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Saturday - December 20, 2014
Friday - December 19, 2014
Thursday - December 18, 2014
Wednesday - December 17, 2014
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Clandestine

2014-12-09

Clandestine - Playthrough Diary

Aubrielle infiltrates Clandestine and brings back valuable intel about the upcoming spy thriller.
» Continue reading the article...

Heroes of a Broken Land

2014-11-25

Heroes of a Broken Land Review

Forgottenlor takes us to Heroes of a Broken Land, and shows us what it's like to be a demigod in this retro dungeon crawler.
» Read the article

Recent articles










Picture Watch

Clandestine
Box Art

Poll Watch

Was 2014 A Good Year for RPGs?
It Was a Good Year
62.96%

It Was Just Okay
28.7%

It Was Terrible
8.33%

Vote

Recently Released

Dec: Neo Scavenger
Dec: Final Fantasy XIII-2
Dec: Dungeonmans
Dec: Dead State
Dec: Skilltree Saga

Saturday - December 20, 2014

ME4 - Designer Teases More Information

by Couchpotato, 05:24

If you feel like reading more information about Biowares next Mass Effect game then head on over to gamingbolt who has a roundup of Twitter posts from Bioware.

Bioware hasn’t showered us with Mass Effect 4 information in the past year (we’re still waiting for an official name till this point) but it has offered one tiny bit of information after another. The latest bits come via designer Jos Hendriks who talked on Twitter about traversing the space in the game. Hendriks first tweeted that, “I’m in space now, you guys. Space sure looks pretty these days.

The rest deal with the Mako, and talk about the game.

BioWare

Details

Battle Brothers - Worldmap Presentation Video

by Couchpotato, 05:19

Overhype Studios latest blog update for Battle Brothers shares a new video with developer commentary about how the games Strategic Worldmap will work.

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For the first time we present you a video of our strategic worldmap in action. In the video we explain all the core features and mechanics of our Battle Brothers worldmap and show how the different factions act and behave. It took us a little longer than expected to get this done as we completely reworked all worldmap tiles and the way they are combined to achieve a more natural look.

Battle Brothers

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

Details

Aldorlea Games - X-Mas Steam Sale

by Couchpotato, 05:17

If your a fan of commercial RPG Maker games then check out the full catalog of Steam games form Aldorlea Games. They sent out a new press release with the information.

Aldorlea's full Steam catalog on discount for Christmas!

Aldorlea Games (http://www.aldorlea.org) is proud to announce that all its 7 games will be up to 80% off during the whole Steam Sale in December. This includes the full completed Millennium series, as well as 2 stand-alone games. With great production values, exciting stories and exceptional replay value, the RPGs designed by Aldorlea are a great gift idea for Christmas!

Millennium:
http://store.steampowered.com/app/280140

Millennium 2:
http://store.steampowered.com/app/298820

Millennium 3:
http://store.steampowered.com/app/298830

Millennium 4:
http://store.steampowered.com/app/298840

Millennium 5:
http://store.steampowered.com/app/298850

The Book of Legends:
http://store.steampowered.com/app/277470/

3 Stars of Destiny:
http://store.steampowered.com/app/278530/

And a final positive note for the fans: Aldorlea will remain a force to reckon with in 2015, as more games from its catalog will be released on Steam.

Aldorlea Games

Details

Diablo 3 - Patch 2.1.2 Release

by Couchpotato, 05:13

Blizzard will be releasing the next patch for Diablo III on both consoles, and the PC. A fansite by the name of Diablo Somepage has all the infomation on the new patch.

Diablo III Patch 2.1.2 will be the first patch to arrive simultaneously on both the PC client and the Ultimate Evil Edition next-generation consoles. At a recent PlayStation Experience event, Diablo III lead Josh Mosqueira was joined by other developers to discuss the console Ultimate Evil Edition. They explored the process for bringing Diablo III from the PC to console, and features of the next big patch. 

Diablo 3

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

Details

SW:TOR - Where Were You Three Years Ago

by Couchpotato, 05:09

A fan site by the name of SWTOR Strategies has information about Bioware asking on the MMO games forum where were you three years ago when the game launched.

What do you know… This upcoming Saturday, Star Wars: The old Republic ( SWTOR) have been around for 3 years. I still remember when I started this blog about the game back in 2008, right when I heard about the game the first time.

Now BioWare want’s you to share where you were 3 years ago when we launched. Or, share a happy memory of yours from the past 3 years! We will also have devs, other members of the community team, etc. swinging into the thread to share there memories!

I still cant believe the game is turning thee years old as everyone said it was doomed.

SW:TOR

SP/MP: Massive
Setting: Sci-fi
Genre: MMORPG
Platform: PC
Release: Released

Details

Centauri Sector - New Space Combat Game

by Couchpotato, 05:05

The following game called Centauri Sector by developer LW Games was brought to my attention earlier today. While it's not a true RPG it does have some RPG elements.

Here is a new Alpha video, and the games description off Steam.

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Centauri Sector is a top down space combat game powered by a dynamic campaign, RPG elements, fleet management and detailed ship control.

Features:

- Pilot your flag ship in a top down 2d combat.
- While in combat manage your shields, power, weapons capacitor and more.
- Engage in advanced tactical combat by forming your own fleet and issuing commands to destroy your enemies.
- Gain new active and passive skills and bonuses by climbing through the ranks.
- Equip your ships with a wide variety of modules and guns.
- Engage in a dynamic war powered by a turn based dynamic campaign that doesn't always plays the same.

Indie RPGs

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

Details

The Red Solstice - New Update & 50% Off

by Couchpotato, 05:01

Ironward has updated The Red Solstice with some new maps, graphics, bosses, music, and announce the game is now half off on Steam till January 2nd.

With this update we officially feature a new industrial themed map. It provides a dark and gritty feel. It's narrow corridors and a central defense position will require some new strategies and should provide a fresh experience to veteran players. Monsters will move 10% faster on this map.

Along with the new map we feature four new missions:

  • In the Eye of the storm mission players will be trying to restart failed reactors and bring back colony shields while running in the dark. Remember that box of road flares you threw away? Well, sh*t happens...
  • Enemy at the Gates mission will teach players a valuable lesson, that the enemy at the gates is much better then the enemy rushing through the wide open gates.
  • Colony Defense System makes the marines deal with a case of hacked turrets. Sometimes it's worth finding the person responsible and undoing the damage they have done. Sometimes it might be preferable just to clean the mess up with some explosives.
  • There are many enemies in The Red Solstice. Good thing is that they can't multiply on their own. Until now. "Kill it before it lays eggs" is no longer a valid option. Can you contain the infestation from spreading before you face overgrowth?

The Red Solstice

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

Details

Friday - December 19, 2014

Original Sin - Post-Funding Update #66

by Myrthos, 16:09

The Kickstarter page for Divinity Original Sin has been updated with the news that they have won the Gamespot PC game of the year award, being named by RPS the Bestest Best Kickstarter of 2014 and winning the Best RPG in Spain. For this update they also made a 16 minute video:

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This also contains info on using DOS with a controller, the hardcore mode, the economy of the game, redesigning how the main story is told and the stories of the companions, banter between the companions, the Linux version, tweaks to the engine to better utilize high power gaming rigs, perfermonce improvements which also could allow creation of persistent campaigns, positions for a job at Larian Studios and the new RPG(s) for which there is actually no news.

In addition there is also a 9 minute video in which they look back to what happened in 2014.

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Original Sin

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

Details

Avernum 2: Crystal Souls - New Release Date

by Couchpotato, 05:23

Thanks to Kordanor we now have an update on the release of Avernum 2: Crystal Souls. It was supposed to be December, but the website now says January 2015.

Windows and Mac Release Dates are now listed as January. Later in 2015 a iPad Version will follow.

Avernum 2: Crystal Souls

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

Details

Dex - Early Access Phase #3

by Couchpotato, 05:19

Developer Dreadlocks posted news on Steam that has that Dex has entered the the third phase of development on Early Access. Here are the details, and a new video.

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We’re happy to announce a major content update that introduces several new quests and new locations, as well as over ten new NPCs and loads of minor additions and improvements!

Dex

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

Details

Shroud of the Avatar - Release 13 Instructions

by Couchpotato, 05:15

 Release 13 of Shroud of the Avatar is now available for all backers, and Portalarium has once again released instructions on how to download, and play the new update.

I'm still waiting on the news for when I can play the single player version.

When we first released our Q4 2014 schedule over 3 months ago we were quite optimistic about how much we could accomplish in that period of time, while at the same time transitioning to 24/7 uptime with persistence. While we were able to complete as much work as we had planned (and in many cases more) that work ended up being very different than what we first planned. This is what comes out of a very iterative and responsive approach to development. Our velocity is almost exactly what we had hoped but the direction of our efforts varies.

We believe that this approach will result in a much better game than if we simply marched along with a rigid plan that had no room for adaptation. We hope you share that belief and continue to support us on this unique journey.

Release 13 is our first release since launching on Steam Early Access last month and we believe that the changes and additions we have made are making the game both more beautiful and more playable. From the incredible stark beauty of the desert scenes to the rush of flames engulfing your axe, you will find much to enjoy. Of course with new content comes new bugs and balance issues, so help us out by posting bugs and feedback in our official forums.

Shroud of the Avatar

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

Details

Frontiers - Early Access Launch Update

by Couchpotato, 05:10

Lars Simkins takes a look back at his funded kickstarter game Frontiers. The main point of the update is about what he has leaned from the game on Early Access.

1,000 days later: Early Access launch (and beyond)

The first piece of FRONTIERS code that I can find - code written for the actual project, not just for noodling with Unity - is dated March 14th 2012. It's from a test scene where I implemented an inventory square.*

So here we are 1,000 days later. (1,008 but whatever.) That's a lot of missed birthdays, anniversaries and holidays. A whole lot of unreturned phone calls from friends and family and bill collectors. A whole lot of VFX jobs turned down. Sometimes I ask myself: was it worth it? Was it worth all the insane late nights and frustration and answering hundreds of emails and forum posts and sending out press info and - oh, right, working on the game, at least when I'm not butting heads with this god-forsaken engine?**

Yeah. It was. Maybe I'll feel different by the time the game is actually finished (we should start a backer pool on how many more days that will take) but right now I'm looking at the FRONTIERS logo on the Steam home page and thinking: yeah it was worth it. Seriously look at this:

When I started this project I could barely write an inventory square, and now two campaigns and a Greenlight backer-blitz later, we've got a game on Steam! That's nuts!

Frontiers

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

Details

Satellite Reign - Impression @ RPS

by Couchpotato, 05:03

Rock, Paper, Shotgun's Alec Meer posted his thoughts on the Early Access version of Satellite Reign that was released this month, and his opinion is very positive.

There are ripples of possibility from every attempted incursion, and right now I’m enjoying watching them spread. The game is in a rickety state right now, no doubt about that, but nothing like enough to destroy what’s working so very well here.

The big question is how this will all play out on a wider, and longer-lasting stage. Car stuff is super-buggy at present, augmentations and weapon upgrades aren’t in there yet, so there’s no way to tell how bigger stuff will affect the delicate balance of combat, and right now missions (selected in an order of your choice from a rudimentary and placeholder menu) don’t entail anything more than getting inside somewhere. The fun is how you get inside, of course, but I suspect it’s going to need a better pay-off if it’s to be done regularly.

There’s a long way to go for sure, and don’t anticipate spending more than a few hours with the current build, but it’s that rare and precious Early Access thing – a game that gets its fundamentals right, right out of the gate, and I’m actively keen to watch it grow, rather than being frustrated by everything that isn’t there.

Most of all, this: Satellite Reign is on course to be the Syndicate we need, not simply the Syndicate we wanted. Please don’t let anything go wrong.

Satellite Reign

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

Details

Dragon Fin Soup - Happy Holidays Everyone

by Couchpotato, 04:59

The Grimm Bros wish every backer a Happy Holidays in the latest kickstater update for Dragon Fin Soup. They even posted a new image to go along with the update.

It’s the tail-end of 2014, and it has been an AMAZING year for us at Grimm Bros… we've gone from an indie start-up that nobody knew about to one of the up-and-coming indie studios showcased at PlayStation Experience. And all of this happened in big part thanks to all of YOU! You backed us, supported us, and cheered us on as we pursued our dream and we can’t thank you enough. On behalf of Randis, Sem, Nick, Mark and myself have a wonderful holiday season and happy New Years!

Dragon Fin Soup

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

Details

BioWare - The Sound & The Fury

by Couchpotato, 04:55

Bioware's latest blog entry talks about what the writers of Dragon Age: Inquisition, and what music they listened to for inspiration to write the game.

If you wandered into the Writer’s Pit while Inquisition was in full swing, you probably would’ve seen seven writers (and one editor) with headphones on, eyes fixed on monitors, typing furiously. Most of the writing happens when we can shut out the rest of the world and immerse ourselves fully in the story and characters. For many of us, this requires music. Often the music we listen to informs and even inspires what we write.

BioWare

Details

Child Of Light - IGN Game of the Year Nominee

by Couchpotato, 04:50

IGN released a short video about why Child of Light is a Game of the Year Nominee. I seem to remember some of you liked the game, and others criticized the art style. 

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The IGN crew breaks down why they chose the unique RPG as one of 2014's Game of The Year Nominees.

Child Of Light

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

Details

StarCrawlers - Post-Funding Update # 32

by Couchpotato, 04:47

Juggernaut Games latest post-funding update for StarCrawlers has information about a new contest, music trailer, wallpapers, and the games development progress.

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Soundtrack Preview Trailer 

The StarCrawlers soundtrack is just about done and it is AMAZING! We wanted to give everyone a bit of a preview of Ben’s work, so we put together this trailer that has a medley of several tracks, plus a first glimpse at some new environments you may not have seen yet!

Backer-Only 'Design a Weapon' Contest 

For those who didn’t get the opportunity to participate in content creation during Kickstarter, we thought we’d offer another opportunity for you to contribute your creative ideas to StarCrawlers. We are running a contest to design a legendary weapon drop. The winning weapon will be featured in the final release of StarCrawlers! Rules and entry form are below: 

Contest Rules: 

  • 1 entry per person
  • 1 Winner will have their weapon featured in the game 
  • Winner will be announced after January 9 
  • Deadline for submission: January 5, 2015 

Design a Weapon Contest Entry Form

Development Progress

We’ve been making so much progress on the game in the last few weeks its hard to know where to start! The team has been pushing themselves like never before and it shows. Here are a few of the many things we’ve been working on:

  • Character Abilities - all characters now have a full set of unique abilities, complete with particles and effects. We are currently working on balancing, tweaking and SFX from the talented team at PowerUp Audio. 
  • Itemization - randomized weapons are in and we are working on randomized art for them - armor and shields are in progress. There are currently thousands of possible unique weapon drops that can be encountered in game. Weapon class specific upgrades are coming soon. 
  • Character Art - Final art for male and female versions of all character classes is complete
  • Mobs - new enemies are in and can be encountered on runs - rarespawns have started to appear also. 
  • UI Overhaul - the UI has been completely redone in the past few months to improve functionality and appearance - we can’t wait to hear what you think!

StarCrawlers

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

Details

JA:Flashback - Version 1.1.0 Avaiable

by Couchpotato, 04:42

Another patch for Jagged Alliance Flashback was released earlier this month. As usual the game still needs a lot of fixing, but here are the changes.

First off we've expanded the island of San Hermanos and add 3 new sectors (2 visble and one underground). With the new sectors we have also added a new quest that has a a "wild" twist and added lighthouses that negate deployment costs in the current and adjecent sector if you control it.

Attachments have also been added to this version, so now you can add up to 10 different attachment and just to name a few: Sniper Scope, Nightvision Scope, Reflector Sight, Supressor and Bipod.

We've also updated the modding menu in the game, so it's now hooked up to Steam Workshop properly and you can easily manage your mods.

JA:Flashback

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

Details

Thursday - December 18, 2014

Lords of the Fallen - iOS/Android Ports Announced

by Killias2, 16:44

In addition to the recently announced sequel, Deck 13 has also announced iOS and Android ports of the first Lords of the Fallen.  It is unclear what, if any, changes will be made for these ports, but both are expected to be released in 2015.

Lords of the Fallen

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

Details

Larian Studios - Updating D:OS & New RPGs

by Killias2, 16:37

According to a new blog post, Larian Studios has ambitious plans for 2015.  While they are celebrating Divinity: Original Sin's critical and financial success, they are not resting on their laurels:

Progress can only be made if you’re aware of your faults and intend to do something about it, so explaining our plans starts with explaining what I think sucked about D:OS and more importantly, why those sucky things made it to the final game....

Anyway, can you guess what is keeping us busy for the moment?

Yep, we’re fixing parts of the story, improving the UIs, revisiting the encounters, rebalancing the loot, rewriting certain dialogs, adding extra feedback, looking at what we can do to fix character progression, improving the companions etc…

Of course, this is only the beginning, as Larian is expanding their team size and even starting a new office in Quebec City.  Why all of this expansion?

Fixing things is not all we’re doing however, far from it. We’re not hiring all those people just to transform D:OS in a better experience, no, obviously we’re also working on our new RPGs.

Notice the ‘s’. It’s intentional and while I’d love to tell you more about them, I need to refrain for fear of losing whatever press momentum we’ll be able to muster when we’ll announce them. But there’s one I thing I can already tell you, and it fits well with the second big thing we’re doing to improve the quality of our future offerings – both RPGs are being built on top of the D:OS engine.

So new RPGs are incoming from Larian!  Sadly, more information will have to wait.

Larian Studios

Details

Deck 13 - Lords of The Fallen 2 in Development

by Couchpotato, 05:04

Executive producer Tomasz Gop announced on Eurogamer that his working on a sequel to Lords of The Fallen. I guess the game must of sold well on Steam to warrant one.

Executive producer Tomasz Gop confirmed it in an email to me this morning. "We're now working on vision and concepts for Lords 2," he wrote, but wasn't ready to talk further details.

Gop revealed the news in a Facebook post translated by our friends at Eurogamer Poland.

Lords of the Fallen came out at Halloween, at the end of October, and was a chunky action adventure much in the same vein - but far less punishing - than Dark Souls/Demon's Souls.

"If an easier, less obtuse variation on From Software's combat RPG is all you crave," wrote Dan Whitehead in our Lords of the Fallen review, "then it will certainly reward you with a lot of game for your money.

"I just wish it wasn't so happy to sit in another game's shadow..."

With Lords of the Fallen 2, developer Deck 13 and producer City Interactive have a chance to step out of that shadow. The groundwork is laid, a PC, PlayStation 4 and Xbox One presence established.

Deck 13

Details

Dragon Age: Inquisition - New MP DLC & Upgrade

by Couchpotato, 05:00

Bioware announced on the Dragon Age: Inquisition website a new MP DLC called Destruction is now available for free to all buyers of the game.

Dragon Age™: Inquisition - Destruction adds new paths to existing destinations. The conflicts raging throughout the world have upset the balance of nature. Wild creatures now roam the battlefield, introducing chaos as they attack both friend and foe. Best of all, you can download this pack right now, totally free!

Also they are now offering the Deluxe Version pre-order DLC as a paid upgrade.

Whether you’re on your second playthrough or experiencing the world of Thedas for the first time, the Deluxe Upgrade will grant you cool bonuses to empower your Inquisition! This upgrade is ideal for players who purchased the Standard Edition of Dragon Age: Inquisition.

Here’s what you’ll get for the low price of $9.99

  • Skyhold Throne – Every ruler should sit in a place of high honor, but as the Inquisitor you will have the greatest throne of all, fashioned from an ancient dragon skull.
  • Red Hart Halla – Navigate the perilous, living world atop this great-horned beast.
  • Bog Unicorn – Once belonging to an evil marauder, this unique mount has returned to inspire fear into those who would oppose you.
  • Bring the world of Thedas wherever you go with the digital soundtrack. Click here for instructions on how to download yours.
  • Dragon Age Multiplayer Deluxe Edition chests!

Dragon Age: Inquisition

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

Details

InSomnia - Demo Development Process

by Couchpotato, 04:55

Yet another update that was missed earlier this month Studio MONO posted a new kickstarter post about the development of the demo for InSomnia.

Good day to everyone! Due to a number of reasons, we haven’t posted any news for a while. We had a lot of work to do regarding the transition to Unreal Engine 4. We chose this engine to speed up the development and, mainly, to get make it easier for us to release PC, Mac, and Linux versions at the same time. At this moment we finished transitioning the old functionality and now we are starting to add new features.

As you already know, we are now working on the demo of the game with 3 to 5 hours of gameplay. The demo will take place on a colossal space station that has been moving to the evacuation point: a faraway planet, where station inhabitants hope to start over the history of the human race. The working name of the demo is “The Premise”. It’s going to be a part of the game that includes a tutorial and a kind of prologue to the main events of InSomnia RPG

In the demo, you’ll be able to try the main features of the gameplay: close and range combat, leveling up, the dialogue system, and main and side quests. Also, you’ll be able to try some of the basic skills like mechanics, unlocking, stealth, and medicine. During the demo you’ll be playing for one of the main characters of the game - Typer (in the release version of the game you’ll create your own character from scratch). This character has his own story, unique skills, social position, weaknesses, and strengths. Some of the inhabitants are friendly with him and some of them are not.

InSomnia

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

Details

Original Sin - Gamespot's PC Game of The Year

by Couchpotato, 04:51

Gamespot has named Divinity: Original Sin their PC game of the year, and before I forget, thanks Joxer for bringing this to my attention earlier today. Here are the details.

If you haven't played Divinity: Original Sin but have only seen screenshots, it would be easy to dismiss its success as owing to its grab at PC-enthusiast nostalgia. That isometric perspective? A party of four? They recall the good-old days of Planescape: Torment and Baldur's Gate II. Could a game really be blamed for appealing to our fondness for the past?

In the case of Divinity, however, appearances are deceiving. What makes Divinity special isn't how closely it hews to an old recipe, but how far it deviates from it. This is a game in which the most innocuous of choices have consequences that you may not have foreseen, but which nonetheless make sense within this internally consistent and varied world. Making decisions in Divinity isn't a matter of following dialogue paths to predesignated story beats, but about deciding whether a conversation is even worth having in the first place. And should that conversation occur, it's up to your own personal gifts of persuasion--and a little bit of luck--to determine whether it will go your way. Violence is an option, but it's not the only one.

Violence is nevertheless an enjoyable option, however, thanks to Divinity's excellent turn-based combat, which harbors surprises of its own, most of them due to elemental reactions that could blow up your entire party if you aren't paying close attention to your surroundings. In Divinity: Original Sin, every encounter, every discussion, every step into the unknown is an event. And you know a game is special when you know that the simplest of choices might create lasting, heart-pounding, game-changing drama.

Original Sin

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

Details

Kingdom Come - Interview @ Digital Digging

by Couchpotato, 04:48

Warhorse Studio’s Head of Communications Jiří Rýdl was interviewed on Digital Digging to talk about the development of Kingdom Come: Deliverance.

DD – The Kickstarter goal to introduce the miller’s daughter as a playable character has been successful – will she have her own time-line, and if so will it precede that of Henry, or run alongside?

JR – Well, I don’t want to spoil the game too much :-] You will be able to play a few quest as a millers daughter, and if you do it well, you will help Henry in a major way!

DD – Will we be experiencing seasons in Kingdom Come: Deliverance? Will there, for instance, be rainy seasons (similar to a British summer), and Autumn gales? And if so, would they be synced to the player’s location?

JR – The story is not long enough to see snow or falling the leafs from the trees, but the weather changes will be included.

Also the new Alpha update has been delayed according to a new twitter post.

Kingdom Come: Deliverance

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

Details

Final Fantasy XIII-2 - Review @ Hardcore Gamer

by Couchpotato, 04:42

Hardcore Gamer posted a new review for Final Fantasy XIII-2, and gave the game a final score of 4/5. Here is a short summary of why they gave the score.

Final Fantasy XIII-2 is the best entry in the Fabula Nova Crystallis series, offering far improved gameplay systems while giving players access to a highly diverse soundtrack and various timelines to explore. While the two protagonists are among the weaker of the franchise, the ability to recruit monsters into your party is a delightful change to the formula. The PC version is also a step up from what Square Enix offered a couple of months ago with Final Fantasy XIII, establishing more graphical options than ever before, but they still have a ways to go. While the seemingly automated combat system may turn some people away, and the lack of control of party members can be discouraging to some, it’s all streamlined well enough that players will enjoy how battles turn out. Final Fantasy XIII-2 is a step in the right direction for Square Enix, paving the way for future releases from the Japanese giant.

Final Fantasy XIII-2

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

Details

That Which Sleeps - Development Timeline

by Couchpotato, 04:37

Another update that was missed while I was gone is for That Which Sleeps with information from developer King Dinosaur Games about the gamed development.

Development Timeline and Impact of Stretch Goals

With the technical specifications locked in for the new map structure and sufficient analysis done on the code to support our stretch goals we are now confident in setting a timeline for release to backers.  The overall delay will be three months for Beta, and an additional month for the full release to all backers.

December - Scenario VIewer release, New map complete, overhaul existing scenarios with new settings, map editor complete

March - Final testing, release Beta and Mod Tools to Beta Backers

May-June - Gods and Religions beta release and testing

June-July - Release  to all Backers

On seeing the success of the Kickstarter I had hoped we could keep the delays to only two months, but it turns out that would give us very little wiggle room in case of unexpected issues.  We came up with this timeline by ensuring all risks are understood and generating development hours based on prior experience.  After a final calculation I add +30% to the total time to account for potential overage.  We have confidence in the timeline presented and I do not believe their will be any additional delays.

That Which Sleeps

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

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Dungeons Of Aledorn - New Updates

by Couchpotato, 04:33

The Dungeons Of Aledorn website  had two new updates in the last two weeks. The first update has infomation on how the develper will use motion capture.

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Greetings to all RPG fans, dungeons fans and fans of Dungeons of Aledorn. Today, we have again something new in development. This time it will show our mocap (motion capture). This news update we decided to process the form of videos, in the same spirit as the recent Teaser presentations with music. Once again the video will be complemented by music from the game, produced by Marek. In the video you will also see our Swordmaster Zdenek. If you are interested in finding out anything about mocap, feel free to ask us. In the Team 21 crew we have several people who have extensive experience with mocap.

The second update is about some new updated screenshots.

Greetings to all fans of dungeons and our Dungeons Aledorn. Many of you have rightfully criticized some of our game screenshots for their lack of realism and atmosphere. To prove you all that we take your opinions seriously, we introduce you once more to the below deck area. We worked hard on texture editing (blending), object shadows and lighting. The result was more than satisfactory as you may see in the following screenshots.

Dungeons Of Aledorn

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

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Caribbean - The Multiplayer Dilemma

by Couchpotato, 04:28

It has been a while since any news for the Mount & Blade spin-off game Caribbean! had any news posted, and in the latest update the developer talks about the Multiplayer. 

Initially, we only thought of 'Caribbean!' as a single-player game, because at its foundation was our attempt to convey the feelings that gave us Sid Meier's Pirates! in its time. But taking something as template doesn't mean full copying. Mount & Blade's genom, that we got together with its engine, obliged us to focus on a good fighting system as well.

That's why the game's concept sounded like this:"economic strategy + naval battles + war strategy + roleplaying". This is a good, massive foundation upon which we can build so many ideas. So many, in fact, that we have more planned ideas than we can possibly implement. Trading routes? River expedition into the depths of America? Searching for the secret Maia towns? Advanced control of generals and fleet? We'd like to do all of it.

Multiplayer was left for later, as it requires a different approach. And not just different, but an entirely opposite one.

For us the perfect blend of roleplaying and strategy means playing at a pretty slow pace. You can sit and think as much as you like. You can send your squadron to loot a town and drink some tea while your ships cross the Caribbean sea. Multiplayer's having none of it: everything is fast paced, there's a lot of emotion and tension involved and compressed into 5-10 minutes sessions.

Traditional multiplayer, such as the one we did in 'With Fire & Sword', isn't very interesting to make at this point. We think it's time to try something new, but what would it be exactly? Maybe some sort of team deathmatch with set goals? Goals that could be different for each team or maybe for each individual player?

A lot of people ask to add multiplayer. Some of you ask to add co-op. Could you tell us what you mean by 'co-op' for this game?

Before we dig too deep into this, here's an official announcement. If by co-op you imply an ability to play the single-player campaign, but with friends online, we won't be able to make it happen. This game would be titled 'Mount & Blade Online' and our studio of 10 people is not the one for this job.

But perhaps you'd like to suggest your idea for a fun multiplayer mode without resorting to creating another WoW-killer? Let us know what you think.

Caribbean

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

Details

Graywalkers - Back On Track Update

by Couchpotato, 04:24

Dreamlords Digital posted another kickstarter update after a  few weeks of silence with news about the development of their funded game Graywalkers: Purgatory.

Hello everybody! Hope everybody is well. We just wanted to do a short update so you guys know what's been happening. 

1. Unfortunately, we still haven't gotten the funds from Amazon. For some reason, they are holding it and been giving some weird reasons like it wasn't approved (yet they approved it before and even already deducted the funds for themselves and for kickstarter). Honestly, at this point, we're very frustrated with the way it's been going with them. They gave us some steps to fulfill and we're trying to fulfill those again just to facilitate it. They said, worst case scenario they will release the funds in 90 days. We are hoping this is not the case. 

2. Despite the delay in the funds, we've started working fully on Graywalkers already. We've welcomed several new members to the team and they have started to work. We've also done our development schedules and planning. We're still looking for some key members to bolster the team but definitely we are moving forward. 

3. For the rewards, we are already starting to prepare for them. We are targeting to have many of the rewards not dependent on the game ready within March. 

4. Me and some members of the team will be in GDC in March in San Francisco. We still haven't finalized if we will be having our own booth at the GDCPlay area or if we can join the indie megabooth. Still in the works and we will keep you posted. We will also be having the dinner where those who reached the appropriate reward will be joining us. Take note that it's still not too late to avail of that dinner as an add-on. 

5. We are currently working on the forum and should hopefully have one setup before the month ends. 

6. For those who have design rewards, you can start conceptualizing what you want and emailing them to us. Please email us your descriptions and some reference guides for them. You can email the information to me personally at russelltomas@dreamlordsdigital.com. 

7. You guys can still continue to support us through PayPal if you want. We have decided to keep the rewards still the same except for a few Kickstarter only exclusive rewards. http://graywalkers.com/Pledge-Now.html

8. With regards to updates, we constantly monitor our comments section so please feel free to post there anytime and we're sure to answer it within a day or two at the latest. We definitely want you guys to be comfortable knowing that we can be reached at anytime that you guys have a question. 

9. We will try and have a monthly update so we can summarize whatever relevant information we can provide you guys. 

10. With regards to development, we will be focusing first on the combat system. You can continue to post what feedback you had from the demo on gameloop, as well as your wishlist with regards to features. 

11. We're now in talks with several potential investors. Hopefully one of them pans out to guarantee a bigger budget for the development of the game.

Graywalkers

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

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Tahira - New Teaser Trailer

by Couchpotato, 04:20

During my month off I received news from developer Whale Hammer Games about a new trailer for their turn-based tactics RPG game Tahira: Echoes of the Astral Empire.

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Introducing Tahira: Echoes of the Astral Empire, an episodic turn-based tactics role-playing game set on a world that has fallen into a medieval dark age after the collapse of space faring civilisation.

Tahira

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

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Elder Scrolls Online - The Road Travelled

by Couchpotato, 04:17

In a new post on the Elder Scrolls Online webpage from two weeks ago that was never posted Game Director Matt Firor looks back at the development of the MMO.

The Road Travelled

As you all know, 2014 has been a very busy year for us at ZOS. We launched ESO on PC and Mac and immediately started addressing any issues that cropped up, going on to release five huge updates that introduced new content, new systems, tweaks and fixes to existing systems, and tons more. We’ve done so much since launch, in fact, that we’ve sometimes run the risk of doing too much and disrupting your play routines or character builds with the frequent changes.

With everything we’ve done, we firmly believe that ESO is a much better, more stable, and more fun game than it was six months ago. This is the way online games like this work: the game you launch is a starting point that inevitably evolves over time—and of course, community feedback is one of the most important parts of that process. I am very happy with the evolution of ESO up to this point, and I hope you all agree.

Here’s just a small list of some of the work we’ve done to improve ESO since launch:

  • Made in-game chat much more peaceful by implementing many different lines of defense against black market gold farmers, spammers, and botters
  • Fixed a far-reaching quest bug that prevented quests from advancing properly—a bug that plagued us through the first few weeks of launch
  • Released Craglorn, our first major update, with new Veteran Ranks, a new zone for veteran players to explore, and 12-player Trials
  • Released many Veteran Dungeons, giving veteran-ranked players the ability to experience new adventures that add to the dungeon storylines introduced in earlier levels
  • Re-designed many of the delves throughout Tamriel to be larger and more challenging
  • Introduced the Dragonstar Arena, which presents four-player groups with a progression of challenging PvE encounters
  • Introduced new quality-of-life systems like the ability to dye your armor, new upgraded conversation and face animations, guild tabards, chat bubbles, and much more
  • Smoothed combat animations and timing, which is an ongoing process
  • Reconfigured Campaigns in Cyrodiil to make them shorter and more interesting
  • Made repeatable dungeon and crafting quests, and implemented scaling dungeon difficulty
  • We’ve found (and are still finding!) solutions and are always applying changes to rectify our mistakes– we aren’t perfect, and this process will be ongoing, but we’re committed to continually improving the ESO experience
  • Worked to increase our overall transparency and communication with you, our community, which is also a continuing effort

We couldn’t be more excited about everything there is to look forward to in 2015. We’ll be introducing some of the new systems that we’ve talked about publicly over the last couple of months, and of course, we will be bringing ESO to the PlayStation 4 and Xbox One.

For the team at ZOS, the remainder of 2014 will be spent working on one of our largest updates yet (more on that below) and continuing our work on the console versions. For you, this means that we will continue to listen to your feedback and make changes where needed with our regular smaller patch cadence of bug fixing and polishing, but we won’t be adding any new systems until Update 6 hits PTS in January.

Elder Scrolls Online

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

Details

Dex - Post-Funding Update #29

by Couchpotato, 04:13

The next update from developer Dreadlocks has news the OUYA version of Dex is now available for Early Access. The Steam version launched a few months ago.

After several months of preparations, optimizations, and adding gamepad support and all the other prerequisites for the console version, it is now up and running! We can confirm that the game runs smoothly and plays well on OUYA and we are looking to all feedback related to the OUYA version. It’s really exciting to see Dex running well and looking cool on a console the size of a human palm (75mm cube)! But it really does work and it’s fun!

It also seems we are one of the first complex RPG games on OUYA, so we are eager to see how the game will sell there. Keep your fingers crossed and help us spread the word!

Early Access for Dex on OUYA works in a similar way to Steam Early Access: You can recover/buy the game now, which gives you access to all the updates, as well as the full final version once it’s finished and complete.

As with Steam key recoveries, you will be able to recover the key for OUYA (provided you supported us with 7 GBP+). Please note that unless you purchased extra keys for Dex, you are eligible for one key only (Steam/OUYA/Wii U). We will be sending a private message on Kickstarter to all backers of 7 GBP+ with details on how to proceed reclaiming the Dex key for OUYA in the following days.

Dex

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

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Witcher 3 - Badly Polished Games

by Couchpotato, 04:08

Eurogamer's polish site had a chance to talk with a board member of CD Projekt named Adam Kiciński about the extra delay for The Witcher 3: Wild Hunt.

"Gamers ..." he said (in a translation supplied by Eurogamer Poland), "took our decision very well. [The] market is afraid of badly polished games on next-gen platforms."

Undeniably, the faulty releases of games such as Assassin's Creed: Unity, DriveClub and The Master Chief Collection are still fresh in people's minds.

"We want to disarm the opinion that [The Witcher 3] doesn't exist," he went on, tackling another concern. "It will be closed by the end of the year in line with the schedule.

"There's a lot of small errors though, because the game is huge. It's the only reason behind the delay. We didn't assume it will be this big. Only after putting all the pieces together it turned out it's bigger than the two first put together. Let me remind you: it's open and not linear. We are just learning how to play it and we have to catch the little pieces. We know what to do, we just have to do it. We don't want to release the game with bugs that undermine the gameplay."

Witcher 3

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

Details

Wednesday - December 17, 2014

Blackguards 2 - Preview @RPGCodex

by Gorath, 10:45

Our friends at the Codex put one of the first hands-on Blackguards 2 previews online. It seems the author wasn't exactly thrilled about all the things Daedalic decided to change.

With the cool stuff out of the way, we can now focus on what sucks, starting with the character system. In all the previews, it has been mentioned that Daedalic have taken certain "liberties" with The Dark Eye system, in order to make it "less confusing", but purportedly just as complex and open to choice, regarding character building and combat. Suffice it to say, adventure game developers should probably not try to completely overhaul established PnP mechanics.

For starters, all the base values from Blackguards have been completely removed. To make matters worse, nothing has been put into the system as any sort of substitute. Character-inherent magic resistance no longer exists, special abilities no longer have any attribute requirements (sans stuff like "max bows or crossbows to get master archer"), and most of the derived stats like initiative or speed have been redistributed across talents.

 Thanks to everybody who sent this in!

Blackguards 2

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

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