Baldur's Gate: Siege of Dragonspear
Baldur's Gate: Siege of Dragonspear Review
Forgottenlor braves the dangers (and controversies) of Siege of Dragonspear.
» Continue reading the article...
Farflame talked to the Insomnia devs about the development of their game.
» Read the article
Mega Bucks AAA+
Noticeably well funded
Fairly well funded
Cheap and cheerful
Wednesday - May 18, 2016
ELEX - New Artwork @ WoE
Farflame spotted Beserkers on World of ELEX:
The Berserkers turned away from modern technique and established a new home in the woods of Edan. They create sturdy suits of armor, that resist the dangerous forests and they learned how to change Elex into Mana to work powerful Magic, without hazarding the heavy side effects of pure Elex.
Platform: PC, PS4, Xbox One
Release: In development
Copper Dreams - Combat Walkthrough
Copper Dreams have another update. This one focuses on combat mechanics and goes into a lot of detail.
We wanted to give a brief demonstration of combat mechanics, as this is a unique system to the CRPG world. We've had some questions on the basics, and while we'll continue to go over specific elements throughout the campaign this should act as a good starter to give you an idea of where we're headed with it. The premise is utilizing turn-based combat with simulated, timed actions. These actions can happen simultaneously, and create a more dynamic battlefield.
Below is a walkthrough of an encounter with a patrol guard:
[All animations and art are very much still a work in progress]
The Combat Bar
The core of the combat system is the combat bar, as pictured below. The combat bar shows you the players in combat and their place on the timeline.
Upon joining combat, everyone rolls initiative to see where they are placed on the timeline, and then progress downward. The timeline is moving until one of your characters hits the Turn Bar. The actions of enemies are instantaneously chosen and the timeline continues without a break.
When one of your characters land on the Turn Bar, the timeline stops and they can choose an action. Once selected, that action plays out and the combat bar timeline continues.
During the execution wait time, the length of which is dependent on your action, your character is prepping their action: aiming, re-balancing for a swing, or preparing to use an item. At the Execute Bar they fire off the action, and return to the top of the timeline and resume traveling down again. If more than one action is required (like multi-shot or suppressing fire), the character is held at the action bar until complete.
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Fallout 4 - Far Harbor leaked on Nexus
@PCGamesN The Far Harbor DLC for Fallout 4 was apparently leaked onto the Nexus in its entirety by a beta tester. This has been taken down but not before almost 800 people downloaded it.
Someone with access to Bethesda's closed beta for the upcoming Fallout 4 expansion, Far Harbor, leaked the entire DLC onto popular modding site Nexus Mods.
It has since been taken down, but for a while the DLC in its entirety was available to download on the modding site. A cached version of the page (via Kotaku) shows that the $24.99 DLC was downloaded for free almost 800 times.
Far Harbor is supposedly the biggest landmass Bethesda have ever made for a game's DLC, and it's heavily story-focused. It's a shame that so many people now have access and could potentially spoil it for others.
The DLC unlocks on May 19 and it kicks off in-game when a new case from Valentine's Detective Agency leads you on a search for a young woman and a secret colony of synths.
This hunt takes you off the coast of Maine to the mysterious island of Far Harbor, where you'll have to cope with higher levels of radiation and a "more feral world".
Grim Dawn - Misadventure #97
In Grim Dawn's latest update, drop rates are being adjusted, as well as some other fixes.
A preview of the upcoming v188.8.131.52 patch and the Hidden Path content it'll introduce to the game awaits you in the 97th installment to Crate's Grim Misadventures series for Grim Dawn. It sounds like item drop rates and affixes will be getting a nice boost, among other things:Faction Augments Rebalance
Faction Augments did not evolve dramatically towards the release of Grim Dawn, but the introduction of Ultimate difficulty had a dramatic impact on how players had to gear up and prepare for Grim Dawn’s most challenging difficulty. Also as player levels increased, the value of % damage bonuses was equally diminished. This in turn meant that there were only a few truly valid Augment options, with all too many traps for beginners to make.
We took another look at Augments with v184.108.40.206 and made significant revisions, both to make the offensive options more appealing and to create new choices for defense. In general, this is an all-around buff to Augments which should round out some gaps in your gearing and make choosing what factions to support a little more difficult.
Rare Item Drop Rates
Previously, we updated our loot tables with better drop rates of Epics and Legendaries based on the game difficulty (Normal/Elite/Ultimate), but Rare item drop rates were largely unchanged with the exception of more frequent Champion and Hero spawns. With patch v220.127.116.11, we are looking to amend this by introducing independent loot multipliers based on the game difficulty, meaning more great loot on Elite/Ultimate and less junk.
Monster Infrequent Drops Rates
Monster Infrequents have the potential to roll some really powerful combinations, but that sounds great in theory until you actually try to find one. With patch v18.104.22.168, the drop rates of Monster Infrequents are going up. In addition, the quality of affixes found on Monster Infrequents will be significantly improved. This coupled with the aforementioned change to Rare Affix drop rates should mean finding a decent Monster Infrequent should take much less time.
When we originally introduced Devotion, certain skills were restricted from assignment for select Celestial Powers. This was primarily done due to balancing concerns at the time. Having observed Devotion in action for many months now, we are comfortable with loosening most of these restrictions, opening up new opportunities for skill/devotion combinations.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Baldur's Gate: EE - Series 2.2 Patch Released
Beamdog just released a huge patch for Baldur's Gate: Enhanced Edition and the Infinity Engine series with a crapton of fixes, including localizations, engine fixes, and loads of bug fixes. Follow the link below for the full changelog.
The team at Beamdog has released another extensive patch for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, Baldur's Gate: Siege of Dragonspear, and the Infinity Engine as a whole, bringing the entire Forgotten Realms-based RPG series up to version 2.2. As there's a lot to cover, I've included the primary bullet points below along with the more granular list of fixes from the release notes document:
- Improved multiplayer stability
- New graphics options
- Fixed item description artwork
- Localized Steam Achievements for French, Polish, and Italian
- Added voice-overs for French (Baldur's Gate campaign only)
- Updated voice-overs for Polish (Baldur's Gate campaign only)
Baldur's Gate: EESP/MP: Single + MP
Dishonored 2 - Deeper, Stranger Stealth Sim
PC Gamer has a preview up for Dishonored 2. Its a good read and outlines some of what you can expect from the sequel.
It's easy to be cynical about the sequel cycle, about replicating a formula that works. But Dishonored warrants it: the first game was excellent but it wasn't perfect. It suggested how much more could be done with these mechanics, powers, and places. I felt the same way about Dark Messiah of Might and Magic, as it happens, another cult Arkane game-and one that never saw a follow-up.
Last month, I visited Arkane's studio in Lyon to see what it looks like when you stick a '2' on the end of Dishonored. The game they're making is very much a sequel to the original: don't expect an overhaul. Instead, I'm excited to have been given a sense of what happens when a talented group of people get a second go at a great idea.
Emily is Empress herself, now, and has had fifteen years to get used to the idea that somebody might try to assassinate her at any time-and fifteen years of training from her father, Corvo, who's just as aware of that grim possibility as she is. When everything goes to hell in the game's opening act, you'll pick which of these two characters you'll control for the rest of the game.
Dishonored's chaos system altered the world based on the player's approach. The more people you killed, the darker and more rat-infested Dunwall became. Plot points were made darker and more violent as a reflection of 'your' Corvo. This drew some criticism, as it seemed to punish players for using many of the game's most entertaining powers and gadgets. There are few non-lethal applications for a man-eating rat swarm, after all, or for a spring trap packed with razor blades.
It may be surprising, therefore, to learn that the chaos system is back-and that its reach has been extended. Different levels of chaos will affect the events of the game and the attitude expressed by Corvo and Emily. Arkane's approach to fixing the problem with chaos hasn't been to alter the system itself. Instead, they're offering a better balance of lethal and non-lethal ways to play.
Chris Avellone - New Project later this year
The rpgcodex reporter at Digital Dragons has shared on twitter that Chris Avellone will announce a new project later this year.
Unreleased Amiga Games - 22 Games from AmigaJay
Indie Retro News reports that AmigaJay has made available 22 unreleased Amiga games on his website. These include games from some of the biggest developers of the time like Ocean and Psygnosis. The compiliation is an on-going project and will see more releases in the future.
Amigajay has just made available on his website, a free compilation of unreleased Amiga CD32 demo's and even full games that were canned at the last minute before getting published. Including some of the biggest publishing names that were around at the time, we're talking Psygnosis, Ocean, System 3, US Gold, Acid Software, Grandslam, and more!
The included full games are:
Hostile Breed - Side scroller a la R-Type with catchy title tune.
La Storia Ancestrale 1-4 - Point & click adventure.
Liquid Kids - If Rainbow Islands and Mario had a kid together, this would be it!
Mutant League Hockey AGA - Speedball clone
No Buddies Land - Bubble Bobble clone.
Putty Squad - You all know Putty right!? Personally the best game on the disc.
Snow Bros - Couldn't get it to work but super cool Ocean Loader++ tune.
Son Shu-Shi - Very colourful Wonderboy clone with groovy music.
The list of demo games are:
Limbo Of The Lost
Nobby The Aardvark
Skidmarks 256 Colours
Tuesday - May 17, 2016
Overfall - Final Build live on Steam
The final Overfall-build is live on Steam now:
Overfall - Build 13/05/2016 - FINAL BUILD for Main Release!
Our final build before the main release is now open for general consumption on Steam! (note: this version will be uploaded to GOG once we’re sure there are no unexpected bugs during the transition).
Highlights for this patch includes:
- All missing power SFX have been added to the game.
- Added several sounds to UI elements.
- Finally fixed the black screen of doom bug.
- The AI will use personal all battle damaging powers correctly. In some cases this caused some AI to not move for several rounds.
- Melee Charge will not protect agains rewind as it was intervening with Monk's special power.
Thanks to everyone who contributed the Early Access to help us find the bugs and see what should be more fun in the game. Happily we have completed every missing part of the game, finished missing animations, art assets and sounds, fine tuned the game UI, balanced the battle and unlocks, added more stories to encounter, and completed our main goal for the EA - The Story Builder!
WE DID THESE TOGETHER!
Our aim is to be in the top ten selling titles on Steam on our launch day. That kind of visibility could make a very meaningful difference to the future of us, so we are massing all of our efforts to get there on 17 May.
You can do a lot to support our goal. If you do even one of the things below we'd be hugely grateful.
Tweet about the game on launch day. It takes a few seconds and will help hugely. Your endorsement of the finished product would mean a lot.
Write a review of Overfall on Steam. Help people get to know the finished game. Upload a review after the Early Access box has left the page and help our finished game make a good impression on the public.
Facebook-post. This isn’t for everyone, but if you have friends and family who play games, or are a member of any Facebook groups who would genuinely enjoy the game, we'd love you to share it with them.
Stream the game on launch day, on Twitch, YouTube or Steam. Promote the stream to your friends and followers, we’ll feature our favourites and may even drop in. Even just playing the game on Steam on the 17th will help drive awareness!
Salt and Sanctuary - Released
The 2D Action RPG Salt and Santuary has been released today:
Salt and Sanctuary is a 2D action role-playing video game developed by Ska Studios.
A doomed sailor is shipwrecked on an uncharted island. In fog-shrouded valleys, where grinning, mossy corpses cling to rusted arms, shambling figures begin to stir. Beneath crumbling, salt-worn structures, labyrinthine passageways lead to unspeakable evil, long forgotten by man.
Salt and Sanctuary seamlessly combines fast, brutal, and complex 2D combat with richly developed RPG mechanics. Discover, craft, and upgrade over 600 weapons, armor pieces, spells, and items as you explore a cursed realm of forgotten cities, blood-soaked dungeons, desecrated monuments, and the fallen lords they once celebrated.
From Ska Studios, the award-winning indie studio behind a long list of stylistic, visceral, and brutally executed action titles that includes The Dishwasher: Vampire Smile, The Dishwasher: Dead Samurai, and Charlie Murder, comes Salt and Sanctuary, the studio’s most ambitious title to date.
Salt and SanctuarySP/MP: Single-player
Matt Chatt #340 - Julian Gollop
Matt interviewed Julian Gollop about XCOM: Apocalypse and more:
In this last segment, Julian talks about his other projects, including UFO: Apocalypse, Ghost Recon: Shadow Wars, Laser Squad Nemesis, and Dreamland Chronicles: Freedom Ridge.
Shadwen - Released
Stealthy, sneaky assassin-y title Shadwen released today, courtesy of the developers of Trine.
My favourite part of the Trine games is zipping around as the Thief with her grappling hook, so I was excited to see a hook-swinging stealth game from creators Frozenbyte. That’s Shadwen [official site], which launched today. Shadwen’s a medieval-y third-person stealth game about an assassin who befriends a young girl, larking about with sneaking and swinging and knocking-crates-onto-soldiers-ing, with Superhot’s ‘time moves only when you do’ and Prince of Persia’s time-rewinding on the side.
So! Shadwen is an assassin on a mission to kill a king. She can climb and swing on her grappling hook, stab men in the neck, pull and knock physics objects around for distraction and murder, and craft gadgets to murder and help. For some reason, she’s also escorting a young orphan named Lily, clearing paths for her to slip past the guards.
Source: Rock, Paper, Shotgun
Sega - Genesis, MD Drive Games Get Legit Mods
Sega Genesis and Mega Drive games are experiencing a renaissance on Steam, thanks to mods and hacks on the Workshop. Sega has given the nod of approval.
Sega has sold more than 350,000 copies of Sega Mega Drive and Sega Genesis games on Steam worldwide since the end of April, the company said in a press release. That's the most Sega has sold of its classic games library since the "early '90s," and it's got the release of official mod support to thank.
Sega launched Genesis & Mega Drive Classics Hub on Steam on April 28, a community where people can find and share user-generated content based on these old-school titles. Sega fans can upload ROM hacks of classic Sega games that come with custom, modded features.
The free mod support means anyone can share or download games like Knuckles in Sonic 1, Streets of Rage 2 Except It Makes That Weird Tim Allen Noise When People Die, Gunstar Heroes — Chill Edition and other remixed versions of '90s favorites. Sega said there are hundreds of custom hacks available on the Steam Hub.
For its part, Sega expressed excitement about the popularity of the Steam Workshop feature.
"350,000 sales is a phenomenal achievement for content which is over 20 years old," said James Schall, Sega Europe's director of digital distribution. "It shows that there's still a huge following out for the Sega Mega Drive and Genesis, reinvigorated by the fantastic community of modders out there uploading great content."
Warren Spector - On Reclaiming Necessary Evil IP
@GameInformer With Disney getting out of the games business recently Warren Spector is concerned about recovering an old IP of his called Necessary Evil which was supposed to be a Deus Ex spiritual successor.
After the recent news of Disney Interactive Studios' discontinuation of the Infinity series, and Avalanche Software shuttering on May 10, developer Warren Spector, best known for Ion Storm's Deus Ex, is showing concern about losing rights to an IP he worked on at Junction Point Studios.
Junction Point Studios, headed by Spector, was a studio acquired by Disney Interactive. This means any game Spector created at Junction Point remains legally owned by Disney. One of the IPs, potentially among others, is Necessary Evil, a game that was planned to be a Deus Ex spiritual successor in a near-future setting. Spector wrote on Twitter, "Necessary Evil was one of the IP I signed over to Disney as part of the Junction Point acquisition." Junction Point Studios was behind the first two Epic Mickey games.
You can view the rest of his tweets below:
Hey, Disney, now that you're out of games can I have the IP I created at @JunctionPoint back? You're never going to do anything with them.
- Warren Spector (@Warren_Spector) May 14, 2016
Since Disney acquired @JunctionPoint they own my near-future action, modern day ninja & epic fantasy concepts. It'd be nice to get 'em back
- Warren Spector (@Warren_Spector) May 14, 2016
Underworld Ascendant - May Update
In this update Otherside Entertainment write about the reaction to the Pre-Alpha gameplay demo of Underworld Ascendant.
It's been great seeing the reactions to this latest prototype build - especially comments from folks who weren't so sure about the game's new "Authored Look," but are on-board now that they've seen it up-close and in action.
It's always nerve-wracking having your work go out to the public. As developers, we're so close to the project that sometimes we can't be completely objective. That's one of the reasons we've decided to be so open with the development progress. Your feedback has greatly helped us to refine the game as we roll forward. Many thanks!
A few questions/comments from the forums:
"The constant head bob is annoying." - nodezsh
Yep. Tim's already fixed the headbobbing. (Technically, it's still there... just slowed down by a factor of 1000.) It's worth noting that movement in general will be a work-in-progress for some time. Since it's the spine of any first-person game, it takes a lot of tinkering to get just right.
"It still feels like I would prefer some way to target my spells." - Jenuall
Non-targeted spells are in there on-purpose right now. We plan on having another rune modifier for spells, one of which would be targeting. The idea is that a novice is tapping into the great power of spellcasting and doesn't yet have the skill to correctly harness the power. They can cast the spell, but it is still a bit 'wild.'
Later on, if the player puts skill into casting, they become more and more refined and controllable. It's like learning how to do anything... At first, you might be able to throw a ball. With practice, you can hit a target with it.
"I was disappointed that hurling a pile of crates at the strong skeleton using the move air spell didn't knock it off the ledge... or even slow it down at all. Also that throwing swords did nothing." -Vanyelxp5
This is one of the features that didn't make it in. Yes, thrown objects will do damage. Thrown swords might become a skill. (Think "Long Distance Sword Impale of Awesome.")
Some more general responses to common observations...
"Collision/getting hung up on objects"
That will be fixed soon. Stealth also wasn't supported. (Though 'crouch makes you invisible' might be in the build.)
Underworld AscendantSP/MP: Single-player
Release: In development
Dark Souls III - First Person Mod
For fans of Dark Souls III and Skyrim comes a first person mod for the former.
Now you can get the Skyrim experience with first person mode.
Zulliethewitch/ShadowedImage just released this really cool mod, all credit goes to them.
Zulliethewitch, who you might know as the person who made that big cut content folder that was passed around a while back, recently made a completely working 1st person perspective DkS3 mod. Works a lot like the Dark Souls 1\2 1st person mods (which she also made).
NOTE: while this doesn't modify files, you're using this at your own risk.
Offline now, gonna be doing some more runs in about an hour
Dark Souls IIISP/MP: Single + MP
GOG - Every Witcher game on Sale
GOG is having a Witcher themed sale. The sale will run until Wednesday, June 1st, 4:59 PM UTC.
In preparation for the tasty expansion, this is the perfect chance to get the whole story and catch up on The Witcher's universe of indifference for up to 85% off with:
--The Witcher 3: Wild Hunt -50%
--Blood and Wine expansion -10%
--Hearts of Stone expansion -10%
--The Witcher 3: Wild Hunt + Expansion Pass bundle -33%
--The Witcher 2: Assassins of Kings -85%
--The Witcher -85%
--The Witcher Adventure Game -85%
GOG GamesSP/MP: Unknown
Release: In development
Monday - May 16, 2016
Pillars of Eternity II - The Game is in production
Feaurgus Urquhart confirmed in an interview with GamePressure.com that Pillars of Eternity II is in production. The full interview will be available later but GamePressure shared some choice excerpts.
During the Digital Dragons 2016 conference that is happening now in Kraków, we got a chance to meet amazing developers from all around the world. We also sat down with Feargus Urquhart, the CEO of Obsidian Entertainment, known for his work on Fallout series, Planescape Torment, Icewind Dale or the critically acclaimed Pillars of Eternity. Obsidian also has another project in development - Tyranny - but Feargus said that they're not ready to talk about it in more detail. However, during our interview with Obsidian's CEO, we found out that the studio is already working on Pillars of Eternity II.
We were talking about the general idea of crowdfunding Obsidian's games, Feargus said that they thought about crowdfunding Tyranny, but decided to do it on their own. However, they're most probably going to turn to Kickstarter to crowdfund Pillars of Eternity II, and that's when Feargus shared what they're currently involved on:
Obviously, as you've probably guessed, we're starting to move forward on [Pillars of] Eternity II. That is probably something that we want to look at [in terms of crowdfunding]. I think people felt like we delivered on our promise, and then that felt like we could go with Eternity II and people would support us again, because they trust us.
When we asked him about an official announcement of Pillars of Eternity II, that's what he had to say:
Eternity II is not announced, [but] it seems silly for me not to acknowledge it, though. If someone asks "Are you working on it?", I respond "Well, wouldn't you work on it?". So then they say "So you must be working on it", and then I'm like "Well, yeah".
That second quote came up when we were talking to Feargus about everything that Obsidian is currently involved in. There's Armored Warfare, Tyranny, the card game Pathfinder, and Pillars of Eternity II. However, Obsidian's CEO also mentioned that there's a small group of people within the studio that's working on something completely new, but he didn't want to share any details regarding that yet. What's worth noting, though, is that the names of Tim Cain and Leonard Boyarsky came up while talking about this. Feargus didn't say that directly, but he pointed that it might have something to do with a prototype using Unreal Engine, that he mentioned during his podcast with Game Informer.
Pillars of Eternity IISP/MP: Unknown
Release: In development
Total War: Warhammer - Game Guide
If your new to Total War: Warhammer you might like to check out this game guide @PCGamesN. They report on the factions, what to expect from the DLC, system requirements, modding and the release date which is now May 24th. The game itself will come with comprehensive modding tools and has the Chaos Warriors faction as a pre-order incentive.
The big question: can you run it? Given the scale, Total War games tend to have fairly high requirements if you want them to look their best and perform well. Attila's highest settings, for instance, weren't even designed with contemporary PCs in mind, but rather PCs of the future. In the case of the Total War: Warhammer system requirements, it looks like Creative Assembly expect it to run on a broad range of machines, but only if you're willing to make sacrifices.
If you've got 3GB of RAM, an Intel Core 2 CPU and an AMD Radeon HD 5770 1024MB or equivalent GPU, then you've hit the minimum requirements. Unfortunately that means you'll be playing everything on low, and will still only get 15-25fps on the campaign map, which is pretty horrible.
To push the graphics settings to high and get around 50fps, you'll need 8GB of RAM, and Intel Core i5-4570 3.20GHz or equivalent and a GPU like the NVIDIA GeForce GTX 760 2048MB. And if you want the game to look its best and run at over 60fps, you'll need something like a GTX 980 and an i7-4790K CPU.
General News - New Open World RPG
Farflame spotted this new open world world RPG in the making by Techland on Gamepressure:
Techland is working on a fantasy game with open world and RPG elements
Marchewka revealed that Techland – its Warsaw-based studio to be precise – is currently working on a fantasy game with a big, open world and RPG elements. It’s a completely new IP, neither a part of any of the studio’s existing franchises, nor a new iteration of the side-tracked Hellraid, as we’ve suspected after the previous press release. The game will feature both single player and co-op multiplayer. The project that Marchewka named as something more ambitious than the abovementioned Hellraid is currently in preproduction and it’s hard to say when we can get more detailed information regarding that game. However, Techland’s CEO claims that both said open-world game as well as the second, mysterious title will be released in the span of the next 2–3 years.
Witcher 3 - New User Interface
The Witcher 3 gets a new UI alongside the release of Blood and Wine - Gamepressure has some comparison screenshots.
The Witcher 3 to get a new interface alongside the release of Blood and Wine – check out the comparison images
With the release of the Blood and Wine expansion on May 31 comes a new update for The Witcher 3: Wild Hunt. It will bring, among other things, many changes to the user interface. CD Projekt RED has provided us with some comparison screenshots.
1. When you pick up a new document (e.g. a book), you can read it immediately. You don’t need to search for it manually in the inventory any longer;
2. Switching Signs with the quick access menu on consoles is now easier – all you have to do is tilt the analog stick towards the symbol of the Sign you wish to select and then release it (there’s no need to confirm the choice with another button);
3. The map screen was provided with additional markers and filters.
CD Projekt RED - Krakow Studio Expands
CD Projekt RED studio head John Mamais chatted with GamePressure about expanding CDPR's second studio, this one in Krakow, in an attempt to shoulder the workload for Cyberpunk 2077.
Q: Do you guys slow down sometimes?
A: Well, we haven’t slowed down much in the last 5 years, perhaps except for a few long weekends, some raucous team parties, and a few personal holidays ;). It’s been The Witcher 2 straight to The Witcher 3 in parallel with Cyberpunk and then, after TW3 base game, straight onto 2 large expansions: Hearts of Stone and Blood and Wine. To realize our ambitions regarding Cyberpunk 2077 we need to scale the size of the team working on it which means from 300+ to 500+. Kraków will play a critical role in that expansion and the intention is to grow that studio from 30 now to 100+ in the next year (representing about 20% of the dev team on CP). Kraków is already planned to work on some key areas of Cyberpunk. But it’s part of the goal to build a studio with its own identity and to give the Kraków team ownership. Thereafter in Kraków it will be more and more growth and a new independent full AAA game conceived, pitched, and developed in Kraków.
Q: How do you guys plan to do it?
A: Both Warsaw and Kraków need to grow rapidly. Given the critical success of Wild Hunt (many thanks to gamers supporting us!) and the positive perception of our development studio due to our core values (no DRM, free DLCs) – there has been no shortage of great CVs. But it takes a great deal of scrutiny and time and effort to select the right candidates based on talent, experience, and attitude. So as Blood and Wine wraps, a larger part of the team can focus on this recruitment effort – evaluating tests and sitting in for intensive interview sessions. Kraków played an important role in the development of Blood and Wine – with the whole idea of Toussaint and some of the core story ideas and key art from the team there. And in terms of code, Kraków is continuing to play a vital role in the development of the the engine, with the entire programming team there tightly integrated across our engine and tools team in Warsaw. All this experience and this current level of integration has proven the Kraków team is working at the same level and in the same mindset as the Warsaw team. So there is already a very solid foundation for growth and synergy between the two studios.
In addition to that, I will be taking over as Head of Studio this autumn, with the primary focus on growth and management. We will also be moving some additional key development staff for a great er degree of knowledge transfer from Warsaw to Kraków. Having some veteran Warsaw developers in Kraków should also help us attract some additional senior level talent there.
CD Projekt RED
Witcher 3 - B&W is What DLC Should Be
ThisGenGaming explains why Blood and Wine is everything a DLC should strive to be, and why we should be especially excited about this latest effort from CD Projekt RED.
Now the other day the final paid expansion for The Witcher 3, Blood and Wine, was detailed and given a release date of May 31. Blood and Wine is part of the $25 season pass or if you didn’t buy that you can pick it up for $20 or $18 if you pre-order it now. Now let me just go ahead and tell you that the amount of content in Blood and Wine that you are getting for as low as $18 trumps what some entire games ship with for $60. The expansion was described by the studio as “basically a new game” and they aren’t kidding. Let me throw some facts your way: 30+ hours of content, 90+ new quests, 40+ points of interest, 14,000 lines of dialogue, 20+ new monsters, 100 new armor pieces, 2 hours of new music, New Game Plus Level increased to 100, 30+ new weapons, New UI, 12 new abilities and more. All of that is pretty incredible but the new area of Toussaint is as big as all of the Skellige’s islands from the main game combined. Oh and the graphics in the expansion have been improved over what the base game looked like.
When you look at all of that and see that it only costs $18 it makes just about every other games DLC look like a joke. That is a massive amount of content and it shows why I personally think CD Projekt Red is the best in the business at giving players their money’s worth. More developers really need to take note of The Witcher 3’s example and give players more bang for their buck. I’ve heard some people saying that Blood and Wine could be their Game of the Year for 2016 and it’s hard to argue against that when you see this much content in an expansion.
System Shock - Remastered Heads to KS
The much-anticipated System Shock remaster will be heading to Kickstarter next month; Night Dive Studios hopes to tap crowdfunding to fuel the project.
A much requested remaster of System Shock is currently in development, and based on some early gameplay footage the Unity-powered revamp is coming along very nicely. It's likely we'll have to wait a while to play it though, because Night Dive Studios has announced that it intends to launch a Kickstarter campaign next month.
The studio posted a teaser video on its Facebook page earlier today alongside the announcement, which confirmed the crowdfunding campaign will launch on June 29. Given that it's a remake of a much-loved game, the likelihood of that Kickstarter being a success is very high indeed, but we don't know yet how much the studio is seeking, nor how advanced the development process is.
In addition to looking much more fancy, the remake will stay very true to the original – though the user-interface will receive some much needed spit and polish.
Source: PC Gamer
System ShockSP/MP: Single-player
SW:TORSP/MP: Single + MP
Sunday - May 15, 2016
Call of Cthulhu - First Screenshots
The first screenshots of the upcoming Call of Cthulhu: The Official Video Game have been released. Call of Cthulhu will be an investigation RPG with stealth elements set in the dark, gloomy, and terrifying universe of H.P. Lovecraft.
Cyanide Studio and Focus Home Interactive released two new images showing off the creepy docks and manor areas of Call of Cthulhu: The Official Video Game.
Built using Unreal Engine 4, Call of Cthulhu is an RPG-investigation game with psychological horror and stealth mechanics. The player is on a mission to find the truth behind a mysterious death of a praised artist and her family at Darkwater Island – sounds promising. Eventually the player will uncover more and more disturbing truths as the great Cthulhu himself awakens.
Darkwater Island is an undoubtedly suitable name for such a sinister looking place. Players will have to explore the area during their investigation while Cthulhu prepares its awakening.
Call of Cthulhu will release in 2017 on consoles and PC.
Call of CthulhuSP/MP: Unknown
Release: In development
Curious Expedition - Alpha 28
The Alpha 28 "A Wonderful World" version has been released:
Alpha 28 (May 11th, 2016) "A Wonderful World"
For this release we're mostly focussing on replacing the remaining art placeholders. Thank you for all your support! Enjoy Alpha 28!
- New Art
- New stone forest art
- New desert art
- New desert cactus art
- New desert pyramid art
- New scorched earth art
- New cave hole art
- New cave mummy art
- New cave corpses art
- New cave paintings art
- New tomb art
- New stone statues art
- New portraits for hyena and raptor
- Tweaked starting trek setup for Kingsley and Huizinga
- Restricted pacifists from using more weapon dice
- Fixed pyramid staying buried (thanks to Charles Watkins for the help)
- Fixed flickering character info box for mounted characters. Also rider and mount have separate hit boxes for their individual character info boxes now.
- Fixed shields in combat being covered by large inventory
- Fixed treasure map being covered by large inventory
- Fixed info box for character unlocks and site unlocks not appearing
- Fixed overlong text in harbor
- Moon stones were not correctly removed from inventory after entering pyramid
- Increased performance
- Fixed various typos
The devs are planning a late summer full release.
Curious ExpeditionSP/MP: Single-player
Release: In development
Stranger of Sword City - Review @ Gaming Age
Gaming Age has reviewed Stranger of Sword City for XBox 1 and PS Vita:
There's a simple test to determine whether you're going to like Stranger of Sword City: do you like dungeon crawling? I mean, do you really, really, really like dungeon crawling? If you do, then odds are very good that you're going to love this too.
After all, you'll be doing a lot of that here. In fact, you'll be doing little else. And when you're not grinding your way through labyrinthine dungeons, you're getting ready to go back into them, whether you're managing your party, buying new weapons, getting party members healed, or chatting with various characters about gossip related to the dungeons and your party. This game is nothing if not very focused on what it wants you to do.
The PC-version will be released in June.
Stranger of Sword CitySP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Star Traders 2 - May Progress Update
Here's the May progess update for Star Traders 2:
May Progress Update
Here we are, a full month into the spring season, sending out another glorious Kickstarter update. We’ve had a very productive April and development progress continues to rip along. This month our top focus has been Missions, Contacts, Motivation Engine and filling out Ship Decks.
In addition to the development of the game, we’re also working on our Kickstarter Backer Rewards. We wanted to share another “thank you” to everyone who participated in the Naming Rights reward. We have received hundreds of very clever name suggestions and are adding them to the game. It is really a lot of fun to see our backer’s ideas in the prototype as we test and develop new features. If you did not receive the Naming Rights invitation through KickStarter, but believe you should have ($20 or higher reward), please email me at firstname.lastname@example.org and I can help.
The next reward we are going to fulfill is Join the Lore ($100 reward) where we will gather the interesting facts about legendary Star Traders who came before and how their legacies have trickled down into the time of Star Traders 2.
As well as new features, we continue to deepen and expand the systems we already have in place. We’ve created newly revised maps of ship decks and decided to simplify the Slots from 6 sizes down to 3 -- Small, Medium, and Large. Now, Captains are able to flip through the ship deck viewer to see individual Slots, view damage levels and deck-by-deck breakdowns. We shown off a previous iteration of this screenshot in the April update and you can see how much progress we’ve made on these features. We’ve also expanded the catalog of ship Components to three times its previous size, with exciting additions like Fuel Tanks, Pilot Assist modules, Sensors, Armor upgrades and more. It is starting to get fun to upgrade, tweak and maximize your ship.
Star Traders 2SP/MP: Single-player
Release: In development
Battle Brothers - Reworked User Interface
The Battle Brother devs replace the current UI with a better one:
Dev Blog #74: Progress Update – Reworked UI
Here we go again. After being delayed a bit while we waited for some technical issues to be resolved, as well as some of us taking a small vacation to recharge our batteries, we’re now back to working full steam on the UI rework. What does it entail? Let’s find out!
What are we doing?
First, we’re replacing the third-party UI library we used for Battle Brothers until now. There are a couple of issues we want to solve; there’s a tendency for mouse clicks to be lost, and the UI can feel very sluggish at times. Because this library ceased to be developed and we’re now stuck with all these problems, we can either ignore them or replace the library altogether. We’ve opted to go with the second option, and the result should be a much more responsive UI experience overall, as well as increased performance of the game.
Second, we’re taking the opportunity to make some usability improvements to the UI. We’ll be resizing some dialogs to have you scroll less, and we’ll be adding additional UI functionality.
Third, we’re skinning the UI. The current look, grey and orange, was always intended as a placeholder and not something for the finished game. We’re switching it out for lots of wood and metal in order to have the UI contribute to the game’s atmosphere rather than detract from it, and to give Battle Brothers a more professional look as it nears completion. See below for an idea of how the new UI will look, but keep in mind that we’re still working on it and will be adjusting colors and adding details.
Why do it now?
There’s two gameplay features yet to be added that require quite a bit of UI work: extended roster management and customizable formations. While we’re itching to get these into the game as soon as possible, doing these before the UI rework would potentially mean having to redo their UI again later, thereby wasting development time. We’re doing the UI rework now so that we can then move on to implement both of these features next.
When will it be done?
We’re progressing at a good pace and should have a new build with an updated UI available within the next couple of weeks. The idea is to make it available first as an optional branch of the game – this way we won’t break anything for you and can iron out any potential issues based on your feedback. Once we’re sure that everything works fine, we’ll merge the branches.
Nordic Game 2016
On the 19th of May we’ll head out to Malmö, Sweden, to attend the Nordic Game Conference held there from the 18th to the 20th. The last day of the conference will focus on indie games, making it the perfect place to get in touch with fellow developers, enthusiasts and all sorts of business contacts.
If you want to know more about the event you can get all the details here: http://conf.nordicgame.com/. If some of you should be there as well feel free to drop us a mail so we can meet up and have a quick chat!
Battle BrothersSP/MP: Single-player
Release: In development
Dishonored 2 - Emily Kaldwin Profile
Emily Kaldwin is a playable character in Dishonored 2. Gameinformer has collected some info about her:
Get Reacquainted With Emily Kaldwin From Dishonored 2
Sequels are usually the place for studios to refine the backstories of their main heroes. While Dishonored’s original assassin is returning for the sequel, Arkane took the opportunity to turn Empress Emily Kaldwin into a playable protagonist as well. Last time we saw Emily she was a young princess in need of rescue. In Dishonored 2, she’s grown into a capable assassin who can stand toe-to-toe with even the toughest of the royal guard. Here’s how she grew from feeble princess to fearless empress.
- Full name: Emily Drexel Lela Kaldwin
- Height: 5’10”
- Eye color: dark brown
- Birthdate: 2nd Day, Month of Rain, 1827
- Birthplace: Dunwall, Gristol
- Voice actor: Erica Luttrell (Keesha Franklin in The Magic School Bus, Darla in Fallout 4)
- Far Reach – Similar to Blink in that it lets Emily travel short distances relatively quickly. Far Reach isn’t actually a teleport skill, so enemies can see Emily when she moves. Emily can also use Far Reach to grab objects and enemies and bring them closer to her.
- Dark Vision – Allows Emily to see enemy movement through walls.
Mesmerize – Emily conjures a strange tear in the universe that consumes the attention of nearby guards.
- Domino – Using a psionic tether, Emily joins up to four enemies together. Whatever happens to one afflicts the others.
- Shadow Walk – Emily transforms into a small, etherial shadow creature, which can move relatively unseen through environments and rat holes, or be used to perform perfect assassinations.
- Doppelganger – This clone of Emily is perfect for distracting guards or setting up terrible chain reactions in conjunction with Domino.