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Sunday - July 26, 2015
Saturday - July 25, 2015
Friday - July 24, 2015
Thursday - July 23, 2015
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Picture Watch

Swords and Sorcery: Underworld
Box Art

Poll Watch

Did The Witcher 3 Live Up to the Hype?
Absolutely
58.33%

For the most part
22.5%

Really don't know
10%

Maybe a bit
2.5%

No Way
6.67%

Vote

Recently Released

Aug: King's Quest
Jul: Kyn
Jul: ICY
Jul: Heroes of Legionwood
Jul: Victor Vran

Sunday - July 26, 2015

ICY - Let's Play Video

by Hiddenx, 07:18

Colonel RPG has started a let's play series for the upcoming game ICY:

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ICY is a narrative-driven post-apocalyptic survival RPG set in a new Ice Age where your life and the lives of your followers hang on every decision you make. Create your own character using a detailed stats system that influences your abilities to hunt, travel, scavenge, communicate and lead then begin a journey of survival across the white wasteland.

It is up to you to take on the responsibilities and lead your new-found nomad family in their fight for survival. Do not take your role lightly for each decision you make, each word you speak, ripples through the lives of your community.

You and your group are not alone in this frozen world. In addition to the elements and wild life you encounter there will be loners and bands of miscreants to deal with. Decide well on who to trust and how to react or the snow covered landscape will become your icy tomb.

ICY Release Date: July 27

ICY

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

Details

Dragon Age 2 - Retrospective @ 102.1 the Edge

by Hiddenx, 06:57

Andy Borkowski is a news anchor and host of the radio show “VGS” (=Video Game Sophistry) across the Corus Radio Network. He continued to talk with the lead writer of the Dragon Age franchise David Gaider all about the series.
 
This time he sunk his teeth into Dragon Age 2. He outlines exactly why it major portions were cut, how the game could be better and why he nearly walked out.

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Dragon Age 2

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

Details

Saturday - July 25, 2015

Deus Ex: MD - Defeat Bosses with Combat, Stealth or a Chat @ GamesRadar

by Hiddenx, 23:10

Joxer spotted this article at GamesRadar:

Deus Ex Mankind Divided lets you defeat bosses with combat, stealth or a chat

Despite being one helluva great game, Deus Ex: Human Revolution's boss fights were a nasty bottle of plonk next to the balanced vintage of the main story. Eidos Montreal has already promised that it's leaned from its boss battle boo boos while still pushing itself to ask some really hard questions with its latest effort, Mankind Divided. In the latest issue of Official Xbox Magazine, gameplay director Patrick Fortier and narrative director Mary DeMarle discuss the importance of giving you the same freedom of choice you have in boss encounters as you do in the main game.

Considering the stark difference of quality between those dust-ups and Human Revolution's engaging story, it's so surprise to learn those battles were actually developed by a separate studio. Thankfully, for Mankind Divided, Eidos Montreal is firmly in charge. "It’s all about supporting all the different play aspects," says Fortier. "That was the main thing that was missing from the boss fights. Thematically, I think they were interesting, but certain players found a challenge there that wasn’t really catered to them." Mankind Divided’s bosses are much more balanced in this regard. "There are ways to stealth them, there are ways to beat them in combat and there are conversations you can have that maybe give you a different means of dealing with the situation altogether."

"You can also decide to do it lethally or not," adds narrative director Mary DeMarle. "For Human Revolution, because of the way we designed it, [the bosses] always died in the cutscenes. You had no choice. But we rectified that in the Missing Link DLC, and we’ve rectified it in this game." This means the outcome of your boss fight will directly affect the story going forward. Finally, true Deus Ex choice is ours!

Deus Ex: MD

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

Details

Lord of the Rings Online - A Trip Through the Trollshaws

by Fluent, 20:00

Hey folks! Laughing

In this new Fluent's World video, I take a leisurely trip through the Trollshaws in the game Lord of the Rings Online and continue to work on my Speechcraft skills! Best of all, the video has been recorded in glorious 4K resolution on the highest graphical settings, so details are crisp. 

Check it out!

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Hey everyone! In this fun little video I take a look at Rivendell and take a trip through the legendary Trollshaws in the online RPG, Lord of the Rings Online! I talk a bit about what makes the game interesting and my time spent with it, and show off a bit of the Trollshaws and the road to the Lone-Lands!

If you'd like to see more videos like this, please let me know in the comments section! I can showcase various aspects of the game, like showing off different zones, places to find quests, tips & tricks and more. 

Enjoy! Smile

LotRO: Mines of Moria

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

Details

Chaos Reborn - Interview @ PCGamesN

by Hiddenx, 14:25

Interview with Julian Gollop, the designer of Chaos Reborn:

The growth of Chaos Reborn: X-Com's Julian Gollop on Early Access and defecting to the aliens

Chaos Reborn has been one of the finest turn-based skirmish games available on PC for over a year. But only in its last update did it grow an outer layer - equivalent to the globe view that lends X-Com’s strategic shootouts their permanence.

Julian Gollop, designer of both games, ended a stint at Ubisoft to take remake Chaos. He saw it as a return to the independence he’d enjoyed in the ‘80s. But in reality he’s now beholden to a new set of voices: the double whammy of Kickstarter backers and Early Access buyers.

“I don’t know how to put it. It feels like you’re in an arena with a gigantic audience, all shouting at you, trying to tell you what to do.” he laughs. “Everybody’s watching you on every step and they’re analysing it in minute detail. That is perhaps a little bit scary in some ways.” [...]

Chaos Reborn

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

Details

Spiderweb Software - Interview @ Don't Die

by Myrthos, 12:11

Jeff Vogel did a lengthy interview with Don't Die about indie game development, the state of the industry, how games are reviewed, the internet and more.

So, I'm just gonna zoom out meta really quick. Everything on the Internet now works on clicks. Everyone from the lowest blogger to The New York Times gets paid by clicks. You write something for 1,000 clicks, you make $n. You write something that gets 2,000 clicks, you make twice that. This is an oversimplification, but that's the basic idea. When you write something, you don't want to be telling the hard truth. You don't want to make the world a better place. You want to get clicked, and that's how you eat. And that's the system.

I think that the system has certain effects on how people communicate and how people think. If you write an article that makes people angry and people get super-angry and they keep going to it and arguing about it and going to that page and arguing about it, that's the most efficient way to make money. And the most efficient way to make people angry is to go to certain sorts of politics and certain sorts of identity politics and just bang the drum and everyone gets mad, and then they'll go to your comments section and they'll get in big arguments and that's more and more and more clicks. And, you know, I can't change the system. It just developed and here it is and we all just have to deal with it in our own ways.

I delete a lot of bookmarks. A lot of websites that I love get infected by it to varying degrees, and I just go there less. When people write a headline -- clickbait is really popular and I think it is a very accurate term. You will see a website like "Five Things You Didn't Know about Cherries" or this next one's a real example from Slate: "You've Been Making Scrambled Eggs the Wrong Way Your Whole Life." Let us tell you the right way. The headlines themselves are designed to make you angry.

The headlines themselves are designed to raise your blood pressure just to click and go, "Oh hell yeah I know how to make scrambled eggs. I'm gonna go to the forums and let's argue about scrambled eggs."

Let's not. Scrambled eggs are fine. Scrambled eggs don't need our help. Videogames are afflicted by this, but everyone's afflicted by this now. Identity politics are the best ways to get the clicks. If I was working for Kotaku, I would write articles all the livelong day that was like -- what's a game? Splatoon. Splatoon's a game that just came out.

"Splatoon's an Example of White Male Privilege." Say I wrote an article with that headline. It doesn't matter what the article is about. People are going to click on that link. It doesn't necessarily -- I don't know. I've never played Splatoon. For all I know it is all about white male privilege. So, if anyone wants a quote to pull out of context: Splatoon is all about white male privilege. There. "Noted Indie Developer Calls Splatoon Racist." [Laughs.] Why not? I need the attention, too. We don’t get a lot of press.

People single out the gaming press for it, but all press works like that on the Internet. And because the Internet is the only press -- in my country now, that's how all the press works. I personally think it kind of sucks but that's just where we are. All of everyone's wants and needs have added up to that and we just kind of have to live with it, but every once in a while, I'm still gonna say, "This isn't great. I'm not enjoying this very much." It won't change anything, but at least once in a while people should say it.

Spiderweb Software

Details

Seven Dragon Saga - Development Update

by Hiddenx, 09:32

A development update from TSI Games:

Seven Dragon Saga moving ahead

Meet the Slyth Warden, one of the many dragonkin who vie for dominance in the mountains of the Firewind Coast. Suspicious of the empire, they are likely enemies, but with the right inducements, they could be powerful allies. It’s all a matter of player choice, as they adventure deep into the Drakelands, in service to their emperor.

We are proceeding along developing different elements of the game. In Engineering, we’ve been running various elements of combat and movement through prototyping. Checking out how best to implement multiple targets, area of effect attacks, and persistent things like zones. On the movement side, Seven Dragon Saga has a number of methods to move, and we want them to feel different and work clearly. Mystic Leap allows characters to leap up onto areas others can’t, and gain height advantage. Special thanks to junior engineer Sebastian for taking point on the prototype process.

Up next is how best for the game to recognize cover, then determine if it is half or full, and convey this in an intelligent manner to the players. Then there are Attacks of Opportunity and the Retaliate ability to work out. Lots of little details where frequent prototype iterations works wonders.

In design, we are creating flow charts for story progression, depending on which factions the player is aiding, and which he’s harming. David Shelley pushes a strategic vision, while Edwin McRae drives things from an NPC and story arc viewpoint. This all feeds into the locations we need, and hence the environmental art required.

In systems, Paul Murray and David Shelley are running through a first draft of the various crafting methods, beginning with Alchemy. Again, this affects other elements, such as the skills system, and especially the economy (meaning what players find as loot, as well as, in stores). While single player game economics has a bit more slop allowed than in multi-player games, we still need valuable items to feel valuable and achievable.  All the glittery things scattered on the ground after battle should have some meaning.

The art team is busy as ever, since we revamped under our new art director, Lee Dotson. The animation and rigging team is moving from player characters to the first batch of enemies. The new environments are moving from concept to implementation. And we’ve squeezed in a revision to our main user interface — with much discussion with the designers over what the scribbled wireframes really mean for functionality. Meetings can be noisy, but very positive.

David Shelley

Seven Dragon Saga

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

Details

Bombshell - Quake-Con 2015: New Gameplay Video

by Hiddenx, 09:22

3D Realms released a new 10 min gameplay video for the upcoming Action RPG Bombshell:

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Bombshell

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

Tsioque - New Kickstarter

by Hiddenx, 09:08

A new point & click Adventure is now on Kickstarter: Tsioque

Trailer:

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Its key features are: meticulous, hand-drawn 2d animation and a music system designed to dynamically follow the player's actions, which combined create a unique experience, merging boundaries between adventure game and animated film.

-> download Demo PC

-> download Demo OSX

More info on Tsioque:

Darkness, humour and animation. Tsioque, a new adventure game, has just been launched on Kickstarter

Creators of critically acclaimed Tormentum, Polish OhNoo Studio, joined forces with award-winning animation filmmaker Alek Wasilewski (Lucky Day Forever) to create a whimsical, frame-by-frame animated point click adventure game in a dark but humorous fairytale setting.

Tsioque is a playfully dark 2d point and click adventure game inspired by such classics as Day of the Tentacle, Dragon's Lair or Ron Gilbert's Pajama Sam series. The game is being created with the use of meticulous frame-by-frame animation, where each second of gameplay requires multiple frames to be drawn by hand from scratch. By combining the hand-drawn 2d animation and a music system designed to dynamically follow the player's actions, the developers hope to create a unique experience [merging boundaries] between adventure game and animated film.

The protagonist is a little warrior princess named Tsioque, imprisoned in a castle ruled by the Evil Wizard. She's not the kind of princess who waits for Prince Charming to rescue her - she's brave and stubborn, and has an unusual talent for bringing unintended chaos and destruction wherever she goes.

During her escape, Tsiqoue will explore a castle with a mysterious past, which - bound by a powerful spell - has not only become home to demons and magical creatures, but also, itself, has been affected by the evil power... It bends and shapeshifts, forming layers upon layers of transformation and illusion. It is an essential part of the plot and – especially later in the game – is tightly integrated into the gameplay.

“And if you think it's just about a girl in a castle - well, you're in for a surprise.” - says Alek Wasilewski, adding that we may expect many surprising twists and turns in the game.

The developers hope to raise $35,000. Most of this money will go to creating more frame-by-frame animation, which is the most labor-consuming part of the project. During the next 44 days, the campaign can be followed and supported on its official Kickstarter page. It's worth mentioning that many interesting rewards wait for those who decide to support the project. The title will be available for PCs and is to premiere next year.

Kickstarter

Details

TechRaptor - Playing Roles: On Co-op and Multiplayer

by Hiddenx, 08:51

Robert Grosso (TechRaptor) on co-op and multiplayer gaming in CRPGs:

[...]

This article is not about MMOs, however, as those online RPGs are a separate discussion in and of itself. What should be discussed is how games such as Borderlands, among others, have slowly been evolving our perceptions of role-playing games further, while simultaneously influencing other genres with their design. Co-op play is increasing in popularity in role-playing video games, and titles like Borderlands are at the forefront of either an emerging genre in RPGs or a pre-existing genre that has long been dormant.

To fully understand how, we need to look back at the history of multiplayer in RPGs.  Most computer and console RPGs have been primarily a single player experience by definition, and it is mostly due to design. The book Andrew Rollings and Ernest Adams on Game Design, describes role-playing games as having a developed storyline structure and setting, with players having complete control of their party at all times. Many games, from the classic SSI Goldbox titles to Square and Enix games, tend to follow this paradigm to the letter; the player has complete control over their experience based on their choices, characters, equipment, and progression. As we have mentioned previously, the plotline is unaffected, but players also control the narrative tone of some of these games as well.

The full control of a role-playing game experience of course varies between a person’s preferences. Fans of dungeon crawlers like Wizardry, for example, look for specific design choices when choosing a game to play, and having full control of the player’s party, character classes, equipment, formation, and inventory is paramount of the genre. It has been argued previously how the etymology of role-playing games is difficult to pin down, so the best solution would be to divide games through genre by design, not by country of origin. For a game like Borderlands, such classification can be difficult at first glance.

Many don’t consider it a RPG in any form, instead a first-person shooter with RPG elements attached. While there is a growing number of games outside of the RPG genre incorporating such elements into their design, Borderlands follows a more standard design philosophy found in most RPG games, from open world design, to non-linear character progression. Players have complete control over the optimization and growth of their character, right down to the weapons and abilities they use in combat. Borderlands also borrows many elements often seen in modern role-playing games, namely aesthetic design of inventory—multi-colored, multi-tiered items based on rarity—uniqueness of character classes, quest-based mission structure, and character rewards and progression.

[...]

 

TechRaptor

Details

Fallout 4 - Quake-Con 2015: New Info

by Hiddenx, 08:23

YongYea tells us about new companions and the new leveling system of Fallout 4:

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Fallout 4

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

Details

Friday - July 24, 2015

Rampant Games - Good Looks, But No Interaction

by Myrthos, 19:19

The Rampant Coyote talks in his blog about good looking 3D worlds that are just pretty pictures and offer little to no interaction.

Naturally, as a game developer, I knew better. I looked forward to playing games that were as beautiful and fully realized as this, and knowing all the while that once they were, just poking around the landscape wasn’t gonna do it for anybody. And that all came to pass very quickly. And we took it for granted, looking forward to even more beautiful, more realistic worlds, ignoring the incredibly interesting details because there are bad guys in need of shooting!

But I think there’s more to it than that. It’s not just that we take these beautiful worlds for granted because we’re so used to them. I think we miss these painstakingly-textured details because they are meaningless to us. The pock-marks on the wall, the old posters, the burn-marks… in theory, they help tell the story of the landscape that we’re in. But in reality – it’s all just a soundstage. All that beautiful set dressing is simply to hide the fact that we’re on a linear obstacle course.

And so we’re used to these prettier worlds being of the “look, don’t touch” variety. In fact, we’re pretty accustomed to the idea that the prettier a 3D world is (relative to modern technology), the less interactive it is. All that incredible detail comes at a price, and that is that you can’t move things around and screw things up. There’s nothing behind those doors, and the forest in the background is just a picture.

Rampant Games

Details

Victor Vran - Release trailer

by Myrthos, 19:08

Victor Vran has been released today and that comes with a release trailer.

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The new demon hunting action-RPG Victor Vran officially releases today. After just five months in Early Access, Victor Vran is released with amazing 94% user approval from the Steam Community. The game won the hearts of the players with its action packed combat dynamics, where dodging and jumping mean the difference between life and death.
Victor Vran features four player coop gameplay, a class-less gear-based character progression system, dozens of secrets, over 400 different challenges and dynamic difficulty personalization. The game was created with replayability in mind and promises many hours of pure fun on top of the 20-hour story campaign.

The game is available on Steam and GOG and don't forget to check out our review of the game.

Victor Vran

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

Details

Original Sin EE - October Release Date

by Myrthos, 16:39

Swen told GameReactor that the release date of Divinity: Original Sin Enhanced Edition is scheduled for October and that it is the first release date they probably won't miss.

"Currently we're targeting end of October [for release], says Vincke. It's already very far advanced, all the content is there, all the voice recordings are finally finished took us six months."

Hitting the release date "would be a first for Larian" said Vincke, but he clearly didn't want to jinx it adding "we'll see" at the end.

 

Original Sin EE

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

Details

Shadowrun: Hong Kong - Release Date

by Myrthos, 16:31

The release date for Shadowrun: Hong Kong is set for August 20th, 2015 andwill be available on Steam, GoG, & Humble Bundle on that day at 10am PST.

Estimating, scheduling and delivering something as complex as SR:HK is tough and I’m extremely proud of the entire team for their focus, dedication, and hard work. I’d like to say a special thank you to our ace Producer, Chris Klimecky and my co-Director, Mike McCain for their work in getting the game to you on time. Mike joined me at the helm a ways back so I could dedicate more time to writing, and his work has been first rate - just like it was on Shadowrun: Dragonfall and Shadowrun: Dragonfall - Director’s Cut.

The game’s really coming together and it’s amazing to see the team’s hard work and creative collaboration on-screen. Making games is an incredible challenge but making games with these folks is an absolute pleasure.

We’ll be sending out another update in the next couple of weeks regarding how to get your keys from BackerKit and an update on all the remaining Kickstarter rewards.

And here is the 2-year launch anniversary update video.

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Shadowrun: Hong Kong

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

Details

Ghost of a Tale - Development Update & Interviews

by Myrthos, 12:34

Seith provides a new development update for Ghost of a Tale, in which he also mentions an early release on Steam happening in the not too far future.

Just a couple of development news: Paul has been hard at work on writing the game’s dialogs and it’s all shaping up very nicely. I’ve even added queries into the time-of-day system so NPCs can greet you while mentioning the proper time of day (ie: “Good afternoon!”). 

I’ve done a pass on optimizing the UI and that paid off; I was able to shave off a handful of frames-per-second by reworking the entire system and separating each canvas into its own prefab.

Incidentally the UI system (inventory, dialogs, main interface, etc…) is starting to come into its own and feels more and more consistent.

So things are moving forward at a steady pace! The amount of work left to do is still rather daunting though. I think that within a few weeks I should be able to accurately assess the situation with regard to an early release.

Of course release plans have not been finalized by a long stretch yet but it is looking more and more like we’re going to do an early release of the game on Steam. In any case I will post many more details about that in an upcoming update!

And he mentions an interview in French and English. The latter one discussing amongst others, the technical aspect of creating the game and the Unity engine.

The game runs on the Unity engine. I feel very lucky that I started using Unity when it took a turn towards better visual fidelity. I had heard of the engine before and was very far from convinced (based on the quite outdated visuals). But within two years it became an excellent engine capable of outputting AAA graphics.

I love the simplicity of development; it’s mostly based on individual components/scripts which is (in my opinion) a very flexible approach. I know hard-core coders usually prefer C++ but I’m primarily an artist (although I do have experience coding tools using Python). So I learned C# in order to code in Unity and I never looked back. Unity is not perfect of course (no engine is) but in my opinion it’s getting freaking close! I believe the thing that still hinders Unity is based on the fact that it’s not quite yet used by many AAA studios. But as things evolve I think it will continue improving and add features that are really useful for larger, more technically demanding games.

One such feature I’m waiting for is a robust way to manipulate multiple scenes at once, which would be useful for games like Ghost of a Tale which rely on streaming parts of the world to keep things smooth.

Ghost of a Tale

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

Details

CRPG Book Project - 12 more notable RPGs

by Arhu, 09:17

CRPG Book Project author Felipe expanded his abridged version of CRPG History with a second part, titled 12 more RPGs that brought something new to the table.

Now, if that wasn't clear last time, I'm intentionally leaving out games like Diablo, Fallout, Baldur's Gate, Mass Effect and other extremely popular titles that everyone know about in order to focus on the obscure and amusing games, mechanics or even curiosities.

This once again is just a random sampling of cool/weird computer RPGs I wanted to talk about, in no way intended to be a comprehensive listing - that's what the CRPG Book is for (..)

Games in the spotlight:

  • Rings of Zilfin (1987)
  • Star Saga: One - Beyond the Boundary (1988)
  • The Magic Candle (1989)
  • Might & Magic III: Isles of Terra (1991)
  • Princess Maker 2 (1993)
  • Superhero League of Hoboken (1994)
  • Omikron: The Nomad Soul (1999)
  • Gorky 17 (1999)
  • Arcanum: Of Steamworks and Magick Obscura (2001)
  • Freedom Force (2002)
  • 7.62 High Calibre (2007) & Marauder (2009)

 

Previous article: CRPG History Abridged - 21 RPGs that brought something new to the table.

Felipe is still looking for contributors to his CRPG Book Project.

CRPG Book Project

Details

Life is Strange - Episode 4 launches next week

by Hiddenx, 07:23

Life is Strange - Episode 4 will be released next week on July 28.

Launch Trailer:

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Life is Strange

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

Details

Mass Effect - Series Retrospective @Twenty Sided

by Gorath, 00:37

Shamus Young posted a massive retrospective on the Mass Effect series on his blog Twenty Sided. There are currently 3 articles (one, two, three), and maybe more to come.

No matter where you draw the line, it's very clear that Mass Effect 1 and Mass Effect 3 are radically different games, and within the series we can see the change from "Classic BioWare" to "Nu BioWare". At the start we have lavishly detailed worldbuilding, very trope-ish arch characters, stiff animations, and gameplay with generally lousy game feel. At the end the focus is on characters instead of worldbuilding, and the old RPG mechanics have been replaced by mainstream action shooter sensibilities.

This creates an unfortunate rift in the fanbase. Love it or hate it, those new shooter mechanics are a lot more popular than the RPG-focused combat of Mass Effect 1. A big chunk of the player base hasn't even played the first game, and shooter fans who fell in love with Mass Effect 2 went back to see what they missed in the first game and found it completely unplayable. [...]

Mass Effect

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC, Xbox 360
Release: Released

Details

Lords of the Fallen 2 - Tomasz Gop Leaves

by Gorath, 00:28

Executive producer Tomasz Gop leaves the Lords of the Fallen 2 project and is on the way out of CI Games, says Eurogamer. The publisher wants to go into a new direction with the game:

"We want to reach a wider audience for this game. That's why we're building a richer story. We're aware that these aspects could've been better in first game, so the story is a big point of the sequel, along with robust fighting system. We want to bring something fresh to RPG games."

Lords of the Fallen 2

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

Details

Piranha Bytes - Creative Director Looks Back at All Games

by Gorath, 00:20

GameStar.de asked Piranha Bytes' creative director Björn Pankratz what PB thinks about their own games now that both the Gothic and the Risen franchise are behind them for the time being. The clou: he had to answer in one brief statement per game. Although I feel tempted to quote the whole piece I'll limit myself to his quote (transl.) about Risen 2:

We've implemented many important new mechanics in Risen 2, which we still use today. [...] But all in all we were too pirate-y. We've lost the fantasy aspect there.

Piranha Bytes

Details

Fallout: NV - Total Conversion Fallout: Project Brazil Release Soon

by Gorath, 00:04

The developers intend to release their Fallout: Project Brazil total conversion before Fallout 4 comes out. It's currently in beta. Here's what it's about, and the new intro at the bottom of the newsbit.

 This is a near Total Conversion for Fallout: New Vegas. Fallout: Project Brazil adds an all new story around a new player character, an adopted resident of Vault 18, embarking on a quest to a hidden complex in the ruins of Los Angeles. Along the way you'll discover a pitched battle between the Survivalist Army, the New California Republic, and The Super Mutants, which shapes the politics and events leading to the NCR's invasion of the Mojave. The story takes place in 2260 - many years before the "Courier" awakes in New Vegas, while the Enclave struggles to rise again on the West Coast.

The Mod branches off from New Vegas right from the New Game menu. The game will be released in chapters, with the first release containing 3 parts. The full campaign will contain 16 Main Quests and several side stories, all related to the player's journey through Vault 18 and the wasteland of San Bernardino. Their choices at each stage will shape the next, creating 2 plathroughs worth of unique content.

The download of the First Installment comes with a custom installer package containing a few optional add-ons for your game, like the SGhi.info REVELATION Interface, and DLC compatibility patches.

The game features several hours of new exploration and game play, with each branch of the story telling a new tale for repeat playthroughs.

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Source: GameStar

Fallout: NV

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

Details

Thursday - July 23, 2015

Fallout - New Fallout Anthology Announced

by Gorath, 23:55

Just before the upcoming Fallout 4 release Bethesda puts all the older Fallout games into one box and calls it a Fallout Anthology. The box is something special.

Hi everyone!

We're pleased to announce Fallout® Anthology, the definitive PC collection from the award-winning Fallout® series, will be released on September 29, 2015 for $49.99. Fallout Anthology features five critically-acclaimed games and official add-ons in a premium collectible set, with a space reserved to add your copy of Fallout® 4. This ultimate collectible is packaged together in an exclusive mini-nuke storage case with audible bomb sound.

This Fallout collection includes:

· Fallout 3: Game of the Year Edition
o The Pitt
o Operation: Anchorage
o Broken Steel
o Point Lookout
o Mothership Zeta

· Fallout: New Vegas Ultimate Edition
o Dead Money
o Honest Hearts
o Old World Blues
o Lonesome Road
o Gun Runners' Arsenal
o Courier's Stash

· Fallout Tactics
· Fallout 2
· Fallout

 Release is at Sept. 29th, in continental US only.

Fallout

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Elminage Gothic - A Unique Gem

by Fluent, 23:24

Hey folks! Laughing

In this quick video I take a look at some unique characteristics of Elminage Gothic, and try to explain what makes the game great! Take a peek and see what you think!

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Hey everyone! In this quick video I talk about some of the great and often overlooked features of Elminage Gothic that make it an outstanding game. Everything from the brutal difficulty level to the maze-like dungeons is discussed in this video! Note - This is not ALL of the great features of the game, just a few very unique ones that make the game stand out as a dungeon-crawling RPG!

Enjoy!

Elminage Gothic

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

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RPGWatch - Victor Vran Review

by Myrthos, 22:10

Yesterday we had a roundup of Victor Vran reviews and today we have our own. Our forum member Greywolf00 reviewed the game for us.

Character building is definitely different than the usual skill tree approach seen in the genre. The game presents your class choice when you're deciding between three different outfits. The outfit changes the look of the Vran doll used in talks and also decides how you gain Overdrive. Overdrive controls your demonic powers, basically a magic system. You start with one demonic power and slot and unlock another slot at level 14. Other powers are found as drops. One outfit builds overdrive as you fight ensuring you have your magic available in combat heavy situations. Another changes it so you only gain overdrive passively overtime regardless of combat creating a situation where you can always have your magic for the start of tough battles, provided you're willing to wait for it to fill if needed. The final outfit creates a situation where you only gain overdrive after landing a critical strike. At level 15 you're granted a choice between 3 outfits granting you an additional "class" to change to or use when it may be beneficial to do so. For my choices I was presented with the 2 starters I didn't originally pick and one that boosted HP, but made no mention of overdrive changes on the tooltip. It also sounds like outfits are offered several other times as a leveling benefit since there's an achievement for having 6 of them. At first glance this is a disappointingly simple system, but it meshes nicely with others like the destiny cards.

Victor Vran

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

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Steam - There aren't 'too many' games on Steam @ PC Gamer

by Hiddenx, 19:03

Evan Lahti (PC Gamer) has written an article about the current game-glut on Steam - a snippet citing Swen Vincke:

How small studios feel about Steam

Whatever your reaction to this trend, the people whose lives are most braided to it are independent developers and publishers. And when I reached out to them to talk about Steam, I was surprised that the majority of them are unfazed by how crowded Valve’s platform has become.

To Swen Vincke, CEO at Larian Studios, today’s Steam is simply a return to the way things were before digital distribution, but not in a bad way. “Access to retail used to determine which games we got to play, something that hampered the evolution of videogames,” says Vincke, who believes digital distribution has created “a true renaissance” in the industry. “However, the quantity of games being released now means that the new barrier to entry has become discoverability, and as a developer you need to plan from day one how your target audience will find out about your game, and ensure that your game has more reasons to be played by players than a similar game your competitor may be making. Which, if you think about it, is exactly how it’s always been. There are just more competitors now, so there’s no room for slacking. That’s a good thing, too, in my opinion.” [...]

 

 

Steam

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Telepath Tactics - Brass Tacks and Sales Stats #2

by Hiddenx, 18:48

Craig Stern with part #2 of his very interesting in depth-look in the finance-books:

[...]

Initial sales numbers

With that in mind, how is Telepath Tactics doing so far? Three months after release, I have sold approximately 3,000 copies total across all platforms, with gross sales revenue upwards of $36,660.

Net sales revenue, which accounts for the cut taken by the various distribution platforms, is a good deal lower than the gross–note that net is the amount I actually receive. Valve prohibits developers from disclosing data regarding sales made on Steam, so I cannot reveal my net revenue or otherwise break down my total sales by distribution channel. Ultimately, however, the breakdown doesn’t really matter for my purposes: regardless of what the distribution is, I (1) succeeded in fully recouping my out-of-pocket expenses, (2) made a small profit, and (3) failed to make enough money at launch to support myself making a game full-time over the next two years.

Is that good?

In a word: no. SteamSpy estimates that the average RPG on Steam alone has more than 10 times that number of owners. But more importantly, these sales numbers don’t meet my ultimate goal of allowing me to move into game development as a sustainable full-time job.

Someone unfamiliar with the games industry might think that $36,660 is pretty good for just the first three months of a game’s life span–and it would be, if I were a developer who was able to pump out games every 6 months, or even every year. But Telepath Tactics began development in 2009–$36,660 is not anything close to a sustainable amount of revenue for a game with such a lengthy development cycle.

And unfortunately, the fact that it’s only been 3 months since release isn’t a reason to expect much more in the way of sales revenue. Games mostly behave like movies opening in theaters, with launch week analogous to a movie’s opening weekend: traditionally, the bulk of a game’s profits are made at (and shortly after) launch, with a mere drip-feed of sales following from that point onward.

True to form, sales of Telepath Tactics have thus far followed this “L” trajectory. The vast majority of all money made by the game was made in its first week, before the game dropped too far off of Steam and GOG’s respective “new releases” charts for prospective buyers to easily find it. Telepath Tactics is now in what is traditionally referred to as “the long tail”–the flat, horizontal part of the “L.”

[...]

Telepath Tactics

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

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