Victor Vran Review
Our forum member Greywolf00 checked out Victor Vran for us
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Expeditions: Viking Preview
Aries100 visited The Nordic Game Convention in Malmö to check out Expeditions: Viking
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For the most part
Really don't know
Maybe a bit
Warhammer 40,000: Regicide - Release Date: August 26 by HiddenX
BattleTech - New Kickstarter coming this Fall by Terry
Wasteland 2 - Director's Cut Release Date: October 13 by gozioso
Hard West - Launching Autumn 2015 by rjshae
Fallout 4 - Base Customization @ Gamespot by MigRib
Tuesday - July 21, 2015
Clandestine - 0.7.1 Video
ClandestineSP/MP: Single + MP
Release: In development
Breach & Clear: Deadline - Available on Steam
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: DeadlineSP/MP: Single-player
Genre: Tactical RPG
Guild of Dungeoneering - Review @ Gamer Attitude
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 DungeoneeringSP/MP: Single-player
Genre: Card-Based RPG
Earthlock - Preview @ N4G
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.
Release: In development
Matt Chat - #300: Chris Avellone and Richard Bartle
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!
Satellite Reign - Release Date: August 28
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.
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 ReignSP/MP: Single-player
Release: In development
Underworld Ascendant - Shadow Beast Interview
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 to...you 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...
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 AscendantSP/MP: Single-player
Release: In development
Knights of the Chalice II - Development Update
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 IISP/MP: Single-player
Release: In development
Monday - July 20, 2015
DA:Inquisition - David Gaider Interview
GameReactor.eu 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.
DA:InquisitionSP/MP: Single + MP
ES4: OblivionSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Victor Vran - Bounties and Treasure Hunts
Last week a new update for Victor Vran was made available for the game that is going to be released at the end of the week.
- New shareable items: Bounties and Treasure Hunts
- New Power Stones: Divinity and Wickedness
- New Common and Rare variants of the Wildcard
- New Wicked effect: reduce the duration of negative conditions
- Added new options to sort items in the inventory
- Legendary colorization is now visible in character and inventory pictures
- Special visual effect for Divine and Wicked cards
- Vigilante's Outfit now grants 10% critical chance
- Vanguard's Outfit now grants 40 armor penetration
- Hammer Crush attack gets 100 armor penetration when fully channeled
- Executioner destiny card made stronger
- Rebalanced the Devil Destiny Card and Wicked Destiny modifiers
- Vengeance legendary scythe - special effect made stronger
- The Cannon legendary card grants Might instead of Brutality
- Rebalanced final boss fight
- Bottomless Pit - fixed an issue with respawning in multiplayer
- More dye drops
- Better Gift Box rewards from renown levels
- Well of Worlds boss fight now properly resets on death
- Wa-Lee drops loot as intended
- Elite challenges for kills with Brutality now work properly
- Overdrive Orbs from the Dark Pact legendary scythe grant significantly more overdrive
- Essence of Plague now scales properly for high level characters
Victor VranSP/MP: Single + MP
Legends of Eisenwald - New Fan Made Scenario
The first fan-made scenario for Legends of Eisenwald is available now in the workshop of Steam free of charge. The scenario is named Raubritters of Meerdrecht.
Your liege lord and suzerein Count Adelbrecht, son of Count Abel, has granted you the title of Baron of Meerdrecht. Unfortunately, the lands of the barony are plagued by a number of raubritters (robber knights) who have managed to settle in during the reign of the previous baron. Your predecessor Baron Jan was a sickly man, and bound to his deathbed. His inability to rule has allowed these raubritters to take several castles, from which they seek to suppress the local populace, and get fat and rich off of the land. The most troublesome of these raubritters holds a small fortified island in the middle of the Meer lake, which gives Meerdrecht its name.
Legends of EisenwaldSP/MP: Single-player
Battle Brothers - Armor and Goblins
The development blog for Battle Brothers has been updated with information on worn armor and Goblins.
So far, everyone was wearing well-crafted armor and helmets in mint condition. This always felt a bit out of place especially with the bandits who looked pretty much like regular soldiers or militia forces with their equipment. After all, they are supposed to be outlaws living in the woods and they can have a hard time getting materials to repair their gear.
To address this, we’ve made a variety of new armor and helmets with a worn-out look, gear that has been patched up many times, lost some parts or has become rusted. This gives the bandit faction a unique look and makes them stand out from other human factions. What is more, all these items have their own values for armor and fatigue penalties. In general, the worn-out and patched armors are a bit lighter, giving less fatigue penalties but also having less armor points.
Goblins are of course the major coming new feature for Battle Brothers. We’ll do a proper reveal in time and talk about their place in the world, their culture, their equipment and their individual troop types in detail. Until then, we didn’t want to leave you without a small teaser of what is to come. So here it is, an image of the Goblin Wolfrider!
Battle BrothersSP/MP: Single-player
Kyn - Coming Next Week
PC Gamer reminds us: Kyn comes out next week on July 28:
Kyn, an indie action-RPG inspired by Viking lore, comes out next week
I'm not the kind of guy who would presume to tell you what to play, but if you're a fan of the action-RPG business then you might want to take a peek at the upcoming Kyn, a Viking-themed game that features Diablo-style combat in a party-based environment. As you might imagine, that takes a little getting used to.
I played a bit with a pre-release version of the game and it was actually pretty decent. I didn't get anywhere near far enough into it to render any kind of meaningful judgment, but its multi-character implementation was definitely interesting. I can't claim that I ever became "good" with it, but I eventually learned that trying to keep everything under control in real-time is a losing proposition. Judicious use of the spacebar, which slows battles to a crawl, is essential: It doesn't allow for the same level of strategizing as a full-on pause option, but it does keep things manageable.
Each member of the party can be customized as a fighter, a mage, a healer, or whatever else you might have in mind. Developer Tangin Entertainment also promises a "deep crafting and loot system," with more than 100 different elemental materials that can be combined to create more powerful weapons and armor, although I didn't get far enough into it to mess around with all that.
I got a powerful Titan Quest vibe from Kyn during my brief time with it, and I mean that in a good way: Titan Quest was very good, and (so says I) deserved a far more positive reception than it got. Again, that's not an endorsement, just a (very) early impression, but one that I think warrants a second look. Kyn comes out on July 28.
KynSP/MP: Single + MP
Sword Coast Legends - Preview @ Rock, Paper, Shotgun
Philippa Warr (Rock, Paper, Shotgun) takes a look at the upcoming game Sword Coast Legends:
Sword Coast Legends was one of my favourite experiences at E3. In a little booth off the main show floor, the developers are demo-ing their D&D game’s dungeon master mode. I’ve only recently dipped a toe into D&D with a tabletop campaign but it’s been excellent fun so far and I was curious as to how the mode would measure up.
Sitting at the terminal designated for the fighter character (I like biffing things, what can I say) I watched design director Tim Schwalk craft a demon web terror campaign – a spider-themed cave dungeon complete with custom cultists and a little quest path.
Building seemed a pretty easy-to-fathom affair. For the quest Schwalk was building he opened up the map location for the first NPC you need to visit and set her to provide a quest when you speak to her. You can also use other triggers for that kind of progression – “on action” and “on kill” being mentioned specifically. He also added a vendor with a potion cart in case we needed to stock up on supplies.
The end point for the quest the first NPC handed out was a cabin in the mountains. We were supposed to be seeking out a chap but would always arrive too late to save him. To that end Schwalk added a corpse and various bloodstains to the small room, set an ambush encounter to trigger when we entered and switched the setting from a sunny daytime to a stormy night. Investigating the corpse ends the NPC quest (it’s that complete-on-action option) and starts the next bit which takes you to this cavernous spider lair.
You can fiddle with names, descriptions, tilesets, dungeon sizes, difficulties and so on when you’re building. There seemed to be pretty extensive object libraries for building out your scenes (lanterns and creepy paraphernalia for the site of a demonic ritual, chairs and tables and other more mundane bits and pieces for the cabin scene). [...]
Sword Coast LegendsSP/MP: Single + MP
Release: In development
Sunday - July 19, 2015
Wave of Darkness - Version 1.11 Patch Notes
Wave of Darkness Patch 1.11 is now live.
- Standing creatures corpses and frozen monsters
The game had a nasty bug with animations not being played on dead creatures during the saved game loading. Now those animations are played correctly, although this should be tested some more.
Also, it is very likely that this issue is connected to bug that sometimes occurs when player kills the monster and death animation is not played so that monster stays frozen in place. This bug is visual bug only - it has no other impact on the game, but it is annoying. Game should be tested some more to see if the fix removed death animation bug also.
We have spent a lot of time fixing this bug, so that's why this patch doesn't bring more fixes and upgrades as the previous one.
- Door animation bug
Doors on the location [945,751] had visual bug. Door worked fine but were rendered incorrectly. This has been fixed.
- Young Deepcave Storm Tormentor bug
This creature at location [1216,1273] was not supposed to be here. Tormentor spider was testing spider used during quest scripting. We have deleted all of them except this one. Instead of Tormentor, there should be Venomous Spider at this location. This has been fixed.
- Invisible Spirit bug
Invisible Spirit had wrong name for aura effect. It should be "Horror" instead of standard debug ~missing~. This has been fixed.
As always, stay up-to-date with our work on the Discussion Boards, give us more suggestions about what would you like to see in the game, and of course, report new issues!
Wave of DarknessSP/MP: Single + MP
Genre: Hack & Slash
Drakensang: TDE - Mega-Mod The Eye of the Goddess Released
Good news for our German speaking community members: After three years in the making, the Drakensang mod Das Auge der Göttin ("The Eye of the Goddess" (transl.)) has been released. An English translation is being considered.
Malgorra ist besiegt, Umbracor befreit. Doch das nächste Abenteuer wartet bereits. Zurück in Ferdok werden die Helden beauftragt einen entflohenden Verbrecher dingfest zu machen. Auf ihrer Suche führt die Begegnung mit einem hilfesuchenden Händler schließlich dazu, dass sich die Ereignisse überschlagen. Wer ist der mysteriöse Einäugige, der für seine Ziele nicht einmal davor zurückschreckt einen Praios-Geweihten zu töten und welche finsteren Pläne verfolgt er? Was hat es mit den geheimnisvollen Forschungen von Erzmagier Rakorium auf sich? Besteht vielleicht ein Zusammenhang zwischen seinen Forschungen und den Statuettenteilen, die den Helden in die Hände fallen?
Die Mod Das Auge der Göttin schließt direkt an das Hauptspiel an und führt den Spieler auf eine neue Reise quer durch den Kosch, bei der es neue Abenteuer zu erleben und neue Geheimnisse zu entdecken gibt.
The mod adds new content after the Drakensang main game. You need a late Drakensang savegame, either your own or the one provided by the mod team.
Here's the content included in the mod:
- ca. 20 – 30 hours play time
- quick travel points
- 272 new quests
- 250 new dialogs with voice acting
- respawning plants
And if you're not convinced yet:
Drakensang: TDESP/MP: Single-player
Shenmue 3 - The Most Funded Kickstarter Campaign
Shenmue 3SP/MP: Single-player
Release: In development
Pirates War - The Dice King - New Kickstarter
A new Kickstarter that sounds like major fun has just started:
Pirates War is a digital board game. Become a pirate captain, win against others, and become the Dice King! Play, Pillage & Plunder!!!
In Pirates War – The Dice King, you are a pirate captain competing with others. Like other “property trading board” game, you can buy land, build buildings, upgrade them and in the end the richest person will win each match. However, you don’t have to just ‘talk with money,’ you can battle with one another and as a captain, you and your crew will have great effect on the battle ground. By setting up strategy and with luck your dice, anyone can become the Dice King.
Saturday - July 18, 2015
Shadowrun: Hong Kong - New Shadowrun Wiki
A Peek Behind the Curtain at the New Shadowrun Wiki
Greetings Shadowrunners! My name is Aidan. I’m an intern from the Academy of Interactive Entertainment and I’ve been working on a special project for HBS for the last 6 months.
In a continued effort to support User-Generated Content (UGC) and the Shadowrun Community, we’ve been working in partnership with Gamepedia to bring you the new Official Shadowrun Wiki which includes information about all three Shadowrun games.
What’s in the New Wiki?
For each of the games, you’ll see a Game Content section that includes quite a bit of data covering our previous titles, Shadowrun Returns and Shadowrun: Dragonfall - Director's Cut. Most importantly, though, you’ll find expanded content covering the Shadowrun Level Editor. We’ve reorganized and transferred the information about the editor and its capabilities from the original wiki to the new wiki, including a load of raw documentation, tables of data, and tutorials created by studio members and by you, the Shadowrun community. We then added to it, covering all the new editor features the team created for Hong Kong. (Well, almost all, because once again - spoilers!)
Why a New Wiki?
First and foremost, we want to make it easier to find and share information about using the editor so more people can create Shadowrun stories. The new wiki and host allow for a streamlined editing experience and is built on the MediaWiki format which is easily recognizable - it’s the format that Wikipedia runs on. This format also has built-in support for templating and HTML/CSS which can save quite a bit of time when creating many pages with similar content (e.g. Descriptions of all that sweet gear available to your crew). Never touched a wiki before? The basic markdown is easy to pick up and will have you editing pages in no time.
What about the old wiki?
The old wiki will still be available for some time until post launch. We’d like to make the transition as smooth as possible so a notification will be added to the main page directing community members to the new wiki.
Your Turn to Jump In!
While Tagaziel (our man at Gamepedia) and I have been slaving away at the wiki, we are but two men. There's still plenty to work on and with the imminent release of Hong Kong, even more to add! So if you have some knowledge that’s not on the wiki, you’ve found something missing from the old one, or you’ve created some UGC that you want to share, take a shot at creating the appropriate page! Need some help? Hop onto the Community Portal and ask around.
On a final note - I’d like to thank all our community members who have contributed to the Shadowrun Wiki in the past. A lot of you can be seen on the forums pretty regularly helping out newbies to the editor as well and it doesn’t get much better than that. With that it’s back to the wiki for me.
And a quick SR:HK development update!
We’re in the home stretch of development and on-track for release! Stay tuned for more screenshots and a release date announcement next week. I have to say, it’s been amazing watching our art team grow and build off their visual successes in each new Shadowrun game. In addition to a great story and some very exciting game play & feature set improvements, Hong Kong is without a doubt our best-looking Shadowrun yet! I can’t wait for all of you to play it.
Shadowrun: Hong KongSP/MP: Single-player
Release: In development
Skyshine's BEDLAM - Preview @ GameCrate
It's impossible to play Skyshine Games' upcoming title, Skyshine's Bedlam, and not draw comparisons to Subset Games' 2012 hit, FTL. The two definitely share a lot of similarities, and, truth be told, Skyshine's Bedlam probably owes a lot to that game, as do other titles that have come along since and borrowed from its winning formula. That said, this isn't some FTL ripoff with no identity of its own. The game adds plenty of nuanced elements to the familiar formula and tosses it all into one cool post-apocalyptic setting, creating an exciting futuristic wasteland.
Skyshine's Bedlam drops you in the middle of a dystopian world reminiscent of the setting seen in the Mad Max films. Resources are scarce, civilization has split up into warring factions, everyone has become a scavenger, and violence is usually the answer. How you progress depends on your personal play style, opening the door for multiple playthroughs and allowing you to approach the game in different ways to see what works best. [...]
Skyshine's BEDLAMSP/MP: Single + MP
Release: In development
Antharion - New Patch & Soundtrack
In Kickstarter update #47 Orphic Software announced the release of the Antharion soundtrack (some samples included) and patch 188.8.131.52:
We've been continuously patching AntharioN following release. We're currently at version 184.108.40.206 and here are some of the more notable patch note items:
- Additional arrows have been added to vendors.
- Various spelling and grammatical issues have been addressed.
- Trainers now train up to 50 levels each instead of 25.
- An issue preventing some displays with 1366x768 resolutions from entering full screen mode was fixed.
- A bug causing certain spells to display inaccurate to hit % cursor tooltips was resolved.
- Your chances of getting random loot from monsters was increased, resulting in more gold early in the game.
Elvira II - Review @ CRPG Addict
I thought that some of the puzzles were rather obscure and illogical, and that there was too much screwing around trying to make sure you had the right inventory items in each situation. Add to this a number of "walking dead" situations (avoided in my case by breaking my rules and looking at spoilers), and I'm not sure it performs well as an adventure game.
On the other side, the role-playing aspects were under-developed. You do get notably stronger with each level-up, but the dungeons are long and boring and the combats bereft of anything you might call "tactics," so for me the role-playing elements were somewhat unwelcome. They mostly just padded the time.
That gives us a final rating of 33, a little higher than Elvira but not enough to cross into "recommended" territory. Elvira II is definitely a better RPG than Elvira, but being a "better RPG" doesn't count for much if you're still not a good RPG.
In chronological order:
Elvira IISP/MP: Single-player
Breach & Clear: Deadline - Developer Walkthrough @ PC Gamer
On July 21 Breach & Clear: Deadline will be released. The game is already successful at EA. Like the predecessor Breach & Clear it is a tactical strategy game with RPG elements.
PC Gamer met with developer David Brossoie to play the game:
Breach & Clear: Deadline developer David Brossoie stopped by our office to give us a thorough tour of what the tactical, squad-based, zombie-shooting, RPG monstrosity is set to offer up when it officially releases on July 21st. The game has been in early access since January 21st, but has changed considerably since.
Breach & Clear: DeadlineSP/MP: Single-player
Genre: Tactical RPG
Fallout 4 - Gameplay Exploration
Bethesda Softworks released an E3-video, that shows the gameplay of Fallout 4 at the beginning of the game:
Shown at the Xbox E3 Briefing, see early exploration outside of Vault 111 – including introductions to characters like Codsworth, Preston Garvey, and Dogmeat. Additionally, see V.A.T.S. gameplay in action, how Power Armor changes your experience, and much more.
Fallout 4SP/MP: Single-player
Release: In development
Mooncrest - Announced
After generations of peace, whispers of an ominous threat are heard on the streets of Mooncrest. Can a mismatched pair of heroines overcome the challenges of their enemies and each other or will all end in ruin?
Mooncrest–the premier RPG from KnightMayor–is an action adventure game featuring:
- A Story of Sisterhood: An immersive story of fellowship where the interactions with your wayward companion propel you on an adventure of intrigue.
- "Souls-style" Combat: Engage in tactical, real-time combat where your wits will matter as much as your reflexes.
- Challenging Puzzle Solving: Tease your brain with intuitive puzzles that favor logic and reward your cleverness.
Mooncrest is brought to you by a seasoned team of former BioWare and pen-and-paper game designers. We have more than 20 years of combined game development experience and our goal is to bring back the single player, story-driven experiences we loved in the past.
A Compelling Story
Compassion is fundamental to becoming a paladin and none show greater promise or embody the virtues of the ancient order more than Sera. Raised in Mooncrest at the paladin temple from a young age, her perspective is idealistic yet naive. Having completed her trials, Sera has become a full fledged paladin where she sets out into the world for the first time.
Crossing paths with Pirotase–a streetsmart outcast–makes her question the dogmatic views of her order. While not the cause of all the troubles in Mooncrest, Pirotase sets Sera on a path that challenges her beliefs as they unveil a conspiracy that puts all of the city at risk.
Character Driven Story
At the heart of Mooncrest is an engaging story told through characters in the BioWare style. Instead of playing with an array of shallow companions, players will journey with Pirotase for the entirety of the story. This allows players to explore more depth with Pirotase's character and develop a more intimate relationship with her.
Sera is noble yet callow while Pirotase is more worldly and chaotic. Despite obvious disparities in their personalities neither will be able to complete their agendas without the other's assistance. Your interactions with Pirotase are key to the unfolding narrative and players will spend time navigating their conflicting personalities. Players will engage with Pirotase and the other characters through cinematic conversations.
While interacting with other characters in Mooncrest, conversations will provide a cinematic experience in which you will make choices that control the tone and flow of dialogue.
These choices, governed by Sera's internal thought processes, help to reveal the breadth of her own character. The decisions you make will also shape and direct Pirotase's growth as a student of the paladin order. The measure of her Discipline and Compassion are directly affected by decisions you make in conversations which influences her capabilities on the field of battle.
Real Time Action Combat
The world of Nocturne can be a dangerous place. It will take more than quick reflexes to survive your enemies; you'll need wits, courage, and the ability to adapt on the field of battle. Mindlessly hacking and slashing away at your foes will accomplish little in a system that rewards measured action. Inspired by the Souls series style of combat, those that carefully consider their movements will survive while the impetuous and short-sighted will earn only a place amongst the dead.
Moment to Moment Tactics
Combat in Mooncrest is driven heavily by the use of a stamina gauge. Most combat actions will drain a portion of it and, though it is constantly recovering, you'll have to plot your actions and movements with your stamina in mind. Careless attacks can leave you unprepared to defend against an enemy's renewed assault.
While the best defense may be a good offense, you will eventually find yourself in a situation where self-defense is the more prudent course of action. You can stop most damage from an attack with your own weapon and timing the deflection correctly will result in a more effective blocking action and may buy you an opening to strike back. If an attack looks to dangerous to stop, you always have the option of quickly evading past or through it to position yourself for a lethal follow-up!
Weapons of the Order
As a paladin, Sera is trained in the use of the longsword, mace, and axe. You'll need to learn the ins and outs of all three if you want to survive the coming evils. They each different move sets, strengths, and weaknesses in combat; whereas the long sword is fast and has the advantage of reach, the mace is heavy, slow, and capable of staggering an opponent more easily. Choose the right weapon for the right job and crush those that stand before you.
Making Combat Your Own
In addition to developing your own approach to combat, you'll gain skill points that allow you to unlock new active and passive abilities to further support your personal style when waging war. Interested in improving your blocking capabilities? Want to evade more effectively? Maybe you just want to break faces faster than before. There's a skill for that.
Two Heads are Better than One
The way forward will be dangerous, but you won't have to face your challenges alone! Pirotase is skilled with a bow and she'll have your back, supporting with cover fire and snarky commentary about the state of the battle and providing insight into your enemies weaknesses. Timed carefully, you can also call shots to stagger your foes and leave them wide open for a crushing counterattack.
Your influence over Pirotase's senses of Discipline and Compassion will also feed into her combat skills, making her an even more deadly archer than she already is.
Adventure Game Style Puzzles
It will take more than a sharp sword to unlock the deepest mysteries of Mooncrest. From guilds using trials to test the mettle of new recruits, to the affluent guarding their valuables with devious traps, to the machinations of a mad tinkerer who creates mind-bending challenges for his own amusement, there are plenty of secrets for you to uncover.
Mooncrest focuses on logic puzzles offering new twists on classic experiences as well as unique challenges. Our supplementary puzzles draw inspiration from adventure games by rewarding exploration. Rounding out the puzzle content are mini-games designed to bring variation to the gameplay. Puzzles are an aspect of gameplay that we feel has been lacking in current games and we are happy to be introducing puzzles to a new generation of players.
Release: In development
BGEE: Siege of Dragonspear - On Mods, Publishers and the Future of Baldur's Gate
Paul Dean (Rock, Paper, Shotgun) has written an interesting article about Baldur's Gate 1.5 - Siege of Dragonspear:
"We move from custodian to creator."
That was how Trent Oster described it. Beamdog's co-founder who, twenty years ago, was also there when Bioware began, is once again returning to one of roleplaying's most beloved and most influential series. This time, he won’t just be adding a new lick of paint here or a subtle embellishment there, as he has with the company's Enhanced Editions of the Baldur’s Gate games. No, Baldur&'s Gate: Siege of Dragonspear is something wholly new. While Beamdog are calling it an expansion pack, its scope and scale mean that it outsizes both Tales of the Sword Coast and Throne of Bhaal. For all intents and purposes, it’s Baldur’s Gate 3.
Okay, fine, it's more like Baldur's Gate 1.5, since its plot is designed to slot neatly between those of the other two games, bridging a narrative gap that has long remained murky and ambiguous. Whatever its numeral, it is a third game in the Baldur’s Gate series, set in the same world, during the same time, and featuring many of the same characters. While it may not boast the same enormous size as the tremendous siblings that bracket it, it's not looking slight. Beamdog are estimating that it will give players at least twenty-five hours of adventuring and Oster says it's actually larger than both previous expansions combined. This, they say, will be some very substantial adventuring. [...]
Baldur's Gate: EESP/MP: Single + MP