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Mars War Logs

Mars War Logs Review
The recently released Mars War Logs has been reviewed by Fluent and he wasn't too thrilled with what he found.
» Continue reading the article...

Neverwinter Nights
Neverwinter Nights: Bob McCabe Interview
Lucky Day met with former Bioware employee Bob McCabe to talk about Neverwinter Nights.
» Read the article
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Poll Watch
Do you Kickstart?Yes, I've supported a bunch!
Yes, but only 1 or 2.
I'm waiting for the right project.
No! No finished product, no money!
No - but only because of my tight budget.
Recently Released
May: Fallen Enchantress Legendary HeroesMay: Van Helsing
Apr: Mars
Apr: Eador: Master of the Broken World
News Watch
Fallen Enchantress Legendary Heroes - Now Avaiable on Digital Distribution by Galaad
Project Eternity - Social Round-up #2 by bjon045
Fallen Enchantress Legendary Heroes - Review Roundup #2 by Couchpotato
GOG - Wizardry VI-VIII Available On GOG by Couchpotato
Feargus Urquhart - Future Of The Industry and Obsidian at KRI 2013 by CraigCWB
Forum Watch
The Secret World - initial impressions by DrithiusDungeon Plunder: an iOS Roguelike RPG game. by DungeonPlunder
What are you reading ? by Thrasher
Might and Magic V vs. Wizardry VII/Gold by jaes
Dungeons and Dragons Online Discussion by Fluent
Saturday - May 18, 2013
Shroud of the Avatar - Dev Chat #3 And Tier Changes
Shroud of the Avatar has a few posted updates on their website. The first update is the Dev Chat video. The second update deals with teir changes, and reminds everyone the grace period ends May 20.
Information about
Shroud of the AvatarSP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development
Ghost of a Tale - Wallpapers
There are still 3 days to go in order to reach the required additional 4.5 KEuro for Ghost of a Tale to get funded. With a bit of help that should be possible.
In the meantime there are some wallpapers of the game you can enjoy.
Yeah I know.... a newsbit on wallpapers?? It is indeed just a trick to lure you into pledging for the game where you get to play as a mouse.
Information about
Ghost of a TaleSP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: Unknown
Release: In development
Legend of Grimrock 2 - Development Update #2
Legend of Grimrock 2 has another development update posted. The posts topics talk about a new animator who has joined the team, new levels, items, and monsters.
Olli has been helping out Jykä to get up to speed and he’s also been active on the business side by filling blanks on obscure documents for our new accountant. Sometimes the business side of things feel like solving a cryptic Grimrock puzzle and Olli’s getting pretty good at it. Olli’s also found time to complete animations for the very first monster you’ll encounter in LoG2.
In another news, Jyri #1 has been working on new items graphics. We need at least a hundred new items for LoG2 so this will keep him and a few other people rather busy for some time! Jyri has also been modeling new environmental assets and a new puzzle object that Antti will be putting into good use.
Talking about Antti, he’s been working on the levels and we now have about 30% of the playable area in “pre-alpha state”, i.e. mapped out with puzzles and initial placement of monsters. I’ve also helped Antti by creating the first version of the very first introductory level.
Juho has been working on a new monster concept and has also been modeling assets for the first level. He’s also gotten his eyes shot with a laser and he had to take a few days off to recuperate. His new laser-cut eyes will hopefully make him even better as an artist (if that’s even possible!).
On the tech side the refactoring work for the component system is finally done. Some other notable changes are: a new quite deadly trap, and lifting off the restriction of levels having to be 32×32 squares in size. Levels can now be any size up to 64×64 and also non-square. Levels can now also be connected in north-south and east-west directions as well as vertically.
Information about
Legend of Grimrock 2SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development
Diablo 3 - Diablo Anniversary Specials
Blizzard has two special promotions going on right now. The first one is for the one year anniversary of Diablo 3 by offering a 33% discount.
To celebrate an action-packed year of demon slaying, we're kicking off Diablo III’s first birthday with BIG savings. For a limited time, you can save $20 when you get Diablo III for the PC/Mac in the Blizzard Online store. That's 33% off the usual price, enabling you or a friend to adventure in the world of Sanctuary easier than ever before.
The other one is to celebrate the 15th anniversary for the whole series with a soundtrack available on itunes.
The development team at Blizzard continues to celebrate the 15-year anniversary since the launch of the first Diablo video game by offering fans a chance to listen to the soundtrack and download it for free through iTunes.
The official page offers notes from the composers who worked on the music of Diablo and there are also classical music themes to sample.
Information about
Diablo 3SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development
Obsidian Entertainment - MMORPG Skyforge
According to gamesindustry.biz Obsidian Entertainment will be working with the Allods Team to develop a PC MMORPG called Skyforge.
Obsidian's CEO Feargus Urquhart had this to say about the project.
“Skyforge is very interesting and promising project and I am glad that Obsidian Entertainment is involved in working on this game. I am confident that the cooperation with the Allods Team will be a great experience for all of us.”
Wasteland 2 - Interview with Chris Keenan
GamingBolt has an interview with Development Director Chris Keenan of inXile Entertainment about Wasteland 2, and various other topics.
Ravi Sinha: With Obsidian Entertainment, Fallout 1 & 2 composer Mark Morgan, Planescape: Torment writer/designer Colin McComb and of course, the producer of the first game, Wasteland 2 is certainly brimming with industry and RPG legends. How was such a team assembled for the project?
Chris Keenan: Everything about the way we’ve planned, financed and built this project is different from the way we’ve worked over the past 10-15 years. We have our core implementation team that has worked together for a while and just thought, “If we can have anyone we want for this title, how would we do it?”.
Brian immediately reached out to many members from the original team for design help. Being that we are not working with a publisher it, we could make decisions that would have been sticky to figure out, like bringing on Chris Avellone. Being that he’s CCO of Obsidian, it would potentially scare publishers due to him knowing “trade secrets” about the game, but Brian has worked with the Obsidian guys for many years and knows he can trust them. We’ve developed a very close relationship with Obsidian and will continue to scratch each others backs.
Ravi Sinha: We’ve seen this post-apocalyptic set-up culminate in either finding a MacGuffin to save the world and usher in a new age of man or in exploring the so-called wasteland and making one’s own choices a la Fallout. Will Wasteland be in either direction, a mix of both or completely out of left field with its plot?
Chris Keenan: Well, being that Wasteland was the original Fallout, Brian and his team decided to keep a moderately similar high-level story feel. Neither were about saving all of humanity and bringing pixie-dust and smiles to all. Wasteland was all about the moments you came across while trying to bring about a bit of order and navigate issues as they came up.
The setting is pretty bleak and there really is no way to “save the world” even if you wanted to. The citizens of the Wasteland have literally had a trial by fire and after a hundred years of being in pure survival mode, they don’t necessarily operate on logic that we’d hold true in our current world.
Ravi Sinha: In regards to its design, was there always that desire to make Wasteland 2 a throwback to the classic RPGs of yore?
Chris Keenan: We went through a bunch of design ideas when thinking about what Wasteland 2 would be, but many of the elements that stuck kept that familiar feel from games of the past. As we continued to communicate the vision to our community prior to the Kickstarter release, we kept hearing how much people missed that classic play experience and knew it was the right decision for the game.
At the time, I think there was a feeling over the game development community that many game systems evolved out of necessity to a more mass market friendly approach. Publishers weren’t funding deals unless your game could sell a million units and that generally tends to remove the option of more hardcore game systems from the designs. Our approach is that we don’t care about the mass market. Our 65,000+ backers want a more deep detail and stat oriented game.
Information about
Wasteland 2SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development
7 Days to Die - A Voxel-Based Sandbox Game
Dallas based indie developer The Fun Pimps Entertainment announced 7 Days to Die. I know some will say but it's not a true RPG. Watch the trailer then decide.
An open world, voxel-based, sandbox game blending the best elements of FPS, Survival Horror, RPG and Tower Defense style games. "Seven Days to Die" looks to carve out its own space giving gamers what they really want with a unique combination of combat, crafting, exploration, and character growth. It's not just Survival Horror anymore its "Survival Horde."
Seven Days to Die Core Features include:
• Explore a modern, beautiful, fully destroyable, fully buildable, fully dynamic, hand crafted, huge voxel world with cities, forests, wastelands, deserts, plains and mountains. Explore hundreds of points of interest and every building inside and out!
• Our advanced "Dynamic Block Stability Physics System," simulates real-time structural integrity. Build it right or watch it come crumbling down.
• Relentless enemies will stop at nothing as they claw, jump and break their way through the world in order to get to you. And watch out for the unique severely mutated.
• Mine and loot a multitude of items and ingredients to survive creating hundreds of weapons, items and traps with the intuitive and deep "Crafting System" inspired by classic adventure games but modernized. No wiki required!
• Uncover the truth as you find survivor notes that lead to better loot from the "Dynamic Story Generation System" which puts the player in charge of the story solving the "now what problem" that plague most voxel games.
• Play solo, Co-op online with friends or in our unique "Zombie Nomad Mode" for a no rules experience!
• Enjoy a fully destroyable voxel-based world blowing up everything in the entire game or build it up bolstering the defenses of an existing structure or building your own fort to try and keep the zombies out.
• Gain experience and upgrade your skills in melee, guns, crafting, and stealth!
• Rummage and mine your way through the world finding food, water, loot and the resources you'll need to survive and discover a purpose for everything in the world.
• Build your own worlds and play them with your friends using the 'Creative Mode Tools" featuring hundreds of block shapes and prefabs.
Information about
General NewsSP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development
Might & Magic X - Legacy of Shantiri's Ruins
Ubisoft's official Might & Magic X: Legacy website has been updated with a profile of Shantiri's Ruins. It's one of the locations you will visit during the game.
"Centuries ago, a great civilization appeared on the shores of the Jade Ocean: the Shantiri Empire. The Shantiris were a gathering of various Elder Races, mostly Humans, Dwarves, Nagas and Elves. The Shantiris spread across the face of the world, building titanic cities and temples.
Then came the Elder Wars. Angels and Faceless, children of Light and Darkness respectively, consumed their hatred in a genocidal war. In a single night, most inhabitants of the Shantiri Empire vanished and their magnificent cities were cast down.
The Agyn Peninsula harbours many Shantiri ruins, attracting all kinds of treasure-hunters and lore-keepers who hope to unlock their secrets, while ignoring the persistent rumours claiming the ruins are haunted – or worse..."
Information about
Might & Magic XSP/MP: Unknown
Setting: Fantasy
Genre: RPG
Platform: Unknown
Release: In development
Friday - May 17, 2013
Origin Systems - How It Started
A tweet from the Rampant Coyote led me to an article at The Digital Antiquarian about the birth of Origin Systems and Ultima III.
Everything about the young (literally; look at their picture above!) Origin Systems was bizarre, even by startup standards. They set up shop in Richard’s personal playhouse, a space above the Garriott family’s three-car garage which had once served as an art studio for his mother but had been commandeered by Richard and his friends years before for their D&D games. It was a big room scattered with desks, chairs, and even cots. Here Richard and his friends set up their various computers. A little cubbyhole at one end served as Robert’s business office. Robert himself was still officially living in Massachusetts with his wife, who had quite a career of her own going as a manager at Bell Labs and thus couldn’t move. Robert, however, was a pilot with a little Cessna at his disposal. He spent three weeks of each month in Houston, then flew back to spend the last with his wife in Massachusetts.
Together Chuck Bueche and Richard worked feverishly on the games that would become Origin Systems’s first two products. Chuck’s was an action game called Caverns of Callisto; Richard’s was of course the big one upon which they were all depending to get Origin properly off the ground, Ultima III.
Given its flagship status, Garriott felt compelled to try to remedy some of the shortcomings of his earlier games. In particular, he was obviously eying the Wizardry series; for all of the Ultima series’s stellar reviews and sales, the first two Wizardry games had garnered even better and more of both. Much of what’s new in Ultima III is there in the name of addressing his series’s real or perceived failings in comparison with Wizardry. Thus he replaced the single adventurer of the early games with a full party which the player must manage; added a new strategic combat screen to make fights more interesting; added a full magic system with 32 separate spells to cast to replace the simplistic system (which the player could easily and safely ignore entirely) of his previous games; added many new class and race options from which to build characters; made some effort to bring some Wizardry-style rigorousness to the loosy-goosy rules of play that marked his earlier games.
Torment: Tides of Numenera - Colin McComb Interview
Gamefront interviewed Colin McComb on Torment: Tides of Numenera and the Kickstarter.
Given Torment: Tides of Numenera’s pedigree – it’s the spiritual successor to Planescape: Torment – it’s not difficult to understand just why so many luminaries want to have a hand in making it. Planescape: Torment was highly acclaimed for the quality of its writing, the development of its setting, and richly textured characters. Tides of Numenera represents a rare chance to revisit the past, but also to improve on it.
For example, combat: Planescape: Torment’s combat system is widley acknowledged as one of its weaker points. “At best,” McComb says, combat was “a slog in PST”. He says the team plans to address that by integrating combat more fully into the seam of the narrative. “Since we’re using a different base system in Numenera’s rules and have the liberty to craft something specifically designed for a cRPG, I anticipate that we’ll have a combat system that will be far more entertaining,” he promises.
Combat isn’t the only thing that’s getting overhauled in Torment. Character attributes will also be getting a change-up from the Dungeons & Dragons-based system of its predecessor. “We’ll be seeing them, though not in the familiar AD&D Strength, Dexterity, etc combination,” said McComb. “From the core systems of Numenera, we’re looking at three pools: Might, Speed, and Intellect. We also have a Type (a character class, with a choice between the warrior-like glaive, the jack, and the wizard-like nano), a Descriptor (smart, fast, cunning, tough, etc.), and the Focus – a special ability that elevates your PC above the run-of-the-mill citizenry of the world. In addition, we’ll have skills and other abilities under the hood (for instance, the Tides and Legacy system).”
Information about
Torment: Tides of NumeneraSP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development
Ballikin - Alpha 48
A new update has been released for Ballikin, bringing it to alpha level 48. A lengthy list of changes can be found on the download page, but the highlights are these:
* You can now resize the game window.
* Graphics overhaul (increased size slightly, and sprites re-drawn at new size).
* Combat (and other) floating text display.
* Two new items, a Lantern for more light, and a Healing Balm to .. Heal you!
* Mobs now drop a better range of items.
Information about
Indie RPGsSP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development
Elder Scrolls Online - Gathering and Exploration
A new Elder Scrolls Online video has been released featuring creative director Paul Sage describing how players will find useful. The Elder Scrolls Online is expected to launch this year and will be playable at Gamescom in August.
Creative Director Paul Sage describes what you'll find as you explore every corner of Tamriel. For more information about The Elder Scrolls Online, visit our website: http://elderscrollsonline.com
Information about
Elder Scrolls OnlineSP/MP: Massive
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: In development
Jagged Alliance: Flashback - Update #19, Stretch Goals, Competition and A Tribute
Update #19 for Jagged Alliance: Flashback is now avaiable on the games kickstarter page.
Stretch Goals
Although we made an update on Stretch Goals a few days ago and have reached $200,000 + opening up the Stretch Goals Box, we would like to add it to this update for all eyes to see. We know there’s still some ways to go before we reach the initial goal ,but we’re A.I.M.ing for a race to the finish.
New $425,000 Stretch Goal:
The new stretch goal will be a small tourist island off the coast and have approximately 10 sectors. The player will be able to travel there by boat and there will be two fishing ports located on the island. Additionally, there will be a small resort located on the island, making it popular to tourist. Players can gain an economic advantage by visiting the island as well as being able to discover so called “easter eggs” along with special unlockables.
Bear's Pit JA:F Events and Contests
As promised we wanted to give the Bear’s pit competition a mention, so here’s their hamster happy meal.
SPREAD THE WORD CAMPAIGN
Anyone can be the next San Cristobal bartender/gas station owner just by helping with spreading the word about JA:F Kickstarter: Rewards $125, $200 and $650
Follow this link for more info
WRITE A MERC ONELINER AND WIN
Also our generous friend gdalf just spruced up his $220 reward for best merc/enemy one-liner by announcing STRETCH GOALS! Yes, he's going to add even more goodies to the pack, just join the fun and give us your line!
Follow this link for more info
Tribute Sector
As a thanks to our friends at Obsidian, we’ve decided to make a special sector in their honor. The 5000 backer sector will be an Obsidian mine, where a secret cult of scientist resides and are trying to develop a new formula to become immortal, called “Eternity”. We thank the community for coming up with these awesome suggestions :D As Jesper is still hard at work finishing the diorama the visualization of the sector will have to wait, but we’ll get it up as soon as possible and also come up with the 5500 sector.
Information about
Jagged Alliance: FlashbackSP/MP: Unknown
Setting: Unknown
Genre: Strategy-RPG
Platform: Unknown
Release: In development
Van Helsing - Hunter's Lair Trailer
Just a few days before release of The Incredible Adventures Of Van Helsing Neocore has posted a new video simply called "Hunter's Lair."
Information about
Van HelsingSP/MP: Single + MP
Setting: Technofantasy
Genre: Action-RPG
Platform: PC
Release: Released
Dragon Age 3 - Take It and Leave It
Video Game Writers has a new opinion piece on Dragon Age 3. The writer explains in his view what Bioware should keep, and take out of the next installment.
The Dragon Age series has had two wildly different entries to date. They both have their strengths and weaknesses (I’m looking at you, Dragon Age II), but they’re still both enjoyable RPGs. Whether or not you hate being Hawke or you’re still pining after Alistair, there’s something in these games for everyone. With the third entry, Dragon Age III: Inquisition, on the horizon, it’s time to take a take a look at some of the things that BioWare should carry over, as well as those that should probably be left in the past.
Dragon Age III hasn’t received a release date yet, but we’ll likely see it early into the lives of the new consoles coming out this holiday season. BioWare is the Pixar of RPGs, and they need to recover from their Cars 2. Fingers crossed that Dragon Age III delivers when it finally hits.
Information about
Dragon Age 3SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: Unknown
Release: In development
Dead State - Development Team Q&A Video
DoubleBear released a nine minute Q&A video for Dead State. Topics talk about zombies, drinking, parental concerns, and a whole lot more
Information about
Dead StateSP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development
Shadow of the Eternals - Three Video Updates
Since the crowd funding of Shadow of the Eternals Precursor Games has released three video updates.
Hi everyone,
I’m Shawn Jackson, the Chief Operating Officer at Precursor Games. I just wanted to give a little bit of background on myself for those who don’t know me, as well as talk about bringing Shadow of the Eternals into production.
Ken McCulloch and Denis Dyack of Precursor Games reveal two new characters from Shadow of the Eternals. Paul Caporicci announces a future vlog in which Denis will address the infamous Kotaku article
Kevin Gordon, resident Art Chameleon of Precursor Games discusses Art creation, CryENGINE3 features and current system development in Shadow of The Eternals, as well as future system and visual goals.
Information about
Shadow of the EternalsSP/MP: Unknown
Setting: Historical
Genre: Aventure-RPG
Platform: PC
Release: In development
System Shock 2 - On Difficulty: A Few Hours With System Shock 2
Rock, Paper, Shotgun has a new editorial of the first few hours of System Shock 2 from the perspective of a new player.
Shock 2 reveals just how potent and atmospheric it is to be pathetically weak. It creates a bleakness that’s unachievable by just painting your backgrounds grey-brown and having the gruff post-apocalyptic super-soldiers shout curse words as they trot ever forward. It’s a bleakness that’s not superficially aesthetic, but intrinsic, and overwhelming. I really am overwhelmed by it. My heart is heavy when I think about carrying on playing this obviously excellent game, knowing what an ordeal I’ll be putting myself through.
Where I’m left is divided on how I feel about that. Perhaps it’s my frame of mind at the moment, perhaps I’m getting old, perhaps I’m growing weak. But that just doesn’t strike me as the most appealing notion.
Yes, so jeer at me, condemn me, cancel your subscription and petition in the streets that I have the temerity to write about videogames. I deserve it. But I do want to stress that I’m not settling for the status quo.
System Shock 2, as incredibly difficult, incredibly intense, and incredibly unnerving as it is, has strongly reminded me of what I’m missing from games. Explained to me why I bounced off BioShock: Infinite like it was made of space-rubber. I don’t want everything reduced down to a left or right mouse button, binary choices along predictable skill trees. I loved Dishonored, but Dishonored was a piece of piss. I was a GOD in that game, a GOD amongst puny underlings, crushed beneath my might. And that was probably the major thing wrong with it. Games just aren’t difficult enough, are they? Sure, you can turn the “difficulty” up, but that just makes it harder to get stuff done – not actually harder. A difficulty level doesn’t change the philosophy of a game. So no, I confess, SS2 is over a line for me that I once never had. But it’s revealed a pathway I long to be walking down in more games. Just, maybe, not this one?
Except that I just went back and played a bunch more.
Information about
System Shock 2SP/MP: Single-player
Setting: Sci-fi
Genre: Shooter-RPG
Platform: PC
Release: Released
Thursday - May 16, 2013
Mage's Initiation - Post-Funding Update #25, May Update
In their latest update for Mage's Initiation more information is provided on the state of the development of the game.
First, we’ll show off some eye candy with this new background from JP—the game’s sure going to be imbued with some old school goodness in terms of visuals!
And, some words from him regarding the background art front.
Background Art & Techniques
I've been working through a schedule to get a set number of backgrounds colored and edited weekly, and have a color-coded map that shows me which areas need to be redesigned and edited, as well as new locations that need to be conceptualized. I'm developing a master color palette for each location to streamline the process and most of all keep things consistent.
One of the critiques I heard during the Kickstarter was a concern about some of the background art being too blurry. In the past I was not fond of the pencil tool, as line work often turned out too jagged for my tastes, and I found adjusting the opacity settings for it to be tedious. The latest version of Photoshop (now CS6) in addition to having an incredible selection of texture and angle brushes, also has a much improved pressure sensitivity button for the pencil tool which enables me to sharpen and define the scenery in its native resolution. Many of the backgrounds were colored at a higher resolution and needed to be sized down, creating some discrepancies in the detail levels. I can now revisit other areas of the game with this tool to improve the detail level and create consistency across the entire game.
I'm hard at work on finalizing additional scenery for Mage's, such as the surrounding forest trails of Iginor, originally sketched out by the very talented Jeremy Kitchen. It is with great effort that I make these environments have both the familiar classic flavor reminiscent of the Spielburg Valley in Quest for Glory I VGA, but with a higher resolution, more updated twist. Above is one of the latest forest rooms in Mage's Initiation. I've made the lighting as dynamic as possible, complete with cast shadows. When D'arc will navigate the forest, his level of brightness will change when he moves under a tree and into the light.
Another area of the game I've been finalizing are rooms in the Priestess's Palace. I'm creating room objects for a labyrinth of sorts (no, not an endless, annoying, headache of a maze) where D'arc can now engage in combat with Amun-Cul's minions. To tell any more would spoil the fun!
If you have any thoughts or suggestions, feel free to post on the forums. I'm often swamped with art-related tasks, but I'll try to keep up with the postings there. Thanks again for all your support, and I look forward to providing you with future updates.
Now to turn the proverbial mic over to Morgan to discuss changes to the combat engine.
Information about
Mage's InitiationSP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development
City Interactive - Officially Announces Lords Of The Fallen
City Interactive sent out a press release to various websites to officially annnouce Lords Of The Fallen. Some of you might already know about the game due to small tidbits given out over the last year.
WARSAW, POLAND - May 16, 2013 - CI Games, a fast-growing international publisher and developer of interactive entertainment, today officially announced Lords of the Fallen, a challenging fantasy action/role-playing game (RPG). Development of the game is being led by Tomasz Gop, former senior producer of the award-winning The Witcher 2: Assassin of Kings. Lords of the Fallen is a demanding and strategic third-person action-RPG experience being created for next generation consoles and PC, coming in 2014.
"Our team is building Lords of the Fallen specifically for players who enjoy taking on huge challenges, where the odds are stacked against them," said Tomasz Gop, executive producer, CI Games. "From the very beginning, Lords of the Fallen will intrigue and satisfy players' hunger to explore each corner of a brand new world, freely customize and build their own character and take down some of the most epic enemies ever seen."
Lords of the Fallen is a hardcore action-RPG featuring an advanced combat systems and robust class skill trees. Set in a richly created fantasy world where the Gods have failed mankind, players will take on the role of a human named Harkyn who sets out on a quest to stand against an apparently unstoppable supernatural force. Players travel across a world that is deeply dived by those that follow and others that resist, the Fallen God. Along their journey they will be faced with a series of decisions that will alter both the world and their character thus dramatically impacting the storyline.
Lords of the Fallen will be presented live at the Electronic Entertainment (E3) Expo in Los Angeles, California at the Los Angeles Convention Center from June 11-13, 2013.
For more information on Lords of the Fallen please visit: www.cigames.com or www.facebook.com/LORDSoftheFALLEN
Information about
General NewsSP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development
Jagged Alliance: Flashback - Update #18, Production Plans
Well it's time for update #18 for the Jagged Alliance: Flashback kickstarter.
Production Plans for JA:F
So a lot of people have been asking what happens when the Kickstarter is successful. Will the game suddenly appear out of nowhere after a month and what does pre-production mean?
I just wanted to take the chance to give you a quick overview of how games are made.
In very! broad terms you have the following phases:
- Idea conception
Where you sit and throw ideas around of what would be cool to do, the overall settings, making some concepts and pulling things apart and reassembling them. You also need some business sense here to spot what you can actually sell and make a living off.
- Pre-production
This is where JA:F is right now.
Here you sit down and produce concept art, write overall story, settle on the major game mechanics as well as produce production plans. Who does what when, how much money is allocated to the story writing, who to hire for level design and so on.
- Production
There is a slide into production then, where more and more people get added to the production team. Artists will start taking the produced concepts and create core art assets (terrains, trees, houses, a few characters), level designers will start blocking out levels with boxes, coders will implement basic core functionality like movement and camera.
So what specifically happens with JA:F after Kickstarter success?
First - the JA:F team will take a week of vacation :-)
Then we will resolve the Humble Bundle pack distribution of the Classic game pack, as well as calculate in detail what the final development budget will be. Kickstarter and Amazon are taking their cuts, we have obligations to especially physical tier pledgers that costs money.
Then we can turn our eyes onto the game itself.
As we’ve said, we are in early pre-production - on purpose! We want to engage with the modders and with the old JA2 crew to make the final designs and talk openly with them (and you) about what we want to do, scope it all into budget constraints and so on.
We plan to run pre-production through summer and into September’ish with a small 2-3 person team. And then gradually move people from Space Hulk production onto Flashback over the fall.
Production will then run until sometime next Summer/Fall 2014, where we can then enter into polish/testing/release to get you the game end of 2014.
Information about
Jagged Alliance: FlashbackSP/MP: Unknown
Setting: Unknown
Genre: Strategy-RPG
Platform: Unknown
Release: In development
Indiegogo - Darkwood A New Horror Roguelike Game
Darkwood is a survival horror roguelike game told from a top-down perspective. The three developers are crowdfunding for money on Indiegogo. Give the project a look.
Also if you're unsure what a roguelike is, don't worry many of us are. Suffice it to say it's all about randomly generated levels, and permanent death.
Darkwood is a top-down, oldschool survival horror set in a procedurally generated, open world. It features RPG and roguelike elements, with intense combat and a eerie atmosphere. It's developed by 3 people from Poland, who like to call themselves Acid Wizard Studio, and is currently in pre-alpha stage.
This trailer features basic barricading and energy / generator management at the player's home base.
Follow us at our blog:
http://www.acidwizardstudio.com
Dark Souls II - Namco on Marketing The Game
OXM has an article about Dark Souls 2. According to PR Director Lee Kirton the publisher has no qualms about marketing the game this time. Namco would like to attract Skyrim players, but previous buyers are still the main focus.
"The good thing this time round is we're investing more in it from a marketing perspective," Kirton told OXM at a preview event in London today. "With Dark Souls and [PS3-exclusive spiritual predecessor] Demon Souls it was very focused, small-scale. We're treating this as a massive, massive triple-A title."
"We're going to go guns-blazing with it, and hope to God that it works," he continued. "We're going after people who love and adore Dark Souls, while hopefully widening the net a little. I'm not saying that every Skyrim player's going to be jumping on Dark Souls, but it would be nice if some of them did. It's a different game, sure."
Information about
Dark Souls IISP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development
Chasm - Kickstarter Funded Pre-orders To Continue Funding
Discord Games 2D ARPG Chasm has battled its way to Kickstarter success. Their stretch goals are still on the table thanks to pre-orders.
In order to keep project going Discord has opened up a pre-order option which grants goodies depending on your choice of bronze, silver or gold tiers. All this goes toward the same Kickstarter stretch goals and so New Game+ is still within reach.
Check out the Chasm pre-order program to learn more. It's due for PC in May 2014.
Chasm is a 2D Platformer Action-RPG currently in development for Windows, Mac, & Linux. Taking equal inspiration from hack 'n slash dungeon crawlers (procedurally generated dungeons, loot drops, etc) and Metroidvania-style platformers, the game aims to immerse you in its 2D fantasy world full of exciting treasure, deadly enemies, and abundant secrets.
Information about
General NewsSP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development
Grim Dawn - Alpha Gameplay Footage
If you read my previous post then you should already know Grim Dawn released an Alpha version to certain backers. Well one lucky gamer called Hiclang has posted two short videos of gameplay footage. Enjoy.
Information about
Grim DawnSP/MP: Unknown
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development
SW: TOR - Game Update 2.1 Customization Released
BioWare has released Game Update 2.1: Customization for Star Wars: The Old Republic. The update brings new dye mods, appearance kiosks, and collections. Check out the launch trailer.
Howdy from Austin, Texas! We are thrilled to release Game Update 2.1: Customization today. This update introduces many highly requested and anticipated features to Star Wars™: The Old Republic™. As the name indicates, Game Update 2.1 is all about giving players the freedom to customize their characters to fully immerse themselves in their personal Star Wars™ saga.
What types of customization and convenience options are now available for purchase, you ask? Well, players will be able to change their Character, Legacy, and Guild names with new Cartel Market consumables. And if your character’s look doesn’t quite match their new name, then swing by one of the Appearance Designer Kiosks located on both Fleets and Capital Worlds and adjust almost anything about your character’s image. This includes body type, face, scars, tattoos, hair style, eye, hair, and skin color. You can even change your character’s species! For a completely fresh look, I would suggest trying out our brand new species, the Cathar! Subscribers can expect a permanent discount on these items.
Game Update 2.1 also introduces Dye Modules, which can be purchased as consumables on the Cartel Market, with in-game credits at the Security and Collector’s Edition vendors, as well as through crafting. With our new Dye Mods you’ll be able to recolor almost any piece of gear in The Old Republic. You can mix and match colors on each individual piece of gear, or you can choose to Unify Color for a more classic look.
Information about
SW: TORSP/MP: Massive
Setting: Sci-fi
Genre: MMORPG
Platform: PC
Release: Released
Dark - New Gameplay Trailer Released
Kalypso just released a new trailer for DARK. In the new trailer you get a close-up look at several of the vampire powers available to you.
Watch as Eric hypnotises unsuspecting guards to slip past them or deliver a deadly strike. Or, use Regeneration to convert the blood of your enemies to health points! Watch the new video to learn more about these and other stealth-focused powers featured in DARK, which Kalypso Media will release this summer on Xbox 360 and PC
Information about
DarkSP/MP: Single-player
Setting: Modern
Genre: Action-RPG
Platform: PC
Release: In development

























