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InSomnia

2014-07-14

InSomnia Community Q&A

As promised here is the community Q&A with Studio Mono about their kickstarter RPG Game InSomnia. I want to give a big thank you to the RPGWatch members who sent me their questions.
» Continue reading the article...

Children of War: Blood and Snow

2014-05-13

Children of War: Blood and Snow Q&A

We had the chance to interview COO/Program Director Ryan Lamb of Shadowforge a few questions about his kickstarter Children of War: Blood and Snow.
» Read the article

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Tuesday - July 22, 2014

After Reset - Species in After Reset: Insects

by Couchpotato, 15:29

The next update about the species in After Reset has been posted by Mr. Nixon of Black Cloud Studios. This time we get information on the games insects.

Species in After Reset RPG: Part III Insects

In this news we proceed sharing game lore about the species of the After Reset world. This news is dedicated to Insects.

Beyond that, if you've just joined to our daily news stream, you can find previous data about other species at these links:
Species in After Reset RPG: Part I. Humans.
Species in After Reset RPG: Part II. Animals.

A species is one of the basic units of biological classification and a taxonomic rank. A species is often defined as the largest group of organisms capable of interbreeding and producing fertile offspring.

IMPORTANT NOTES: Due to storyline limitations, you can choose only Human species for your character in After Reset RPG's single-player mode. Despite that, you will meet a variety of other species during your adventure in the world of the game.

INSECTS:


Insects are invertebrate eukaryotic organisms having an external skeleton, a segmented body, and jointed appendages. Insects as a species are general representation of Arthropoda, i.e. "foot" or "leg", which together mean "jointed leg", and include the insects (wasps, grasshoppers, flies, cockroaches, beetles, isopods, etc.), arachnids (scorpions, spiders, mites, etc.), crustaceans (crabs, lobsters, shrimps) and trilobites (almost extinguished by the Past Age, that name is now used by scientists of SOC for all type of insects with non-earth DNA).

Even before the Reset, the number of insects is estimated at between six and ten million, and potentially represented over 90% of the different animal life forms on Earth. Insects could be found in nearly all environments, and were one of the largest groups in the food chain on Earth. Their real challenge is the cold - insects are unable to produce heat metabolically. Most of their survival techniques involve skirting around freezing weather – migration, freeze tolerance (waiting for the sun), or freeze avoidance (habitat and supercooling).

Because of their prevalence, vitality, unpretentiousness, high radiation resistance and reproduction rate, the insects became the largest and the most widespread organisms within the warm regions of Earth after apocalypse. By 132 A.R. its representatives could be easily found even in Red Zones. With that, as the most prevalent source of proteins, insects became the major brick in the biological food chain on the surface.

Information about

After Reset

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

Details

Darkest Dungeon - Post-Mortem @ Gamasutra

by Couchpotato, 15:25

Tyler Sigman of Red Hook Studios has posted the second part of his Post-Mortem for Darkest Dungeon on Gamasutra. The first part can be found here.

The 2nd Half of the Campaign: Flogging Schrödinger's Horse

In the Darkest Dungeon Kickstarter Post-Mortem Part 1, I talked a bit about the dreaded mid-campaign trough and how we, up to that point, hadn't been able to successfully jolt the daily raise.  We had an undeniably awesome start to the campaign (and a decent end, as you'll see). However, this doesn't mean we didn't want to hit a home run in the mid-section, too!

Being an engineering analyst in a former life, I looked at a ton of campaigns and compared to ours.  We were getting a pretty steady $3k/day during the middle period.  But there were campaigns like the esteemed Hyper Light Drifter, or Banner Saga, that did $10k+/day in the middle.  Banner Saga even had a two-day spike of $25k/day in the middle.  Why not us? :) At least, that's a good way to think ambitiously.

In the end, we were unable to move the needle much.  However, the $3k/day was still respectable and one thing not to be discarded is that perhaps our efforts, while unsuccessful at causing spikes, actually contributed towards a nice, steady baseline.

Information about

Darkest Dungeon

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

Details

Lichdom: Battlemage - Beta & New Discount

by Couchpotato, 15:21

Xaviant Games is happy to announce Lichdom: Battlemage has entered Beta. They also released a new build, and discounted the game for 20% off on Steam.

Lichdom: Battlemage Enters BETA, New Build Available!

We're happy to announce that Lichdom: Battlemage has entered the BETA phase of Early Access! Below you will find the Build Notes for this version of the game.  For more details & discussion, please visit the official forum thread.

NOTE: This update will invalidate save data from all previous builds. You must start a new game. Sorry.

Visit the link above for the huge list of changes.

Information about

Lichdom: Battlemage

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

Details

InSomnia - Battle ĎScarsí Update

by Couchpotato, 15:14

Studio MONO latest update for their funded kickstarter RPG InSomnia talks about how wounds will heal, and how they will affect you while playing the game.

Battle ‘Scars’

As always, a massive thank you for all of your support and pledges. We still have a chance at reaching the $90,000 stretch goal & we have a new update today and several more to follow!

Everybody loves to level up their characters. For InSomnia, you’ll gain traits by leveling up and selecting from a list. Characters will gain positive and negative traits. Some will be a mix of the two, and others willbe purely negative. You may get rid of some traits, but others will be permanent.

Most traits are gained accidentally, but others will result from quests and other factors. For instance, if you break your arm and forget to treat it for a long time, the bones will grow back improperly and you will gain a negative trait that will affect your shooting accuracy. However, you’ll be able to remove this trait if you see a qualified doctor that’s capable of treating your affliction.

There are no clear instructions on how to lose a specific negative trait, so you’ll need to look around carefully and think hard about possible solutions. Other players may be able to help, or you may find a “manual” of sorts, with some instructions. To balance things out, you will be able to choose a Perk that neutralizes up to three negative traits, which will remain on the character without having further negative effects. Throughout the game (and each time you start a new game), you’ll receive unique karma, physiology and traits—both positive and negative, keeping the experience fresh.

Information about

InSomnia

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

Details

Pantheon - New Website Update

by Couchpotato, 15:08

Visionary Realms Brad McQuaid has posted the next monthly update for Pantheon.

Update 07/21/2014

Information about

Pantheon

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

Details

Dark Souls II - New DLC Released

by Couchpotato, 15:03

From Software announces in the following press release the first DLC for Dark Souls II called Crown of the Sunken King is now available for purchase.

FROMSOFTWARE TAKES PLAYERS TO THE DANKEST, DARKEST DEPTHS IN THE DARK SOULS II WORLD WITH CROWN OF THE SUNKEN KING DLC

As if the regular obstacles, enemies, and bosses presented in Dark Souls™ II were not enough to cause gamers to cry for their mommies; FromSoftware today unleashes Crown of the Sunken King the first chapter in it’s The Lost Crowns DLC trilogy for DARK SOULS II. Each chapter is specifically designed to enhance, challenge, and bring players to their knees as they experience the peril that is awaiting them in the DARK SOULS II The Lost Crowns trilogy.

Stalwart fans of DARK SOULS II will want to immediately head over to the PlayStation Network, Xbox Live Marketplace, or STEAM to purchase and download this newest chapter in the unyielding Dark Souls franchise. Players that are brave enough to take on this arduous journey will find new environments, enemies, traps, and bosses to conquer as they embark on a journey to reclaim the crowns that Drangleic’s King Vendrick once owned. Crown of the Sunken King features an entirely different world within the DARK SOULS II universe, where stepped pyramids span a vast underground cavern and death lays in wait around every corner.

DARK SOULS II’s Crown of the Sunken King DLC is available today for Xbox Live Marketplace and will be out on 23/07 for STEAM® and PlayStation®Network. Each individual chapter of The Lost Crowns trilogy will be available for purchase in Europe and Australasia via the PlayStation®Network, Xbox Live Marketplace, and STEAM®. The STEAM and PlayStation®Network season passes encompassing all three chapters of The Lost Crowns trilogy are available from now on!

Since they provide no links you can buy the DLC on Steam here.

Information about

Dark Souls II

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

Details

Shadows: Heretic Kingdoms - Shadow Realm

by Couchpotato, 15:00

Games Farm's posted a new update for Shadows: Heretic Kingdoms that talks about the Shadow Realm. So here is the information taken from the website.

The Shadow Realm

The space between dimensions has long been referred to by mages as ‘the Dreamworld’, since in this dimensional hinterland the dreams of the living and the souls of the dead bleed into mortal existence, bringing nightmares to those sensitive to these disturbances. Long before the death of the God of the Land and the shattering of the Godslayer sword, the Dreamworld was an ethereal place, connecting an endless number of dimensions into what the Taymurians call the Tree of Worlds. But when the Godslayer Sword was shattered, the dimensions shifted and the Dreamworld of the Heretic Kingdoms was severed from all dimensions except for the hellish Shattered Heaven.

Legions of demonic creatures from Shattered Heaven have now invaded the Dreamworld and shifted this dimension into darkness. Whereas before mages and other supernatural beings could shift between the Dreamworld and the mortal realms freely and safely, now all that remains is a dark fragment of what this dimension once was. Sages no longer dare call this a world of dreams: they call it Shadows. This shift in the dimensions has also made it far easier for demons to enter the realms of mortal souls. Whereas before, a mage would have to invoke a hell gate to summon a demon, now many demonic entities are being inexorably drawn into Shadows by the essence of the living souls that seeps out through death.

Information about

Shadows: Heretic Kingdoms

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

Details

Invisible, Inc - Preview @ N4G

by Couchpotato, 14:54

The N4G News Blog has a new preview of Klei Entertainment's Invisible, Inc.

I can't say I gave Invisible, Inc. a fair chance the first time I loaded up the alpha. My foolhardy ways said, “This should be no problem, I'll succeed with grace and make it through all ten floors, learning everything I need to know along the way.” What a dummy. I stumbled my way through the first floor only to find myself on the second floor deader than a really dead thing. This game is not all that forgiving and does not reward foolishly brave behavior. Invisible, Inc. is a game built for critical thinking and tactical planning and is incredibly beneficial to those that give their time and patience to it.

Although the title is just now out of alpha and has many changes to go through before it even enters its beta, the fundamentals are clear in what might be considered a “proof of concept” of mechanics. Invisible, Inc. is on course to be one of the most interesting tactical titles with a stealth focus to be available to players and should garner plenty of attention when it's fully available. Just remember... Don't skip the tutorial.

Information about

Invisible, Inc

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

Details

Unrest - New Game Update & Review

by Couchpotato, 14:49

Pyrodactyl Games has a new update for Unrest about a poster, and the DRM-free build.

Just a few weeks ago, we promised that we would give you the DRM-free builds a week before release. Unfortunately, due to several issues and the release date rush, we were unable to do that. The good news is that you will get the DRM-free build, just on the release date. We’re taking the extra time to quash last minute bugs, especially since patching and updating DRM-free builds is a lot tougher than on Steam.

There’s only 3 days to go, so I hope this slight delay isn’t too much of a problem. Thanks a lot for your patience and support, I hope to see and hear you all once you’re playing Unrest!

Also Hardcore Gamer has posted a new review that gives the game a 3.5/5.

Unrest is a choice-driven RPG with little combat to speak of that touches on relevant social issues. It’s not unlike Always Sometimes Monsters, though it ironically takes cues from western-style RPGs where that game took them from eastern ones. Unrest feels a little more focussed than most games of its ilk, and it has a thankfully short run time to facilitate multiple playthroughs. You get a real feeling of agency as you guide the game’s story, and it’s refreshing to play something from a different cultural perspective.

Information about

Unrest

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

Details

Dungeons & Dragons - 5th Edition Review

by Couchpotato, 14:44

While I usually skip tabletop games in general I thought the following might be of interest for a few readers. It seems RPGamer has a review of the new 5th Edition.

Like any WOTC product in the past ten years this one is lovely to look at with good art pieces, good layout, and rigid organization, this product also takes the time to break down and explain how information in adventures is organized.

As a teaser for 5th Edition, this piqued my interest far better than a year of beta notes and blog posts did, but it needs a touch more to serve as an introduction to D&D for complete neophytes. More physical items, like an incomplete map of the region, handouts, or rules cheat sheets might have done more to engage players and new game masters might have benefited from a dozen more pages on how to run and play the game. There must be better way to introduce people to D&D, but this box is serviceable with an experienced player to guide new gamers.

Information about

Dungeons & Dragons

Details

Citizens of Earth - Meet the Vice President

by Couchpotato, 14:39

Atlus released a new trailer for Citizens of Earth called Meet the Vice President.

You've just been elected Vice President of the World--what do you do now? Why, recruit your mother, brother, and 40 other Citizens of Earth to fight for you, of course!

Being the Vice President of the World means asking not what you can do for your countrymen, but what your countrymen can do for you!
The retro-inspired game begins just after the VP has won a long, drawn-out candidacy and returned to his hometown for some taxpayer-funded rest and relaxation. But after just one night passes, the VP awakens to find the world gone berserk! As elected official he has two responsibilities: investigate what's caused people to go crazy... and delegate as much of the dirty work as possible.

Citizens of Earth will be available in North America and Europe later in 2014 as a download-only title for PC, PlayStation®4 computer entertainment system, PlayStation®Vita handheld entertainment system, Nintendo 3DS™, and Wii U™.

Information about

Citizens of Earth

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

Details

Original Sin - Diablo HD Remake Mod

by Couchpotato, 14:36

The Cinema Blend website has news of a promising mod being made with the Divinity: Original Sin Engine. The mod is a remake of the classic Diablo. Here are the details.

The first Diablo is getting an unofficial HD remake thanks to one devoted fan. He's rebuilding the game from the ground up on PC and Mac using Divinity: Original Sin's engine.

Reddit user docalypse started the remake, called Diablo: Original Sin, about four days ago. In that short period of time, he's managed to do a far amount of work. The first screenshots, seen in the gallery below, show the fruits of his labors. He's recreated the doomed town of Tristram, the surrounding countryside, and the cathedral.

His ultimate plans for the game include 26 levels based on the base Diablo game and its expansion Hellfire. Players will be able to venture beneath Tristram with a party of up to 4 characters. The mod will incorporate music from D1 and possibly its sequel as well. The story will be told with

While it will retain the look of Diablo, Diablo: Original Sin will have very different gameplay. The environments will be hand-crafted instead of randomized, with unique items placed throughout the game. Though 4-player co-op is possible, a lone player can control the full party if they'd rather go it alone. Traps can wipe out parties unwilling to let their rogue scout ahead (you brought a rogue, didn't you?). Secret areas can be reached with lockpicking and high perception ratings. Furthermore, docalypse says, Original Sin has turn-based battles instead of the usual "clickfest" Diablo combat.

The creator will add even more features to the game once the Divinity: Original Sin toolset is expanded. His to-do list includes new enemies, items, crafting recipes, and hirelings with backstories. He also wants to introduce new magic schools like Necromancy, Holy Magic and Cryomancy.

Information about

Original Sin

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

Details

Monday - July 21, 2014

NWN2 - Baldur's Gate II: Reloaded Mod

by Couchpotato, 14:59

We were sent news of a new mod for NWN2 called Baldur's Gate II: Shadows of Amn Reloaded. The mod is from the same people who made Baldur's Gate Reloaded.

Here is a trailer and mod announcement.

The BGR Team (Shallina, myself, and perhaps a few new and familiar faces), having completed Baldur's Gate: Reloaded, have decided to complete the series and remake Baldur's Gate II: Shadows of Amn + Throne of Bhaal. While we originally made the announcement over a month ago, it sounds like many of you in this awesome community are not on Facebook which is where we do most of our communication. I greatly value your guys' input and comments, so it would be a shame to not include many of you whom I deeply respect and admire in our updates and conversations about the upcoming campaign.

Information about

NWN2

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

Details

After Reset - Species in After Reset: Animals

by Couchpotato, 14:28

The next update from Mr. Nixon of Black Cloud Studios for After Reset brings us part two of the species found in the game, and this time it's about animals.

Species in After Reset RPG: Part II. Animals

In this news we proceed sharing game lore about the species of the After Reset world. This news is dedicated to Animals.

Beyond that, if you've just joined to our daily news stream, you can find previous data about other species at these links: Species in After Reset RPG: Part I. Humans.

A species is one of the basic units of biological classification and a taxonomic rank. A species is often defined as the largest group of organisms capable of interbreeding and producing fertile offspring.

IMPORTANT NOTES: Due to storyline limitations, you can choose only Human species for your character in After Reset RPG's single-player mode. Despite that, you will meet a variety of other species during your adventure in the world of the game.

ANIMALS:


Animals are multicellular organisms of the kingdom Animalia (also called Metazoa) whose cells contain a nucleus and other structures (organelles) enclosed within membranes. Their body plan eventually becomes fixed as they develop, although some undergo a process of metamorphosis later on in their lives. Most animals are motile, meaning they can move spontaneously and independently. All animals must ingest other organisms or their products for sustenance.

During the Reset, the majority of animals were wiped from the Earth's surface. Locked in the cities, most of the domestic animals also died - either instantly, or from lack of food that they were not skilled enough to get by themselves. More than 90% of the rest were extinguished during the first decades after reset, due to enormous ecological damage inflicted to the lowest levels of the Earth's food chain.

Despite all of that, it turned out that humanity was much more of a threat to fauna then even the Reset itself. After the first decades of apocalypse, the radiation level decreased and Yellow Zones began to emerge. Without human interaction, the flora overtook those new regions and the animals soon followed.

By 132 A.R. animals, plants and insects are the dominant species on the Earth. Many of the animals of the Past Age were extinguished forever, but their place is being intensively taken over by new ones - adapted, evolved, or even brought from another world during the alien terramorphing.

Information about

After Reset

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

Details

Witcher 3 - GOG Paper Toys & Contest

by Couchpotato, 14:25

GOG.com has a new announcement about some new paper toys for The Witcher 3: Wild Hunt, and a new contest for the game on site.

The Witcher 3: Wild Hunt Paper Toys + Contest

New GOG.com-exclusive bonus content for The Witcher 3: Wild Hunt + hot photo contest!

GOG.com digital edition of The Witcher 3: Wild Hunt just got even more extensive than it already was! We've just added six templates for papercraft toy figurines of Geralt of Rivia, Triss Merigold, Yennefer of Vengerberg, Ciri the Lion Cub of Cintra, Eredin of the Wild Hunt, and Leshen the Forest Spirit. They've been designed exclusively for GOG.com by the top paper toy artist Tougui, and are available with every DRM-Free copy of CD Projekt RED's upcoming RPG epic. If you've pre-ordered The Witcher 3: Wild Hunt on GOG.com, you can download the PDF figurine templates right away!

We do hope you'll enjoy our official Witcher 3 paper toys. You can expect more GOG.com-exclusive bonus content to be added to our digital edition of The Witcher 3: Wild Hunt, before the game's launch on February 24th, 2015. Now, since these here are paper toys not paper ornaments, let's have some fun!

What you can see above, is an unexpected encounter between Geralt the Witcher, the Sorceress Yennefer, and Leshen, the elder forest demon. You can feel the tension in the air, as Geralt readies his silver sword, Yen gathers her mystical powers, and the beast slowly draws near. If you can take the paper toys and arrange an exciting scene (or a funny one, or beautiful, or…), you'll get a chance to win one of three amazing prizes! A wolf head medallion, a gorgeous Artbook, and for the first place - a sculpture of Geralt battling the mighty griffin! Each of the prizes will come complete with an official Witcher 3 T-shirt.

Now, wouldn't it be amazing to get your hands on that fantastic Collector's Edition figure before anyone else? How to enter? How to win? Just follow these simple guidelines:

1. Download and assemble the paper toys (templates are now available with your GOG.com pre-order of the game).

2. Arrange them into a scene that will capture our attention, and snap a photo.

3. Give your photo a title and tweet it with the #PaperWitcher hashtag (just a general tweet, please--don't start it with "@GOGcom). Multiple entries are allowed.

4. Not a Twitter user? No problem. Post your entries below, right here in the GOG.com forum thread.

5. Your photo will be added to a curated gallery that will launch as soon as we get enough photos. The gallery will be updated periodically. By submitting your work, you grant us the right to re-post it in the gallery and CD Projekt RED / GOG.com communications channels.

6. Post-processing is allowed. Adding elements in PhotoShop (or equivalent) is fine, as long as the final effect still looks more like a photo than computer graphics.

7. You have to enter the contest before Thursday, July 31, at 9:59AM GMT.

Once the submissions are closed, a joint-team of CD Projekt RED and GOG.com judges will pick the winners. We reserve the right to award any additional number of honorable mentions. The winners will be announced and the prizes will be shipped within 3 weeks after the submissions are closed.

We wish you all a good time in the fantastic world of The Witcher paper toys, and best of luck in the contest!

Information about

Witcher 3

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

Details

Torment: Tides of Numenera - Adam Heine AMA

by Couchpotato, 14:20

The Tumblr page for Torment: Tides of Numenera has news about Adam Heine answering a few questions on his blog from a fan.

Adams talks Numenera

From the AMA pile, Surface rfl says:

"In a recent interview, among lots of superb stuff (great companions concepts! can we call the ball of goo… Ballte? Goolte? no? ..damn…), - ive noticed this line:

- “Magic” in Numenera is performed by tapping into the ubiquitous numenera around you—even in the air and the dirt—and using it to reshape the world. -

I know thats most likely a convenient background lore explanation explanation and i dont expect “magic” to be realistically explained, but im curious when it comes to the setting… what exactly does this “ubiquitous numenera” mean?
Did you refer to various technological remnants of previous epochs like cyphers, artifacts and other actual numenera that the player will find, or maybe some kind of more microscopic nano machines saturation… or is it something else?
Im asking because so far ive gotten use to thinking about numenera as small objects basically, and any still functioning or malfunctioning rogue nano machines as something exactly specified, like the Iron Wind, for example."

Yes to all of the above.

So a brief recap for those unfamiliar: the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms. In those epochs, a number of great civilizations have risen and then disappeared into obscurity, each one orders of magnitude more advanced than all but the wackiest science fiction could even imagine.

The people of the Ninth World, however, are at approximately medieval technology levels, but they live among the debris and leftovers of a billion years of civilizations. Of course there are no books or other degradable things still lying around, but there are massive monuments made of metals nobody recognizes, giant crystals floating in the sky, mutated descendants of bioengineered creatures, automated military constructs following orders that don’t make sense anymore, and other weirder things that have withstood time.

The Ninth Worlders don’t understand how to make any of this stuff, but they know enough to cobble together useful artifacts from what they find.

To (finally) get to the question, “this stuff” is the numenera, but it doesn’t just mean sci-fi devices you find lying around (you actually don’t find sci-fi devices lying around much, but have to cobble your own). It also means the invisible forces still in the air. It means the datasphere that some civilization built around the planet — the one that can be accessed if you know what you’re doing (not that you’ll understand what you find) and beams the occasional strange vision (known as glimmers) into people’s heads at random. It means the creatures that look like they stepped out of a horror film. It means the dirt itself, which has been worked, refined, manufactured, or grown and then ground back into soil by time.

Although we do frequently use “numenera” to refer to the items and devices you will find in Torment, it really is ubiquitous and can be used by the clever or knowledgeable in infinite ways.

Information about

Torment: Tides of Numenera

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

Details

Unbended - New FAQ Posted on Site

by Couchpotato, 14:16

The developers of the Sacred inspired ARPG game Unbended have uploaded a new FAQ on the website to answer a few question about the new game.

Here in this section we will answer the questions our fans and supporters have asked here in our forum. If you have a question just post it in the forum or email us at info@unbended.de. We’re going to keep the FAQ up to date.

Information about

Unbended

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

Details

Pillars of Eternity - New Podcast @ Guy Cocker

by Couchpotato, 14:13

 Guy Cocker had the chance to do a new audio interview on his blog with Obsidian's Brandon Adler and Josh Sawyer about Pillars of Eternity.

On this week's podcast, games journalist Guy Cocker talks to Obsidian's Brandon Adler and Josh Sawyer about upcoming RPG Pillars of Eternity, and discusses the week's news, new releases, and the games they've been playing.

Information about

Pillars of Eternity

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

Details

Torchlight II - N4G News Roundup

by Couchpotato, 14:08

The N4G NewsBlog has posted news about a new competition, did a new preview, and even interviewed two developers from Runic Games this week about Torchlight II.

Preview- Become a Hero in Torchlight II

The third title in my triad of indie games comes from the folks at Runic Games. Known for the first Torchlight game, I was introduced to Torchlight II and I admit that this game had me drawn in as soon as I saw that you can have a panda as a pet. Well, the gameplay, loot system, and role-playing also did play a heavy part in why I enjoy this game. Growing a reputation as a new hero with his or her own tale to tell in this amazing world is just one of the reasons why this game should be in your Steam library.

Interview- Runic CEO Max Schaefe

HONESTDRAGON: When Runic Games was developing this sequel, were there any immediate challenges facing its development? For example, plot ideas or adding certain features?

MAX: Obviously the biggest challenge was implementing a multiplayer mode, with internet and LAN play, with centralized matchmaking. Aside from that, creating an overworld outside of the dungeons was both a great opportunity and relief for our artists, but also a whole new design challenge. It has to appear vast, without being tedious or confusing. It has to give you the feeling of a real space in multiple terrain types, but still offer strong pacing and narrative. The layouts had to be randomized and still fit together properly. It has to give you the feeling of exploring without devolving into trying to figure out where you are. And it has to get you to your destination before the player becomes bored or annoyed. So there was a lot more iteration than expected.

Interview- What I've learned about corporate culture while at Runic Games

I fell into the gaming industry almost by accident, serendipity. Prior to being hired by Flagship Seattle, I held jobs as diverse as a production manager for the film industry and working at a daycare. Now that I find myself with the supreme luck of working at Runic Games, I tell anyone that asks that I have the best job in the world. 

I started thinking, how does "the best job" really break down? What makes it so great, besides being in games? And after some reflection, here are what I consider the hallmarks of an excellent corporate culture that can be applied to any industry.

And for last they have a new competition to win a free copy of Torchlight II.

Information about

Torchlight II

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

Details

BioWare - Freaking out the Neighbors

by Couchpotato, 13:59

Bioware released the second audio only video from their GaymerX 2014 panel. The video has no transcript Log for those interested in just reading it.

Freaking out the Neighbors: What is "good representation" in games and why would anyone be opposed to it? Considering the romance elements in BioWare games, we've heard it all, and it's worth discussing where some of these feelings come from and how it's possible for a developer to be inclusive in a way we can feel good about. Let's talk about where this is going for the industry and what expectations LGBTQ fans have.

Information about

BioWare

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Transistor - Interview @ Popzara

by Couchpotato, 13:55

Popzara interviewed Supergiant Games Greg Kasavin. They talk mostly about his recently released game, and a few other questions about the developer.

Transistor clearly shares a heritage with Supergiant’s first game, Bastion. When the team was working on Transistor, did you make a conscious effort to differentiate the game from Bastion? What aspects of Bastion did you explicitly decide to carry over or drop?

GK: Our main goal with Transistor was to create a new game with its own distinct identity, as strong as that of our first game. Any similarities between Transistor and Bastion are mostly due to it being the same team that created both games, and a conscious decision on our part to continue exploring the action RPG genre. Other than that, we held over nothing from Bastion for the sake of doing so.

When we did come around to making similar decisions — things like the camera angle or the use of voiceover as a major component of the narrative — it was because we felt that those decisions were best for Transistor.

Upon Transistor’s PC launch there were a number of technical issues that hampered people’s ability to play the game. As an indie studio with perhaps less of a staff and budget for QA, how does Supergiant feel about this kind of problem and how do you approach it when it comes up?

GK: First off, if you personally ran into problems with the game at launch then I’m very sorry about that. I hope from your perspective that you felt like we addressed those problems swiftly.

For the small percentage of players who ran into compatibility issues or other problems around the time of the game’s launch, we responded often in a matter of minutes and worked closely with each individual to make sure they could get the game running. While there is no excuse for a rough launch in this day and age, if and when the reality of technical issues arises during a game’s launch, I think it is the developer’s responsibility to work swiftly to resolve those problems.

We invested heavily in the quality assurance of Transistor — much more so than we did or could on Bastion — both because we think it’s worth it and because we expected we might have a lot of folks trying to play the game on day one.

Fundamentally I think our approach was the right one: To test the game as thoroughly as possible on as many different systems as possible for as long as possible prior to launch, then to all be standing by for the launch to swiftly address any issues we did not or for whatever reason could not have anticipated.

Information about

Transistor

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

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Skyrim - Hoarding Canít Stop & Wonít Stop

by Couchpotato, 13:51

Nathan Hughes of Onlysp has written a new article for The Elder Scrolls V: Skyrim where he talks about hoarding. and why he can't stop doing it while playing the game.

If there’s one thing that can be said about gamers everywhere, it’s that we love to hoard stuff. By having an inventory full of legendary enchanted equipment that’s just gathering dust, I admit that I, or my characters in games, have a serious case of hoarding. As a result, I decided to peel back the layers of games like Skyrim and uncover the real reason to just why I have a house full of cheese wheels and fur boots. I wish I was making this up.

Information about

Skyrim

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

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Shroud of the Avatar - Update of the Avatar #82

by Couchpotato, 13:48

Well you guys know the drill by now as Portalarium has posted the next update for Shroud of the Avatar. As usual the update is a mix of news, and new items.

Here is the list if topics.

Here’s what we have for you in this week’s edition of Update of the Avatar:

  • Are You Ready for some PvP?
  • Dev+ Early Early Release 8 Access
  • Lord Reward: Noble’s Magical Discourse Orb
  • Knight Marshal Winged Helm
  • Row House Expansion
  • Crowdsourcing Music Update
  • Hangout of the Avatar Developer Roundtable ~ Player Owned Towns
  • Flexible Placement Stretch Goal
  • Alienware Sponsors 1000 Access Keys and Prizes for Release 8
  • World Builder/Level Designer Job Opening
  • Upcoming Events

Information about

Shroud of the Avatar

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

Details

Battle Brothers - Dev Blog Update #19

by Couchpotato, 13:45

Its time for another developer update from Overhype Studios for Battle Brothers. This time they talk all the various world map location you will visit in the game.

The strategic worldmap in Battle Brothers is filled with opportunities for adventure, battles and interaction. One of these opportunities are locations that you can explore, destroy and plunder or trade with. In this week’s developer’s blog we want to present you a couple of these locations.

Information about

Battle Brothers

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

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Fable - Retrospective Review @ Continue-Play

by Couchpotato, 13:40

Continue-Play takes a look back at Fables: Legends, and decided to review the game at the same time, Here is a small sample to get you started.

Even decoupled from Project Ego’s infamous reputation, Fable: The Lost Chapters remains an ambitious undertaking that underlines everything troublesome about the gaming industry’s fixation with innovation. As an action-RPG, it’s simplistic, button-mashy, poorly balanced, and a bit repetitive. As a story, it’s inconsistent and discordant.

But as a project, Fable: The Lost Chapters is somewhat faultless. It’s a mishmash of mechanics and storytelling tools that don’t always weave the most interesting stories. But when it does, it does so with such earnestness that it’s difficult to hate it.

At the time of its release, Molyneux’s words certainly cast it in a terrible light: there’s no magnificent oak tree coming from one beautiful acorn. There’s just the stock story of the Hero of Oakvale, a lot of farting, burping, tens of marriages in tens of towns, some light property management, and a lot of disappointment. However, decoupled from its backgrounds, Fable: The Lost Chapters is just pure, dumb fun.

Information about

Fable

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

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Sunday - July 20, 2014

GOG - Nordic Nobility Sale

by Couchpotato, 16:15

Well the following sale came to my attention two days late, but you still have one day left to buy a bunch of Nordic Games in the latest GOG Nordic Nobility weekend sale.

Weekend Promo: Nordic Nobility

Red Faction 1&2, Full Spectrum Warrior, The Book of Unwritten Tales, and more exciting titles 70% off!

This weekend we've prepared for you a promo presenting games that belong to the Nordic Nobility! Looking at the catalog of titles available on GOG.com via the publisher Nordic Games, one just cannot miss the fact how exceptional some of them are. Just look! There's one of the most notable RPG sagas, where you play as the nameless hero destined for greatness. There are some excellent FPS titles that truly belong to the genre's hall of fame. There's a war game notable for being one of the few tank simulation games. There's a pair of adventure games notable for brilliantly spoofing the fantasy genre as a whole. Everywhere you look--an exceptional game with a pedigre.

Information about

GOG

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After Reset - Species in After Reset: Humans

by Couchpotato, 14:53

The next kickstarter update from Mr. Nixon of Black Cloud Studios for After Reset introduces us to what species you meet in the game. Here is the first part.

Species in After Reset RPG: Part I. Humans

In this news we'd like to share game lore about the species of the After Reset world. This news is dedicated to Humans.

A species is one of the basic units of biological classification and a taxonomic rank. A species is often defined as the largest group of organisms capable of interbreeding and producing fertile offspring.

IMPORTANT NOTES: Due to storyline limitations, you can choose only Human species for your character in After Reset RPG's single-player mode. Despite that, you will meet a variety of other species during your adventure in the world of the game.

HUMANS:


Humans are the most diverse and contradictory species in the world of After Reset. Being one of the most adaptable, flexible, fierce predators on the planet, humans easily gnawed their way to the top of the food chain in the Past Age. Along with that, humans kept and developed exalted, soulful life drivers like love, compassion, faithfulness and self-sacrifice; as well as passion, violence, betrayal and madness.

The average human height varies from 5 to 6 feet tall, with an average weight of 125 to 250 pounds. Men are normally heavier and taller than the typical woman. Human skin color varies from almost black to pale white, and the typical hair color is from black to blonde. Human hairstyles show much variety - long or short; curly, kinky or straight. Male humans can grow facial hair that varies from sparse to thick.

During the Past Age, humans overpopulated the Earth. By the count of the United Governments, human population exceeds 17 billion people by the end of 2 B.R. During the Reset, more than 99% of them perished. The human civilization as we know it was destroyed during that apocalypse or the years that followed.

SPECIES TRAITS:
Base HP: 10.
HP per level: 8.
Base Field of Sight: 180-degree.
Base Range of Sight: 300ft (60 squares).
Base Attack Quantity: 2 per round (6 sec).
Base Speed: 30ft (6 squares) per round (6 sec).
Skill Points per level: 4 + INT Modifier.
Skill Points at 1st level: (4 + INT Modifier) × 4.

* * *

That is all for today, I hope you've enjoyed reading that lore.

Coming parts of the lore about species are coming (Animals, Insects, Plants, Synthetics, Biomass, Incoeporeals). And according to our tradition, after the end of that small series we'll put those pretty concept arts in HD available to our backers exclusively.

Information about

After Reset

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

Details

Risen 3: Titan Lords - Preview @ Angry Gamer

by Couchpotato, 14:46

A gaming blog by the name of One Angry Gamer has posted a new English preview for Risen 3. So maybe we have more incoming soon, and it's about time I say.

To keep some of the game’s appeal mixed up and diverse, Piranha Bytes has various mini-games and treasures sprinkled throughout the game. So exploration is most definitely encouraged, even though the game mechanics are somewhat limited in how the exploration takes place (there is no parkour like in Assassin’s Creed, so it sometimes requires a bit of creativity to get around).

As for the mini-games, players will be to partake in various activities outside of the standard main and side-quests. For instance, there is an archery mini-game available where players attempt to get their arrow as close to the bulls-eye as possible. Also, there are other interactive-world activities such as being able to lock-pick doors and treasure chests in order to access areas that aren’t easily reachable.

There’s really no telling how well players will take to a game like this. The limited customization will instantly keep certain gamers from wanting to give the game a chance. However, the hard-as-nails combat and free-form character scaling – as far as attributes, stats and abilities go – could give gamers looking for a serious challenge a bit of something to tide them over until Wasteland 2 comes out of Early Access, or Project Eternity drops for public consumption.

Information about

Risen 3: Titan Lords

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

Details

Wasteland 2 - Beta Preview @ Leviathyn

by Couchpotato, 14:38

Here is another Beta preview of Wasteland 2 this time from Leviathyn.

Wasteland 2 is shaping up to be the Fallout 3 sequel fans of the first two never got, which would be a dream come true. Its combat and dialogue systems are decidedly old-school (you can even type words in instead of clicking the buttons), while modern features like a log book, quick bar, and nifty topographical overland map are welcome additions. I’ve been very impressed with the amount of updates and improvements that Wasteland has received from its long beta period; InXile has done a fantastic job utilizing feedback from backers and Early Access adopters. For fans of a certain genre of tactical RPGs Wasteland 2 will fill a very nice niche, a space that’s suddenly (and joyously) exploding with the amazing Divinity: Original Sin and upcoming Pillars of Eternity.

Information about

Wasteland 2

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

Details

Kingdom Come - Interview @ Area Autodesk

by Couchpotato, 14:34

Area Autodesk did a new interview with with Warhorse Studios. The interview layout is a little weird but ignore it for more information on the game.

The Area: We are happy and very excited to have the chance to speak with Warhorse Studios, arguably one of the hottest game studios in the Czech Republic. Back in February, Warhorse Studios completed their Kickstarter campaign, where upon asking for £300,000, were instead greeted with a little over $1.8 million USD. Congratulations on such a successful campaign! That said - once you start factoring in all of the actual costs needed to make the scale of game that you have in mind, this money is maybe just enough to cover things like salaries, hardware, software/game engine license, rent, and other general expenses for running a company. Something that you most certainly already know! So, Dan, how and when did Warhorse Studios and "Kingdom Come: Deliverance" become a reality?

Dan Vávra: Warhorse was established about two years ago by myself, Martin Klíma and several veterans from the Czech gaming industry and the reason was simple – there was no chance to work on games that we would like to make in any existing studios. And since we wanted to work on something new and innovative and there was zero chance that we could do it under a big publisher's wings, we started a new company.

The Area: Certainly the history of "Mafia" and subsequent titles are known amongst gamers, but for those who only know you for the first time through "Kingdom Come: Deliverance", can you give a bit of background on yourself?

Dan Vávra:
I am part of the 80's computer generation – people who grew up with the first 8-bit computers, played the first games on the ZX Spectrum and C64 and started to make their own stuff on the Amiga. I started as an artist in Illusion Softworks and after some minor work on its first game “Hidden and Dangerous”, I went on to be the Writer, Designer and Director on “Mafia: The City of Lost Heaven”. I wrote and designed “Mafia II” and worked on some others, sadly unreleased projects.

The Area: As overseer in the production of this game and making sure that all gears are greased, so to speak, what are some of the main tasks you have to take care of?

Dan Vávra: I am the Creative Director, so I have my fingers in most aspects of the game. But my biggest task is of course design and writing.

Our game is so massive, that there is no chance I would be able to write everything myself, so we have seven other writers and lots of scripters ... I work kinda like a show runner on TV – I work with other writers, prepare concepts for the story, review their work, we brainstorm a lot and the I write parts of the story myself.

Information about

Kingdom Come: Deliverance

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

Details

Zpocalypse: Survival - Game Updates

by Couchpotato, 14:28

It has been a while since I posted news about the failed kickstarter game Zpocalypse: Survival. The developer Greenbrier Games has posted a few more updates.

The first update talks about the re-launch on Kickstarter.

Ever closer to Alpha and re-launch!

It has been a little while since out last update and in our silence you will find us hard at work on the game getting it ever closer to an alpha state. I have some nice new screenshots to show off in this update around some of the things that we have been working on. I did however, want to mention that while things are still progressing nicely we lost our level designer. We have been working hard to get our new level designer up to speed and our programmer has been hard at work getting the random world generation and free-form base building working. The world randomization is already shaping up really well and the only slowdown is getting all the models and art to start populating the world fully. As a side note, if there are any talented environmental 3d modelers with texturing skills out there we are looking for some extra assistance. 

The second update is about the progress of the Alpha version.

Quick Update

Just wanted to give a quick update as we continue to move forward! I just got in a new screenshot from our level designer as he is working through things. This is a first look at the a new world build. Still a lot we are working on but it is great to see things getting back to normal. Keep in mind this is all with our world generation and is not the static world we had before!

Information about

Zpocalypse: Survival

SP/MP: Single-player
Setting: Modern
Genre: Roguelike
Platform: PC
Release: In development

Details

Dragon Age: Inquisition - Next Gen Difference

by Couchpotato, 14:23

Onlysp posted a new article for Dragon Age: Inquisition that compares the graphics to all past games in the series. Of course we all know the Frostbite engine wins.

The Next Gen Difference: Dragon Age: Origins, 2 and Inquisition Compared

We here at OnlySP are incredibly excited for the upcoming onslaught of games coming this October. A lot of those games include sequels that are bridging the gap from PS3/Xbox 360 to PS4/Xbox One. So, we decided that we would take a look at the difference certain details between those games, from the last generation to the current gen.

This is The Next Generation Difference.

For our first Next Gen Difference article, we decided to focus on BioWare’s epic fantasy RPG series Dragon Age. Dragon Age: Origins was released in 2009 for PS3, Xbox 360 and PC while Dragon Age 2 was released in March 2011. The next game will be released on PS4, Xbox One and PC in October of this year. We’re going to take a look at elements of the game and compare them to each other. While some of the differences should be plain to see, it’s always good to focus on the minor details too.


Information about

Dragon Age: Inquisition

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

Details

Rampant Games - Ultima IV & Rational Worlds

by Couchpotato, 14:17

The Rampant Coyote took a break from posting news about the Steam release of Frayed Knights to talk about Ultima IV in a new blog post on his website.

Ultima IV and Rational Worlds

I’m gonna take a break for the weekend on the Frayed Knights posts (more next week!), and just refer you to a couple of posts by The Digital Antiquarian about a game that’s very near & dear to my heart, Ultima IV.

First, the origin story – and some conjectures about the real history behind it that go beyond the short & sweet “official” story:

Article: The Road to IV

Article: Ultima IV

Now, as much as I like to wax prosaic about Ultima IV, because it really was a pretty landmark game and IMO still a great game to play, it is still a (relatively) simple game with simple mechanics. Although the interesting thing is that while modern games with complex faction systems may be far more sophisticated, the simple rules and ability to check with Hawkwind to monitor your progress may have actually strengthened the focus of the game and increased the verisimilitude than far more murky but “realistic” systems. Go figure.

But maybe a more significant factor – and reason that the game series is so beloved today – is suggested in the second article. Though violated as often as reinforced, a logic and consistency permeated the Ultima games. This was a part of game design as well as the fictional world-building. At least through the middle of the series, the games were far more simulationist than narrativist. The game ran on consistent rules with very little special-case code. The player acquired and learned to use tools to make progress in the game – from finding an artifact to fly over mountains to using a cannon to shoot a door off its hinges.

The magic system tried to follow that same consistency – it seemed to be created of a combination of elements, which included reagents some games, and runes in Ultima Underworld. Likewise, the virtue system was a combination of a handful of base elements. In Ultima VI and VII, crafting and simple economy were introduced much the same way, with a number of basic procedures allowing the creation of items in the game.

Maybe it was the transparency of these systems – and how they permeated the same game – that made players feel like Origin was living up to its motto, “We create worlds.” And maybe there’s a lesson to be learned by game designers (especially RPG designers) about  the art of world-building.

Information about

Rampant Games

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Fallout 3 - Game Developers & Bugs

by Couchpotato, 14:12

Pixelated Shawn Bird shares his opinion about how game developers should fix their games. He uses Fallout 3 as an example, and I agree with him.

Last year during one of the big Steam sales I finally got my hands on Fallout 3: Game of the Year Edition for around $5 and I thought I was stealing it. That was until I sat down to play it and found that the game would constantly freeze and I would have to bring up my task manager to shut it down. At first I thought it might be a silly glitch, but then I learned that it was a deep rabbit hole of which there was no return.

I am not a PC gamer because I know my way around installing games and screwing with game files and folders. I only became a PC gamer about five years ago now and it is because of how easy Steam makes it to play games. Sure I had Diablo II and a few others back in the day, but for the most part PC gaming was out of my element and so I stayed away and stuck to consoles. Consoles, you know like the PlayStation 3 and Xbox 360, hardware that could still play Fallout 3 on if I had it for those systems. I actually did own it for both of those systems at different times, but of course traded them in for that lustrous gaming credit to purchase other games.

I have put hundreds of hours into Fallout 3 and even all the DLC for it. I have completed 99% of all the game’s missions. I even collected all the bobbleheads on more than one occasion. So you might be asking “Why rebuy it?” Well I miss it, a lot and now on PC I can livestream it and/or make YouTube videos of me playing it and all the whacky things that happen. Fallout 3 is an amazing game, one of the most popular from last generation. It is the reason we all are clamoring for a Fallout 4, that and surely partially because of this whole debacle. That is what upsets me the most about this whole situation. If it was a game I didn’t care so much for I would just cut my loses and go on my way, but I love Fallout 3! It is even on my top ten list of games from last generation. I really want to play it again and unfortunately, I can’t under these circumstances.

Information about

Fallout 3

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

Details

Elysian Shadows - Kickstarter Announcement

by Couchpotato, 14:06

he Elysian Shadows development team has released more information, and a new video with news about the games upcoming kickstarter in two weeks.

We're back with a gigantic update on Elysian Shadows and our Kickstarter campaign! The team takes you on a wild ride inside the high-stress, sleepless world of full-time indie game development, as they work day and night preparing for the launch of the campaign on August 1st. With almost a full hour of highly polished and sincere commentary from the team fused with unapologetically raw and uncensored footage, this is our most ambitious production to date... We truly wanted to show our fans everything that goes on behind trying to run a startup gamedev company and successfully running a crowdfunding campaign.

The date we've all been eagerly awaiting is rapidly approaching... We're both terrified and excited for it, and we have truly poured our hearts and souls into creating a product and a campaign worthy of your backing. Thank you for the continued love and support we have received from the indie game development community over the years. Let us know what you think of the stretch goals and if you have any input on the campaign. We would love to hear from you!

Information about

Elysian Shadows

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

Details

Torment: Tides of Numenera - New Interview

by Couchpotato, 14:02

A Polish site called Gry-Online shares part of a new interview in English with a few developers from inXile Entertainment about Torment: Tides of Numenera.

One of the most beloved features of Planescape: Torment was the incredible uniqueness amongst found equipment. Almost every single weapon looked differently and had its own story. Is your approach to items in Torment: Tides of Numenera any close to this one?

Kevin Saunders (Project Lead): Items are very important to the Numenera setting – in fact many items are numenera, which are remnants from past worlds. We do plan to give items unique descriptions and they will help you to understand some facets of the world. How unique they will appear visually is still an open question, though certainly the most significant items will stand out.

What about game difficulty? Are you planning to escalate it somehow? If so – what will change at „hard” in comparison to „normal”? And if not – how do you want to reconcile the expectations and needs of hardcore RPG gamers and casual ones?

Kevin Saunders: We do plan to have difficulty settings, but aren’t yet prepared to discuss the details of how we’ll approach this feature. In general, we aren’t targeting super casual players, but we are using best practices for UI design and game design to make the game accessible rather than arcane. The quests, storyline, etc. typically don’t take well to different difficulty levels and we aren’t planning much, if anything, there. Meanwhile, because the Crises are hand-crafted experiences, and fairly few in number, we hope we can be somewhat sophisticated in how we alter them based on difficulty.

Unfortunately, you were unable to acquire the copyrights for Planescape: Torment and the game will be set in a completely different universe. Can we at least expect some easter eggs and references to the Nameless One, Morte and others from the original?

Kevin Saunders: TTON fans will catch glimpses of PS:T but we don’t plan to have direct references.

Even though there is still a lot of work to do, the core of the story is probably already finished. How much time will it take to complete the game? Planescape: Torment provided from 40 to 50 hours of pure gameplay in addition to almost 800 000 words to read. Can we expect similar numbers in Torment: Tides of Numenera?

Kevin Saunders: Yes, the core of the story is finished (though elements of it will be iterated upon through to the end). We don’t want to make guesses as to what the final gameplay length will be, but I expect we’ll be somewhat shorter than PST, though no less dense. In part this is because we won’t have the dungeon crawling sections that PST did. We will definitely have a lot of words, be they dialogue or descriptions. (We’ve written/implemented over 50,000 dialogue words already and we’re not yet in full production.)

Information about

Torment: Tides of Numenera

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

Details