can make notes. The game leaves us completely alone. He takes us by the hand to show us who NPC gave us the quest, we should go and what we must do. You will find notes, maps with directions, hidden messages ... from there but the search and finding the next step is purely our own case. The journal (or even better a piece of paper and a pencil!) Will become our second nature. It may sound unreal perhaps even "primitive" - ​​especially for the younger players, but personally loved this particular mechanism.

The "deficiencies" does not end here. In the Serpent in the Staglands there is neither map (okay laddie gamer who melt in your computer with the Witcher and Dragon Age, you can stop here reading this article). In the areas we move the party we simply can not do a rudimentary zoom while moving from one area to another is through the world map by click on the numbered square that desire. Naturally these numbered squares do not know what because the corresponding map has names and suggestions. The information we acquire are and our unique compass: Corem learn that the city is in the south but not to what the map is square. Then we find a treasure map with a huge X bit further north from Corem. We estimate about falling and begin exploring. The feel of a real open game world was never, ever as unique as here.

(...)

The game is huge and requires full dedication and use of information that we discover. Every new place we visit which has something to offer: a new enemy, an original object, a special NPC to hire our team. There is no right or wrong way to play the Serpent in the Staglands. Even the "special" building a character will never bring us to a dead end since there are more than one solutions to address situations and obstacles. Can we pull enemies into the city to help us battle the guards (with the risk of dying forever unlucky various NPCs ... death is permanent in the world of Vol!), Kill characters that appear to us suspects discovering strange notes on their corpses to place traps, play gambling winning money, take part in competitions between guilds ... the Serpent in the Staglands offers a wonderful and free world to move and act! I can write tens of hours or more small details I discovered the game during my involvement with it. To mention enemies brought very smart diving into holes to occur later in other, neighboring or strange prostitutes I met in a brothel and asked to pay for their freedom in return offer the exceptional rogue-like abilities? Every corner of the Serpent in the Staglands hides secrets you discover and difficult decisions that need will receive. For every decision, however there is the implication ... do not forget it ever!

(...)

Final Score: 90/100

Good:

  • Huge, magical and truly open world.
  • Long duration.
  • Excellent rule system in the development of the characters, the magic and combat.
  • Real hardcore old school RPG ...

Bad:

  • ... That automatically means that younger players should stay away!
  • Several bugs (thankfully corrected very soon).

 

 

Serpent in the Staglands

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

Details

Witcher 3 - More DLCs

by Aries100, 20:31

From the Witcher's Facebook site comes news that there will be 2 new DLCs released for this game this week:

Two new FREE DLCs coming out later this week are:
- new quest - "Contract: Skellige's Most Wanted",
- Skellige Armor Set.
Last week's missing DLCs will be also released with this upcoming pack.

You can discuss this on the Witcher 3: Wild Hunt forums here.

Witcher 3

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

Details

Rampant Games - Solving the Brute Force Problem

by Gorath, 14:52

In a new old blog post Rampant Coyote brought one of his most successful entries up-to-date. He talks about cleaning out dungeons with a brute force approach instead of searching for creative solutions. Part of the problem is player expectation, another part game design which does not enable (or reward) alternative solutions.

A quote from the new half:

First and foremost, the game design has to have an open-ended approach to meeting goals. A lot of modern design is built around the idea of scripted, cinematic experiences — to the point where we even have “quick-time events” where the player really just mashes buttons to keep the movie rolling. This is the exact opposite of what we’re talking about here: We want the player to be clever, not to let him watch how clever the designers were. The idea has to be “The player meets an objective” rather than “the player completes activity X, Y, and Z.” While the following suggestions suggest concrete ways of meeting this design goal, they’ll be useless unless they feed into the overarching vision. While a lot of it is pretty scripted (at least in the early version that I played – and it sounds like this is a big part of the reason it’s been so slow reaching completion), Iron Tower’s Age of Decadence has really taken this perspective across the board.(And before anyone says anything… yes, mea culpa. Frayed Knights is not designed this way, although it has some elements of this. But I’ve got a bunch of ideas for what I’d like to do after the series is done that do take this approach).

Rampant Games

Details

Shenmue 3 - Reddit AMA With Yu Suzuki

by Gorath, 14:39

Mr Suzuki posted some interesting infos in his Reddit AMA. Here's a brief excerpt:

wonkah666
When creating Shenmue 3, will you use any assets at all from 1 & 2? Or do you have to start all over from scratch because SEGA still owns the first two games? 

Yu_Suzuki
The assets from 1 & 2 will get a lot of use.

GuppyBerkley
Love your work! You are a pioneer in this industry! As for my question:
How much game elements/features will we be missing in the game if the campaign doesn't reach the $5 million mark?

Yu_Suzuki
I will say this: if we reach the $5 mil mark, one of the things I really want to do with Shenmue 3 will become a reality. At $10 million, it will truly have the features of an open world.

 The Shenmue 3 Kickstarter is currently at 3.5M$ with 25 days to go.

Shenmue 3

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

Details

Fallout 4 - On Frame Rate And Mod Support [Update]

by Gorath, 14:32

Digital Spy talked to Todd Howard about Fallout 4 at the E3. Here's what he said about frame rate and resolution:

"It is 1080p on everything," he said, before confirming that it would run at 30fps and not 60fps.

On everything ?!

Regarding mod support:

"But, you know, it will come out on PC first. So early 2016, the creation mod for the PC, and then we're going to make that work on the Xbox One, and then we're going to do the PS4 version."

Unless Sony shoots mod support down. They have the last word.

Update:
Bethesda confirmed what most members suspected in the comments

Bethesda Softworks @Bethblog 
Fallout 4 is 1080p & 30fps on Xbox One and PS4. Resolution and FPS are not limited in any way on the PC.

Fallout 4

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

Details

Black Geyser - Early Gameplay Video

by Myrthos, 12:55

The website of Black Geyser has recently been updated with amongst others a video showing some gameplay in the current state of development.

loading...

Black Geyser

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

Details

Earthlock - Developer Update

by Myrthos, 12:50

Missed this one before, but almost a month ago there was another development update for Earhlock: Festival of Magic, which provides a progress report of various topics.

Team expansion
In the last month we have gotten a new team member, Øyvind Mathisen, who is helping out with sound implementation. Now Jory and Øyvind will make sure we will get the proper sound effects into the game. 

We have almost completed the process of hiring a much needed new environment artist as well. 

Character design and production
We are also preparing the first bulk of 3d characters to be produced by Original Force. We will elaborate on this as we get the results back, but in the mean time here is a sample of one of many NPC character designs.

Combat design
Thomas has been going over all the combat mechanics, stats and abilities and is making great progress. 

Overworld and level design
Fredrik and Bendik have completed blocking out the entire game now. All the scenes are in and getting filled with props and content. There is still a lot to do, but we have a very good feel with the scope of the game.

Story and Comic Book
Magnus has been sparring with the team, and is tweaking the story so it is becoming even better. He is starting preproduction on the story for the next game; Earthlock: The Final Memory.

Emerson has also completed the comic book now. We are super pleased with the results and look forward to sharing that with our backers who opted in for that.

We feel really happy about progress but we are still not quite ready to invite any external people to play test yet. We will let you know as soon as we are ready.

Earthlock

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

Details

Pantheon - New Race Revealed

by Myrthos, 12:44

A couple of days ago a new race has been made public for Pantheon: Rise of the Fallen, named Dark Myr of Syronai's Rest.

"The Myr hail from the planet Issul. The race was born at a time when Issul’s oceans were dying. Wars between ancient leviathans had erupted beneath the waves, in battles so fierce even kingdoms on land were destroyed. But the gods of Issul did not stop the calamity - they fought each other instead of giving aid. At last, one humble goddess named Syronai begged the spirit of Issul for answers. Manifesting herself in the depths, Issul gave Syronai a sacred gift: power to bring forth a single, new creation. With this gift Syronai fashioned the Myr, a race with kingly hearts and furious might. The Myr struck against the leviathans with abandon, breaking them from war and driving the terrors back into their abysses. With the oceans freed, the gods came together to bless and rule over the Myr. Songs beneath the sea declared that the Myr carried "the heartbeat of Issul herself" and the race flourished under a unified pantheon. Yet of all the gods, Syronai remained their first love.

Pantheon

SP/MP: Massive
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: In development

Details

Original Sin EE - Porting Done Right

by Myrthos, 12:28

HardcoreGamer feels that the way Larian Studios is porting Divinity Original Sin to the console is how it should be done.

Overall, despite the learning curve and arguable setbacks their uncompromising console port entails, Larian Studios has done a great job so far bringing a classical PC-style RPG to the console. In fact, after my time with the game, I would say I almost prefer playing with a controller. Sure, some things get longer to navigate to but when it works, it works well. Many controls are still up in the air too, so some problem controls may not be set in stone just yet. Touting much more content and a new ending, Divinity: Original Sin Enhanced Edition is looking great and better in nearly all ways than the original. I look forward to sinking just as much time, if not more, into it as I did with the old version when Divinity: Original Sin Enhanced Edition comes out for Xbox One, PlayStation 4, and PC/Mac/Linux later this year.

Original Sin EE

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

Details