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Friday - July 24, 2015
Thursday - July 23, 2015
Wednesday - July 22, 2015
Tuesday - July 21, 2015
Monday - July 20, 2015
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Picture Watch

Raven's Cry
Box Art

Poll Watch

Did The Witcher 3 Live Up to the Hype?

For the most part

Really don't know

Maybe a bit

No Way


Recently Released

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

Friday - July 24, 2015

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 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.


Source: GameStar

Fallout: NV

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


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.



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!


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!


Elminage Gothic

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


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


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.” [...]





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


The Dwarves - Are Coming

by Myrthos, 17:24

Here is the Gamescom announcement for The Dwarves.

Ready your axes... The Dwarves are coming!
Intense tactical RPG for PC, Xbox One and PlayStation 4 will debut at Gamescom

Munich/Bremen, July 23, 2015/... The game for everyone who needs more beer, beards and battle in their lives. The Dwarves is a tactical RPG with an innovative combat system, based on the bestselling fantasy novel of the same name, and will receive its world debut at Gamescom next month.

The revolutionary Crowd-Combat System forms the core of The Dwarves, meaning that enemies exhibit a flocking behavior and are influenced by physics. If a dwarf lands a mighty blow with a heavy war hammer, the impacted orcs are thrown back, colliding with their allies and some of them might even be pushed into an abyss! It's only through tactical use of the environment and all of the heroes skills that players will be able to survive against the hordes outnumbering them by 100 to 1.

The Dwarves is developed by established German studio King Art Games, the creative force behind The Book of Unwritten Tales-Series, Battle Worlds: Kronos, The Raven and many more. 

Key features of The Dwarves:

  • The main character in the game is the dwarf Tungdil, who grew up among humans. Over the course of the story he gathers a group of up to 12 companions around him; each of whom have a unique backstory and individual battle skills.
  • Before each battle you assemble a group of up to four heroes, who then fight against hundreds of enemies simultaneously... Helm's Deep sends its regards!
  • Innovative Crowd-Combat System: Enemies have a flocking behavior and react using realistic physics. Every action of the player has an impact on all enemies.
  • You travel across Girdlegard on a world map that contains dozens of battlefields and places just waiting to be discovered.
  • Bestselling author Markus Heitz is directly involved in the project as a consultant and will contribute some quests and brand new characters.
  • The Dwarves is in development for PS4, Xbox One and PC; Release 2016.


The Dwarves

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


Dark Souls III - Preview @ Eurogamer

by Myrthos, 14:46

Eurogamer has a preview of Dark Souls 3 based on a hands-off session with Hidetaka Miyazaki.

In the ashes of the aftermath, we pick up a greatsword, and begin to test out the new adjustments to Dark Souls' combat system. The biggest of these thus far, a mechanic that seems to have been at least partially borrowed from Bloodborne, has players capable of deploying different stances for different types of weapon. It's not entirely clear how this will work yet, but in the case of the greatsword, players can perform a strong, two-handed upward stab motion which will actually launch enemies into the air.

From Software is calling this new mechanic 'Weapon Arts,' and it's designed to give specific arms additional, unique attacks. Essentially, it's adding a little something extra to the system regular Souls fans will now be intimately familiar with, without changing the basic mechanics too much - giving you more choice than simply 'normal' and 'heavy' attacks and contributing to the role-play element of the game. With a standard-looking straight sword, for example, you can enter into a 'ready' stance that will allow you to perform two special attacks; a heavy swipe to break an enemy's shield guard, and a running sweep to thrust them forward quickly. When we find a Legion Scimitar towards the end of the demo, we're able to dual-wield it with another and perform a spin attack, a move that can kill off multiple undead enemies at once. Miyazaki warns that it isn't a move you'd want to try on, say, a Knight (another Souls staple that returns in 3) - but used for a crowd-control on a bunch of low-level enemies, it's effective. Weapon Arts aren't exclusively the preserve of melee weapons, however; short bows can be fired quickly and consecutively during battle. You can still line up and take shots from afar, but this new streamlined mechanic will likely make them a much more viable option during prolonged, engaged combat.

Dark Souls III

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


Roguelike Mega Collection - 700+ free games

by Arhu, 13:32

Reddit moderator and roguelike curator foamed released a torrent containing 700+ free roguelikes. As lots of variants or minor games are no longer available elsewhere, this will make sure the included games are protected from vanishing altogether.

The bundle contains over 700 free and/or open source roguelikes, there might be a few free roguelites as well. This bundle mostly contains Windows executables, if I had added the same games for Linux and Mac OS the size would've almost tripled, but I might make a combined Win/Linux/Mac OS bundle at some time in the future. The size of the torrent is already at about 6.8gb.

It does not include any illegal or pirated content, if there's a paid version of the game it's not included, only free games are featured. If you do however find any or don't want me to share your game then please let me know and I'll get right on it.

Full list of included games.

Source: Rock, Paper, Shotgun

General News

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


Daggerfall - Retrospective Review @ RPG Codex

by Hiddenx, 08:14

After reviewing Arena Deuce Traveler (RPG Codex) has now written a retrospective review about Daggerfall. So how does the classic from 1996 fare today? Here are the answers.


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


Zombasite - Development Update

by Hiddenx, 07:54

The Zombasite devs are making great progress - take a look at these monsters:

Even though the Zombasite (zombie parasites) are out of control, the land of Aleria is still swarming with all sorts of dangerous monsters. There are a ton of different monsters in Zombasite with a large variety of abilities.

For those of you that have played our previous games, you will recognize some of the monsters.
There are plenty of spoilers below, so don't read any further if that is going to bother you.


Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.

The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!

They hadn't known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves' pride and lust, their magic twisted into Ciglio's binding, fusing into a new, uncontrollable creation, the Zombasite.

Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn't just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable—infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!

So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can't be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world's surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left.  Even within your own clan it isn't safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn't easy.

Zombasite is scheduled to be released in the 2nd quarter of 2015, however it will be released when it's done.


  • Survive the zombie apocalypse in a fantasy world
  • Experience uniquely created worlds for every game, with different areas, monsters, items, and quests
  • Explore a dynamic, evolving, living world
  • Lead a clan of followers who have their own personalities and skills
  • Navigate relationships with rival clans using diplomacy, trade, war, and raids
  • Adventure with your friends with co-op multiplayer
  • Your choices truly impact the game!


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


Witcher 3 - New Finisher Animations

by Hiddenx, 07:34

The free DLC #15 for The Witcher 3: Wild Hunt is released:

The double helix triple backspin stab to the face DLC.
With the just released, highly anticipated Patch 1.07 our hunt is more accessible, more convenient and all around better. But while business is business for professional Witchers, it's also high time for something with a bit more... pizzazz. Forget Wolf School, here comes the Cool School, and Geralt just picked up a few new tricks at Kewl Morhen. Today's DLC introduces a pack of all-new combat finishers to truly take your sword skills to the next level of badass. Blood, guts and gory… It's the White Wolf now with more bite, in this week episode of the FREE DLC Program! INSTALLING THE FREE CONTENT: Here is how you can grab and install your new DLC in The Witcher 3: Wild Hunt. Add the 16 FREE DLC Program to your account from its product page. It's like buying a game, but free.

A) If you're using GOG Galaxy:
  • Select The Witcher 3: Wild Hunt from the sidebar to open its game page.
  • Click on the drop-down labeled "More", (located next to the PLAY button) and choose "Configure".
  • The Configure page will feature all available DLCs listed towards the bottom.
  • Select each DLC that you want to install, and GOG Galaxy will do the rest. If you want to remove the DLC from your game, simply uncheck the selection box.
B) If you're using the website:
  • You can download installers for each DLC pack manually. Simply head to the Library section of My Account, locate The Witcher 3: Wild Hunt, and download the files you want.
  • Afterwards, run each one as if you were installing a game or patch.

Steam users find the DLC here.

Witcher 3

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


Wednesday - July 22, 2015

Rampant Games - Five harsh truths about working in a creative industry

by Gorath, 21:10

Rampant Coyote blogged about 5 newbie mistakes indies should try to avoid:

#2 - It's about the audience experience, not yours

If you are in a creative industry, you may bleed for your product. You may put a lot of passion, craftsmanship, blood, sweat, tears, and artistry into what you do. But in the end... it's not about you. It's about them. The audience. The customer doesn't care how many late nights you had, how many stresses it put on your family, how much you spent on it. They simply want to know how much it will improve their lives, and how much that is worth to them in terms of their time and their cold, hard cash.

Yes, the pain and frustration and lost opportunities and all that part of your life may end up sitting in a bundle deal or in an Amazon sale for less than a dollar. Acknowledge. Move on. And focus on making your audience happy. Hopefully that mostly coincides with your own preferences.

Rampant Games


Victor Vran - Review Roundup

by Myrthos, 12:47

Here is a collection of Victor Vran reviews, a game that is scheduled to be released tihs Friday, but is currently already on Early Access.

PressA2Join (10/10):

Overall I found this game to be an absolute joy to play, it of course has similarities with Diablo 3 however I found that I lost interest with Diablo whereas with Victor Vran I thoroughly enjoyed it and find myself itching to play some more. This can be attributed to the customisation of the character, the hilarious movie quotes (Monty Python and the Holy Grail and Star Wars to name but two) and other equally hilarious abuse received from "The Voice (inside your head)" or perhaps it's the hilarity that ensued from meeting the "Gangnam Style" dancing skeletons. Sufficive to say this new direction for Haemimont Games paid off with dividends, and I for one can't wait to see both what additions they make to the game and of course the next game they work on.

Gamespew (8/10):

Victor Vran is far from a complete game. Despite the presence of magic it is no Elder Scrolls or Final Fantasy, lacking the freedom to explore, story and diversity of these titles. Where the game excels is in its fast, frantic combat and the continual growth of skills, weapon upgrades and magical powers which make the battles increasingly diverse and rewarding. If you enjoy melee action you will enjoy Victor Vran. I certainly did.

Without the Sarcasm (4/5):

A few of the game mechanics were also a bit lacking. There’s just one class in Victor Vran, with no skill trees or anything of that nature. Although there are several different weapon types, all weapons of a given type have the same attack style. This means there’s not a lot of diversity in the combat. It seemed like ranged attacks were very advantageous, so I found myself using the same couple of weapon types throughout the game. This is balanced somewhat through other systems – like challenges, destiny cards, and so forth – which can shake up the gameplay enough to keep it feeling new, but it’s still something that veteran aRPG’ers will likely see as a drawback.

Full Cleared:

If you’re an action RPG fan, don’t hesitate to give Victor Vran a try, especially at its $19.99 price point. There’s certainly deals to be had considering the game is on Steam, but we highly recommend it at its retail price.


The leveling up system is typical, but introduces – what I enjoyed a lot – the destiny cards. These cards add a passive bonus to your character, including: Healing auras, Freezing auras, critical hit boosts, and so forth. I found them to really level the playing field when the game’s difficulty scaled up. Leveling up also introduced an opportunity to collect “treasure chests” instead of an instant upgrade in order to save up for a better item. I felt that focus lead me to find Victor Vran a very cleverly designed Isometric Shooter.

Victor Vran

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


Guild of Dungeoneering - (P)Review Roundup

by Myrthos, 12:37

Here is an overview of Reviews, first looks and other looks at Guild of Dungeoneering.

Review at PCGamesN, 8/10:

I didn’t realise quite how elegantly designed Dungeoneering was until I sat down to describe how all the parts fit together. You sometimes hear about developers blocking out their games on the tabletop first to make sure the systems are robust - the excellent Atom Zombie Smasher among them - and Dungeoneering feels like one of those.

Once your intrepid ward does bump into a baddy, combat initiates: a separate turn-based system in which your opponent draws a card, and you find a way to counter it using a move in your hand - blocking, healing, or dealing damage of your own. Hearthstone players will recognise the constant toss-up between pain mitigation and sticking the blade in; a handful of hearts is the only thing saving you from beginning the dungeon anew.

Another review at Gamespot:

There may not be much more to the game than the constant adventures, but it's tailor-made for short, easily-digestible chunks of gameplay. It would've been right at home as a 3DS or mobile title, but it has an honest shot at displacing Minesweeper as a go-to timewaster whenever there's 5 minutes to kill, and you feel the need to slay a rampaging hellbeast with a fork. If that's not a need you've ever had, don't worry. After a few go-arounds with the Guild, it will be.

Also Forbes has one (7/10):

Would I like more depth? Would I like better graphics and animations? Could it be more than it is?

Sure it could. But what it does bring to the table is fun and clever. The little rhymes that accompany new dungeoneers coming to the guild are adorable. It’s a neat little game with a nice little price-tag. It’s not a perfect game and it probably won’t hold my attention for a very long time, but I like its simplicity. I like accessible card games like this or Hearthstone.

And here is one at The Escapist (4/5):

When your adventurer lands on the same tile as a monster, it's time to fight. Fortunately, you do have control of how your hero squares off against the enemy, so you don't have to rely on the deliberately-obtuse AI that controls their movement. Combat is a CCG-style affair, where each combatant has a deck of cards that they draw from and play to try to kill the other with damage, while staying alive themselves. There are only physical and magic damage types, so the card game combat isn't as complex as you've seen from Hearthstone or Magic, but it's delightfully well implemented here, with a surprising eye on balance. You'll find that an impressive portion of your fights will result in you barely eking out a win, or dying as you strike the killing blow.

RPS takes a very short look:

I spent half an hour with GoD last night. It’s an odd game and there are certain concepts that I failed to grasp immediately, which hindered my enjoyment somewhat. The most notable is the lack of individual characters. Each trip to the dungeons is a self-contained incident and none of the equipment/skills that a hero gathers during a quest stay with that hero. That’s because the heroes are simply representatives of each class that you’ve unlocked, so they can’t die, level up or change in any way.

And Eurogamer a longer one:

This grindiness, and an inevitable sense of repetition that sets in, is largely offset by a lovely Biro-and-paper artstyle that invokes the kind of rough-and-ready RPGs that were played in the back of an exercise book during maths class, and by that central concept that sees you leading an adventurer not so much through a dungeon as through the upwards trajectory of becoming a hero. Many RPGs allow you to balance the levelling curve in some way, of course, even if it just comes down to fleeing a pack of goblins you aren't ready to cut to pieces just yet, but Guild of Dungeoneering takes it all one step further, mingling the lineage of Hero Quest, say, with something that feels like Katamari Damacy. This is a knockabout tale of escalation, endlessly retold.

If you don't like reading that much, here are some videos:

Aavak has a first taste of the game.

Northernlion takes a look.

As does Total Biscuit:


Guild of Dungeoneering

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


Grim Dawn - Shaman Mastery Part 2

by Myrthos, 12:20

In the second part about the Shaman Mastery in Grim Dawn, we learn some of the things that a master can throw at her enemies.

Wendigo Totem
“Wendigo Totems represent a darker side to Shaman rituals, embracing the vicious duality of nature: one must die so that another may feed and live. Once placed, the totem will drain the life from nearby foes, all while creating a soothing aura that heals allies. To that end, Wendigo Totems were often used as wards to deter foes from approaching desirable hunting grounds.”

The Wendigo Totem serves a dual purpose. It can hurt your enemies in a large area, but it also serves as a powerful healing tool. Stand within its area of influence as it torments your foes and it will transfer precious stolen vitality to you. Bold Shamans will place this totem in the middle of a pack of foes, and bravely wade into battle knowing that the totem’s magic will protect them. The modifier for this skill enhances the totem with surges of lightning.

Storm Pact
“Unleash the ultimate wrath of nature as the air around you ripples with static energy and nearby foes are randomly struck down by the heavens themselves.”

Storm Pact represents the pinnacle of Shamanistic control over the skies. Activate this power and watch as nearby enemies are assaulted by bolts of destructive lightning. Charge confidently into battle, as the skies are your ally.

Conjure Primal Spirit
“Legends speak of a great predator, the loyal pet of Mogdrogen, which relentlessly hunts down anyone that treads into the beast god's domain uninvited. As a favored follower of Mogdrogen, you call upon this Primal Spirit to aid you in battle.”

The Primal Spirit is a vicious manifestation of the wild’s vengeance. Appearing before you as a manticore, the spirit will join you in the toughest battles, easily shredding any foe with its claws and fangs. Use this power carefully, as the Primal Spirit can only manifest itself for limited periods of time.

Primal Bond
“Strengthen your bond to the beasts that dwell within the wilds.”

As a Shaman, you can form a powerful bond with the denizens of Mogdrogen’s realm. Respect the beasts of the wild, and they shall repay you with savage loyalty, effectively making all of your summoned creatures more powerful in combat.

And about the upcoming release of B27:

Work on the Shaman and B27 is progressing smoothly, and we are entering the final stages where we can put the build into closed testing to find any mischievous bugs. Once we are satisfied that the build meets our standards, it will be ready for its public debut. We are confident that B27 will go live before the end of August.

Grim Dawn

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development


Dead State - Review @ TechRaptor

by Hiddenx, 08:15

Mark Richard (TechRaptor) has reviewed Dead State. Some snippets:

Dead State took a long time to grace the virtual PC shelves on a five year development cycle and eventually went to Kickstarter to charm us with promises of building an outpost amidst a zombie apocalypse while tackling all the complex choices such an endeavour brings. When the game officially released at the end of 2014, it was a sadly underwhelming experience that felt unfinished. Now a big update has been released called Dead State Reanimated, and while there’s still a lot of work to do, I dare say Dead State is well on the way to becoming a great RPG.

As the survivor of a plane crash, the player awakens to find themselves in a Texas school surrounded by a disorganized group of individuals struggling to cope with the gravity of their dire situation. They need a leader, someone to take charge, make the hard decisions, and do whatever it takes to ensure their survival. In short they need Liam Neeson, but you’ll have to do. [...]

Leaving the confines of the shelter brings up the region map where players are let loose to freely explore, with travel distance limited by the mode of transportation—horses and cars can be sought out later. Map locations must be uncovered and are always in the same place, but there are well over a hundred of them excluding foraging spots, and each has a little story to tell. Unfortunately, unlike the war-torn survival game This War Of Mine, Dead State gives no indication of what resources are left at each location, meaning it may be prudent to grab a pen & paper and jot down heavy items and unexplored buildings. Also, for some reason, the player character is expected to personally lead every single expedition like a frontline general from the middle ages, so take skills to compliment that and don’t count on playing a pacifist negotiator. [...]

At the end of each day a stat screen brings up morale and resources gained/lost. Morale plays a prominent part of the shelter, the consequences of losing survivors and not coming back with enough supplies at worst can inspire full-on mutiny. It was here my game sadly ended; roughly 40 hours in with me stupidly not producing saves that went far back enough to avoid the calamity. Yes, 40 hours. If value were measured in playtime, Dead State would be a bargain reportedly clocking in at a total number of hours comparable to The Witcher 3! Whether the game is worth buying now is hard to say; any PC RPG veteran knows about gems rougher than sandpaper bedsheets such as Vampire The Masquerade: Bloodlines that are nonetheless beloved. If you aren’t already totally exhausted from bug-ridden game releases this year, consider taking the plunge.

Final Score: 6.5 Good

Rough but charming, an apocalyptic treat if you know what you’re getting into.

Dead State

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


Mooncrest - Questions and Answers

by Hiddenx, 07:49

Q&A with Mooncrest artists Simon Kopp and Max Degen:

Tell us a little bit about yourself and what are you contributing to Mooncrest?

Simon: My name is Simon Kopp. I’m originally from and currently live in Germany. I am a freelance concept artist and illustrator. I mostly work for the games industry, but also do some advertising work from time to time. My main focus is clearly environment concept art and marketing illustration. I have done character concept art and the key art illustration for Mooncrest. It’s been very cool to work on an epic piece like the key art. I always love longer projects with a large painting rounding out the work.

Max: My name is Maximilian Degen. I am a concept artist and illustrator working 5 years professionally in the industry and I am lucky enough to have worked on a variety of different projects. I focus mainly on environment art and character creation. On Mooncrest I helped to flesh out the look of Pirotase.

What projects have you worked on previously?

Simon: I already worked on several other projects, mostly fantasy themed games. I painted the first marketing artwork for Albion Online back in 2012 for Sandbox Interactive from Berlin, Germany. Since then I worked on several smaller projects, mostly on environment concept artwork. In May 2014, I joined the art team at Moon Studios and we finished and released Ori and the Blind Forest in March this year. It has become a great success and players love both the gameplay and art. The artstyle was fundamentaly set up by Maximilian Degen, another artist working on Mooncrest. He has done an amazing job on this!

Max: My previous (and also biggest project) was Ori and the Blind Forest. I created a lot of the in-game art and also helped with the cinematics and countless in-game action sequences that you experience while playing the game. Before that I was happy enough to do some freelancing while I was still studying illustration. I worked a little bit for a special fx company in Berlin called Pixomondo doing pre-visualisation for a number of feature films. A bit earlier I created trading card illustrations for Alderac Entertainment Group (AEG) and Fantasy Flight Games.

What made you interested in working on Mooncrest?

Simon: The Art Director working on Mooncrest came to both Maximilian and I wanting to work with us. I really liked the project and the theme, because I also loved playing the old Baldurs Gate and Neverwinter Nights games back when I was a kid. It’s a really back to the roots fantasy style and I liked the approach they wanted to go with Mooncrest. They asked me to deliver concept art for characters and a key art illustration. I do both of those types of works less then environment concept art which was also a big draw into the project. Variety in my work really keeps me going and motivated.

Max: Mainly my love for RPGs and fantasy worlds.

Can you explain your process when creating a piece of art?

Simon: I created both character concept art and a key art marketing illustration for Mooncrest, but the approach is generally the same. I always begin with a few sketches to show the client the rough direction I’ll be going in. I’ll ask the client to chose an image that is the most suitable for the project. After this I’ll go in and get more references and define the concept/base sketch more. After a certain point it’s working to render and detail everything to an equal level of quality.

Max: I have a variety of approaches to get to a final result. Most often I start out with a very rough linedrawing just to find the general idea of the painting. That helps a lot to get a feel for the pose of the character or image composition for an environment piece. From that point on I either start to paint with color directly or I keep refining the drawing. I try to always keep my eyes fresh and I’m not afraid of doing drastic changes even if I already spent a considerable amount of time on the painting. In the end the result is what really matters in my opinion.

Where do you draw inspiration from for your art?

Simon: I mostly draw inspiration from everything around me and my own fields of interest. When I get the job to design a character with specific characteristics I tend to gather a lot of references. I also don’t shy away from looking at other artists artwork which helps to get me inspired. You often just don’t think about certain things or the other artist has already seen stuff you haven’t.

Max: My biggest inspirations are movies, the artwork of amazing artists, and travelling. Since I am primarily doing environment art, it helps a lot to see all of the variety in nature around the globe.

What projects are you working on now?

Simon: I’m working on a few unannounced titles at the moment. That’s kind of the bad part of being concept artist. You can’t really ever talk about what you’re actually working on at the moment.

Max: Nothing I can talk about at the moment. Sorry.

Do you have any private projects you work on in your free time?

Simon: I have two big projects I tend to go back to when I have some spare time. First of all there is Airborn–Pino’s Journey. This was supposed to be a game, but it never really made it that far. A few friends of mine and I have been developing a world that has crumbled into bits and now only consists of a planet’s core surrounded by clouds and broken earth. Huge islands are floating around in the sky. I love to go back to it from time to time, because it’s just such a nice world. If you want to know more about Airborn, we have a little Facebook page you can check out.
My second project is also a worldbuilding project. It’s not supposed to be a game or anything, it’s just a world set around 1,000 years into the future. The human race is no longer the leading force on earth. We got replaced by a huge, planet spanning artificial intelligence. I started this years ago and then made 10 big illustrations for my bachelor thesis in 2014. I made a big presentational website where you can check out the illustrations and learn more about the world and its inhabitants. Feel free to visit the homepage.

Max: So far I haven’t started developing a project just for myself. I have a few ideas in the back of my head, but nothing I want to put out there yet. When I paint in my sparetime I am just trying to relax and go with the flow. Nonetheless, I do create finished personal illustrations or character concepts regularly, but they don’t serve a deeper purpose besides having fun and getting better.

Where can people go to see more of your art?

Simon: I have several portfolios online. My own homepage is sadly not very up to date, so you’ll find my most recent stuff either on DeviantArt, Tumblr or Artstation.

Max: I regularly post my art on Facebook (feel free to follow me) and on Artstation.

Big thanks to Simon and Max for their incredible work on Mooncrest and for taking time out of their busy schedules to talk to us today. If you haven’t had a chance yet, pick your jaw back up off the floor and visit their Artstation websites for even more awesome art. With some luck, we’ll get to collaborate with Simon and Max on Mooncrest again in the future.


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


Tuesday - July 21, 2015

Van Helsing II - In latest Humble Jumble Bundle

by Icefire, 22:32

Those who have been wanting to give Incredible Adventures of Van Helsing II a try, now is your chance. It is in the latest Humble Jumbo Bundle if you pledge more than $4.12 (as of this writing). In the bundle is Outland SE, Fallen Enchantress: Legendary Heroes, & Mercenary Kings to pay what you want. If you pledge at the $4.12 level, you will also receive Endless Space:Emperor Edition, & The Stanley Parable, with more games "coming soon". There is also an $18 pledge level which nets you early access to Space Engineers.

Van Helsing II

SP/MP: Single + MP
Setting: Technofantasy
Genre: Hack & Slash
Platform: PC
Release: Released


KotOR 2 - New Official Patch

by Hiddenx, 21:29

Yes, you heard right - there is a new patch out for KotOR 2:

Introducing and updated KOTOR II for Mac, Linux, and Windows!!!

Aspyr in partnership with Disney/Lucas is proud to announce STAR WARS™ Knights of the Old Republic™ II - The Sith Lords™ is now available on Mac and LInux, along with a massive update to all 3 platforms.

New features include:
  • 37 achievements to be earned through gameplay
  • Steam Cloud saves
  • Native widescreen resolution support
  • Resolution support up to 4K and 5K
  • Support for controllers, including Xbox 360, Xbox One, Playstation 3, and Playstation 4, along with several others (check the system requirements for details)
  • Steam Workshop support! We proudly worked with the Restored Content Mod team to have their famous TSLRCM up on launch day

Oh...and we added a "Force Speed Effects" option in the menu ;)

Chime in here with your thoughts on the update! I will be starting seperate forums for both Technical Support and Workshop Mods shortly.

Why did we do this? Because we LOVE KOTOR 2. But lets all remember what love truly is...Love is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.


KotOR 2

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


Clandestine - 0.7.1 Video

by Myrthos, 18:02

Clandestine, currently in Early Access, has reached version 0.7.1 a while ago and in a new video they give a rundown of the new features.


There is also a list of what is new and changed.


SP/MP: Single + MP
Setting: Modern
Genre: Non-RPG
Platform: PC
Release: In development


Breach & Clear: Deadline - Available on Steam

by Myrthos, 15:38

Breach & Clear, the shooter with some RPG elements is available on Steam right now for $19.99.


Breach & Clear: DEADline Available Now on Steam

Mighty Rabbit and GUN's distinctive real-time with pause, action-strategy game combines an array of gameplay features in one incredible package -

Breach & Clear: DEADline springs from the petri dish and into PCs everywhere today as Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and forever friend Devolver Digital, release hordes of zombies for slaughter today for $19.99. Breach & Clear: DEADline masterfully blends exploration with top-down, action-based twin stick shooting and RPG-style looting, weapon modding, upgrading and leveling/progression into one hell of a zombie-fueled tactical journey.

Breach & Clear: DEADline features a new, robust co-op mode straight from the suggestions of fans in Early Access - eliminating urban parasitic infestations was never so awesome. Once you're dropped into an urban wasteland, you have one mission: Link with your squad, wipe out the source of the virus and escape with your life. Along the way, you'll be tasked with clearing out the infested and leading your squad through increasingly difficult areas using limited resources. By cleverly combining what you are able to find, you can create vicious, brutal weapons and devise clever plans to kill the infested. You'll need to develop your squad, grow their skills, as well as your own plethora of tactical talents, against the ever-mutating hordes of zombies and murderous human survivors.

Breach & Clear: DEADline features hours of replayable missions in a variety of dynamic environments - no play-through is ever the same. Get in, get out, stay alive - if you can.

Breach & Clear: Deadline

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


Guild of Dungeoneering - Review @ Gamer Attitude

by Myrthos, 13:40

Gamer Attitude checks out Guild of Dungeoneering and walk away with a positive feeling.

Back to GoD, A guild is formed yet there is only one member, a Chump, you can personalise the name or keep the quirky and sometimes very strange default names. The aim is to start from the very beginning with nothing and become stronger, gaining more skills, equipment, trinkets and unique playable characters, as certain dungeons are accessible to the class specific. As you may have already guessed like most games in this genre you start with nothing, the levels are very basic and weens you into the game showing you hints as you progress. The game’s learning curve steepens quite quickly and you must use your head to plan out the best possible route using the pieces provided, place additional loot and monsters where you see fit. Each adventure also includes chests, fountains and bosses. Chests, as you would expect contain loot, but it isn’t as simple as it sounds. Pull up a pew and allow me to explain how items in this game work. Once you kill a monster or open a chest you will be rewarded with either 1 of 3 items. Each item may be either a bonus armour, health or damage, along with a selection of cards to add to your deck. Deck you say? I shall get to that in just a sec. It is important to pick what attire you see best fitting to the dungeon ahead, before you face the boss you must be prepared. I found out the best possible way to complete a boss is to gain as much health as possible before you face them, giving you the best chance of progressing. But that’s just me, you will work out your own tactic I’m sure.

Guild of Dungeoneering

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


Earthlock - Preview @ N4G

by Myrthos, 13:33

N4G's Inide Game Month previews Earthlock: Festival of Magic.

Earthlock: Festival of Magic is a very colorful and charming turn-based RPG that wonderfully marries elements that make a game of this genre so enjoyable. During my playthrough, I couldn’t help but notice Earthlock’s subtle nods towards Pokemon, Disney and Fable while dancing down its own brilliantly carved path, highlighting a unique, but familiar and appreciated take on a beloved genre and theme.

The story follows a cast of interesting and creatively designed characters on a quest to discover the secrets of Umbra, a world that has eerily stopped spinning. Despite the mysterious and ominous theme surrounding the game, it is an absolutely gorgeous world with lovely, complementing color palettes and a keen sense of detail and accents. It’s exceedingly appealing and is certainly a world I could spend quite a lot of time in.


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


Matt Chat - #300: Chris Avellone and Richard Bartle

by Hiddenx, 08:11

Congratulations for Matt Chat #300!

Aaaaaaaaannnnd I'm back this week with a double header to celebrate my 300th episode! First up, Chris Avellone answers your questions about game design and, er, foxes. Then Bartle chimes in with a hilarious (yet insightful!) look into what sucks about modern MMORPGs. You don't want to miss this!


Matt Chat


Satellite Reign - Release Date: August 28

by Hiddenx, 07:59

Satellite Reign is now content complete and will be released on August 28 this year.

The latest update:

Update to version 0.8 – Beta!

We’re pleased to announce that Satellite Reign has now reached its content-complete milestone, meaning the entirety of the game is now available to play, from start to finish. From here, our focus is entirely on fixing bugs and improving performance.

So, what’s been added to this release?

Dracogenics Tower Unlocked

The Gates have been opened to the final section of the city—Dracogenics Tower. At the northern end of the CBD, Dracogenics Tower is the corporation’s world headquarters, and the office of the CEO, Steven Dengler. If you ever want to take control of Dracogenics’ Monopoly on their sought-after Res-Tech network, you’ll have to climb the tower and say ‘hi’ in person—but don’t expect a warm welcome. This encounter will be the most challenging portion of the entire game, so don’t go up unprepared!

Tag Gets a Voice

Until now, Tag has just been some text on a screen, but now she’ll deliver key mission information over voice-comms. In addition to the intro and outro sequences, Tag delivers updates on the ultimate mission objective as you progress through the city.

Opening Sequence

Rather than just dumping you into the world oblivious, we now have a suitably cyberpunk introduction sequence upon starting a new game. However, if you’re anything like our lead coder Mike, and you hate story, feel free to hit the skip button.

Leaving Early Access

Entering beta is a huge milestone, but not as big as getting the game ready for the masses, and leaving Early Access. We’re announcing today that we will be entering full release on the 28th of August 2015. We’ll have a full launch trailer ready to go out before then, but in the meantime, here’s a little teaser trailer we’ve put together.

Of course, leaving Early Access is by no means a finish-line. Satellite Reign is hugely important to our little studio, and we’ll be continuing to support the game as long as necessary post-release, while also investigating new content and features we would like to add.

Thanks very much for all of your help and support over the past 7 months we’ve been on Early Access, and a huge thanks to those of you who had enough faith to back us on Kickstarter almost 2 years ago! We’re almost there now, so keep leaving your thoughts on the forums, and sending those bugs through!

5 Lives Team.

Satellite Reign

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


Underworld Ascendant - Shadow Beast Interview

by Hiddenx, 07:35

A new dev update and an interview with a returning star: The Shadow Beast

The Shadow Beast. One of the more memorable terrifying moments from the original Ultima Underworld was the encounter with one of these horrifying beasts on level 7. But what were these creatures? Where have they been since then? Our esteemed producer Chris sat down with one of the shadow beasts that are finally making a triumphant return in Underworld Ascendant.

Producer Chris Siegel (CS): Hey thanks for spending a few minutes with me before getting to work in the new Abyss. What should I call you?

Shadow Beast (SB): Shadow Beast is fine. We don't like to reveal our real names to outsiders. This is why we always ask to get paid in cash, so we don't have to reveal our personal information people.

CS: I see. (Shifts in his seat) Let's talk a bit about your history to get started. Even back in the original game you were mysterious. Let me read you the excerpt from the Memoirs of Sir Cabirus 'There is little we can say about this entity, or family of entities - we obviously cannot see that which is invisible, so we do not know how many there are. The Shadow Beast is thought to be immensely powerful, more than a match for any single warrior. When attacked by unseen adversary, first look up (for a flying attacker) and down (lest a small worm or other foe is striking) - if none of these be the case, then suspect the Shadow Beast and begin to strike in all directions!' Not much to go on there. If I remember correctly you liked to sneak...

SB: Stalk.

CS: Excuse me...Stalk up on players when they entered your lair.

SB: Yeah. The reaction of those half a million humans screaming and running away still brings a smile to my face...

CS: But they kept coming to your lair, you owned one of the best weapons in the game isn't that correct?

SB: Dirty thieves. That sword was a family heirloom. Same thing with the armor. Never ceases to amaze me on players thinking that everything is there for them. Smash the door, take the vase and break it on the ground, light bridges on fire, take the gold from the table and anything else that is not nailed down. Bunch of vandals is what they are. (Laughs)

CS: It's been a long time since players have seen you in Ultima Underworld. What have you been doing since then?

SB: Finding a new lair after the end of UU was surprisingly difficult. I tried Hyrule, but they already had a Shadow Beast, same with Wizards 101. I tried to find a home with a pop band too, that also did not work out. I guess I don't work well with others, and trying to play guitar with these hands is difficult. I was too late for the call for Brutal Legend, and Diablo II. I would have loved to move into one of Horny's dungeons in Dungeon Keeper. We had a few lunches and some chats on the crystal balls, which would have been perfect situation. Alas, none of that worked out.

CS: But now you are back! New and improved! Can you tell us a bit about how you fit into the new Stygian Abyss?

SB: Sure, I don't want to give too much away of course. First let's be clear about this. Shadow Beasts are smart. We are not really just apex predators, we have communities. We have a natural camouflage mechanism that causes us to take on the coloration of their surroundings. Moreover, we also have an innate magical ability that occludes us from easy detection (they appear dimly, if at all, under light or detect spells-Ed.). Lurking in the far corners of the Underworld, we use our stealth to waylay the unwary. We have been known to take contracts from other factions and races to...remove obstacles forcefully. (I think he means they hire out as assassins-Ed.)

CS: Interesting. Tell me more about your communities.

SB: We live in small familial communities in the darkest, most secluded parts of the Underworld. We don't like visitors. No one has ever discovered a shadow beast clan home. Or at least none have lived to tell the tale. (Laughs) We usually build our clan homes in cool, dark and dry areas. But we are everywhere not just in the dry regions, and when hunting for food will range into other biomes of the Underworld, including hot caverns and the fungal forests. One thing we dislike is the stench of the Underswamp. (Makes face. Pinches nose).

CS: I see. How do you get along with other races of the Underworld?

SB: We are very territorial and clannish and live by an 'eye for an eye' credo, so sometimes a particular shadow beast group will take umbrage with one of the Underworld factions, or another shadow beast clan, sparking a short lived but violent dispute. If we are angry with a faction we do not attack outright, but from the shadows, always from the shadows.

CS: This seems very different than the brute from the old Abyss.

SB: We all have our roles to play. They hired me to be brutish, so I played brutish. There are a group of shadow beasts out there that have mutated and are mindless. Maybe there are some of those still lurking about. Those guys are brutish and not as cunning as us.

CS: What do you eat?

SB: We beasts live on a wide range of foodstuffs, and will eat most anything when times are tough. Our favorite is Earthclot, with a single one of these creatures being able to feed a clan for a week. We also hunt Rippers, and I think we may be the only ones tough enough to eat them.

CS: Thanks again for sitting down with me and chatting. It was a ton of fun.

SB: Anytime. Speaking of food, I'm feeling a bit peckish... mind if we turn out that light?


Underworld Ascendant

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


Knights of the Chalice II - Development Update

by Hiddenx, 07:20

Blue Salamander (HeroicFantasyGames) has posted a public development update on Knights of the Chalice II:

Combat Engine, New Subraces, New Classes, New Class Features

Hello, turn-based RPG fans!

Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.

Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.

Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.

My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.

After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence. [...]

New Subraces, new Classes, Skills

Now let's talk a bit about design stuff. I've been thinking that it would not be too hard to create subraces, so I created the design for a whole lot of them, as well as the new Half-Salamander race. You can read about subraces and races in the associated web pages. The Subrace page is brand new. It also provides class recommendations for each subrace.

I have also been designing eight new classes. Most of them are hybrid classes - I did not want to create new spell books or spell systems.

A proper class illustration will be created for each new class. On that subject, I have finally uploaded to the web pages the new class illustrations from the graphic designer Roman. The illustrations include a brand new one for the Ranger, as Roman wanted to create a picture of a higher quality than the previous one.

The new classes are the following (click on the class name to open the corresponding Class web page):

Samurai - a high-BAB combatant, master of the single-sword style
Gladiator - a high-BAB combatant with blinding strike and wide weapon knowledge
Bishop - a medium-BAB cleric benefiting from additional domain powers
Warlock - a low-BAB wizard who can also use psionic powers
Psychic Healer - a low-BAB psionicist who can also use cleric spells
Champion - a high-BAB combatant who has access to cleric spells
Mage Knight - a high-BAB combatant who has access to wizard spells
Storm Warrior - a high-BAB combatant who has access to druid spells


Knights of the Chalice II

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


Monday - July 20, 2015

DA:Inquisition - David Gaider Interview

by Aries100, 13:58 has talked to David Gaider at this years Gamelab in Barcelona. Topics being discussed were The Witcher, Star Wars, inclusitivty and writing characters.

Here's a quote about on Bioware writes characters and dialogue:

What would you say about what goes into character-specific writing and the dialogue between characters, NPCs, etc? 

A lot of writing. We had about eleven or twelve major characters [in DAI], and each of them had a long personal character arc, some had romances... So I have a team of up to seven other writers, but it's not just the writers. We're working in conjunction with tactical designers, with artists, with the programmers, there's an entire team of people..... So it starts with the writers, we're proposing the ideas, and if it catches on with the rest of the team, then we start breaking it out further. 

Here's a quote about the topic for David Gaider's speech at Gamesklab 2015:

"Storytelling: challenge vs expectation", that's what you're talking about here at Gamelab 2015. What can you share about this speech? 

The premise is that when we're making narrative for videogames, there's an expectation for players when they come into it, in that they haven't trained to look on narrative as one type of thing. If you look at narrative in a movie, or a book, it's very linear and it requires no interaction. But that's what most people think of as narrative, so when they think of narrative in a videogame, they think it's like a movie or book but better, and the "better" is supposed to come when you have agency. 


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