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Saturday - April 19, 2014
Friday - April 18, 2014
Thursday - April 17, 2014
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Skullforge: The Hunt

2014-04-21

Skullforge: The Hunt Q&A

Skullforge: The Hunt is a new kickstarter from OMC Games. I had the chace to interview OMC Games James Garvin, We talked about his game, kickstarter, and other various things.
» Continue reading the article...

Might & Magic X: Legacy

2014-04-14

Might & Magic X Review

We threw a Might & Magic X key to DTE and he came back with this review
» Read the article

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Picture Watch

Baldur's Gate: Enhanced Edition
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (24.37%)
Thinking about it
  (4.77%)
No. Only on release
  (50.5%)
Never. Early access sucks
  (10.55%)
Not now, not on release
  (3.27%)
What's Original Sin?
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Saturday - April 19, 2014

Dead Crusade - Kickstarter Cancelled

by Couchpotato, 04:55

The Kickstarter for Dead Crusade was cancelled by Aesthetic Games. They posted a new update with more information about funding, and the games future.

Kickstarter Canceled and Farewell Video

We have some good news and bad news. 

The Bad News: After 15 days we have decided to cancel the Kickstarter campaign for Dead Crusade. It has not been an easy decision to pull the project from Kickstarter, but we do not see the project getting funded at this point and would prefer to not mislead our fans and backers. A lot of sacrifice and effort went into making this Kickstarter possible, and we would prefer to not drag things out or have the project look bad.

There are a number of reasons we believe the Kickstarter did not succeed, and I wanted to take a moment to explain a few in detail. 
  • The Video: There is a saying for Kickstarter projects that if you do not immediately impress or captivate the viewer within 10 seconds, there is a good chance they are unlikely to finish watching let alone pledge to your project. When knew when putting our Story Cinematic video first we were taking a risk in boring people who wanted to see the heart of what we had to offer. We received many comments from people saying how they would have never realized how far along the game was or how much effort went into its development by watching the initial 2-3 minutes. We knew this was a risk, but genuinely thought the story elements would give a great look into the backdrop of the game and pull people in. We removed this footage and reworked the video to appeal to more of a mass audience some days later, but it was to late. 
  • Old vs. New: Because we were in a transition period of moving the project from the older Unreal Engine 3 to the new Unreal Engine 4, and also because we were planning to revamp our entire combat system to better reflect our vision for the game using new tools, we were forced to show more of our initial prototype build. This caused tons of confusion, despite various watermarks with both written and verbal explanations. Many viewers could not tell the difference between the two, assuming they were all one in the same, which sparked allot of heated debates. We ended up removing almost all Unreal 3 footage from the reworked video to help avoid confusion and put the emphasize on Unreal 4, which to us felt like losing months of work.
  • Gameplay Footage: Another likely mistake of the presentation was showing our early combat gameplay, which was harshly judged and assumed an accurate representation of the final product. Considering how much we planned to revamp it, improve it, and make it more in line with a `survival` horror setting, it was definitely a mistake on our part to show it in such a rough state. We felt it would give confidence to backers to see that we can produce functional gameplay systems in a short amount of time, as well as give them a early glimpse into the games development. 
  • Marketing and Social Media: We are first and foremost developers, not marketing specialists. Because we announced the game the same day as we launched our campaign, all major marketing and advertising efforts began the day we launched. We firmly believed that most traffic would come through Kickstarter itself once our ranking improved, and the game would `sell itself` so to speak. In retrospect, Kickstarter only generates a very limited amount of traffic on its own, and the rest is earned through massive media and networking efforts- some of which can be expensive. Your first few days are critical to the success of your campaign, and you want as many people talking and showcasing your game as possible to help build momentum as things begin to slow down after the initial launch hype is over. 

The good News: Due to the massive amount of feedback we received (both good and bad) we have a much clearer understanding of what went wrong and more importantly, how to do things right if we are able to attempt a re-launch in the future. Sadly, we cannot say at this time when or if that will happen, as without any funding we cannot proceed with the games development at this time. But it does not mean the project has been canceled!

We wanted to thank everyone who believed in the project and showed there support by backing us. It really proved to us that despite lack of exposure, the game was still well received! We put together a farewell video as a tribute to everyone who supported us these past few weeks. For all our fans, we hope you enjoy it and sorry things did not work out with the Kickstarter!

Information about

Dead Crusade

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

Details

Diablo III: Reaper of Souls - Interview @ Player Attack

by Couchpotato, 04:50

Player Attack has posted a new interview with Lead Character Artist Paul Warzech at Blizzard about how he created Diablo III: Reaper of Souls.

Warzecha is one part of a team that specialises in taking relatively sensible elements and blending them into one fantastic outcome, and he's quick to point out that - generally - creating a new character class, monster or boss really is a group effort.

"Usually once we've got stuff down that we like, we'll get together with our monster strike team. We've got somebody in from every different discipline, we'll have a designer and we'll have somebody from story in there who can kinda help shape that from that aspect. We'll hit back and forth on [the character idea] until we're all pretty happy with stuff."

But! The process can vary - considerably - depending on just which monsters are on the proverbial drawing board that day. Inspiration can strike from anywhere, says Warzecha. Sometimes, that lightning will spark something in the writing department, leading the lore nerds to draft out a description of a monster that fits the story perfectly. Other times, it will land squarely at the artists' table, prompting creative drawings and sculptures that then need to be woven back into the history of Sanctuary. Still other times (like with the new character class, the Crusader, introduced in Reaper of Souls) it's a matter of an obvious niche appearing in the game, even if that niche is purely cosmetic. "There was nobody of that silhouette in Westmarch," we're told, matter-of-factly.

"Sometimes you come up with something that's just So Cool that we're just like "Y'know what? We've got to build this". Then, we'll sit with story - "Hey, this is what we were thinking, is there a way to work this into lore?", because #1: It's just cool; and #2: Maybe it works for gameplay in a way that it fills a void that needed to be filled."

Information about

Diablo III: Reaper of Souls

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

Details

Friday - April 18, 2014

Risen 3: Titan Lords - Trailer & Pre-order

by Myrthos, 22:42

Here is a Risen 3 trailer, which might be interesting eventhough it is a CGI trailer:

If you like to pre-order based on this  or just because you know you will like it, you can do that at the DeepSilver site.

Source: Blues News

Information about

Risen 3: Titan Lords

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

Details

FireFlower Games - Two RPGs on Sale

by Myrthos, 22:37

Fireflower games has atwo RPG's on sale:

 

 

 

Information about

FireFlower Games

Details

The Red Solstice - Funded

by Myrthos, 22:33

With close to 48 hours to go, The Red Solstice Kickstarter campaign has reached its goal of $50.000.

We are left speechless as we have reached our main funding goal with 48 hours to spare! Thank you, thank you so much everybody for supporting, sharing and playing the Alpha last few days! You are all amazing and we are making this game for you!

Can we reach the stretch goal?

With almost two days left for our Kickstarter campaign we have enough time to try and continue fighting to reach our first stretch goal? Can we make it? With your amazing support we think we can! So let's double the efforts marines, share few more times with your friends, consider some of the additional reward Add-Ons and higher level reward tiers and what's even more important try out the Alpha that is available to everybody right now for the remaining hours of Kickstarter campaign!

You can also find news on a new critter, Ripjaw, and..

Our CEO and lead game designer Hrvoje Horvatek will be doing an AMA at Reddit today at 5PM EST / 11PM CET! Be there and get your questions ready as he will answer almost anything about the game and our development process :)

Information about

The Red Solstice

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

Details

The Mandate - Post-Funding Update #37

by Myrthos, 22:28

Update number 37 of The Mandate brings us news on mod support, the Osmani action and community designs.

First things first, back when we ran the Kickstarter we announced a series of mini-stretch goals. We had one each at $550k, $650k and $750k and are happy to report that we have now passed the $750k threshold. This means that everybody who backed minimum $25 or more will also get the digital add-ons strategy guide, art bible and character pack #3 at no additional cost! 

Furthermore, since we fully expect to hit the $800k stretch goal (extended mod support) during 2014, we decided to go ahead as if this stretch goal was already met. Having more powerful mod tools will be useful not only to modders after launch but also help developers before launch since we invest in more robust tools that save us time. We have a lot of respect for the time and effort put in by mod communities to extend the lifespan of games like Mount&Blade, Elder Scrolls/Fallout, Total War, X3, Torchlight and many others. We look forward to seeing what kind of mods will pop up for The Mandate as well as total conversion projects for <insert your favourite sci-fi universe>.

Information about

The Mandate

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

Details

Dark Souls II - Editorial @ PC Gamer

by Couchpotato, 12:16

PC Gamer has a new article with Peter "Durante" Thoman the man who made the DSfix mod where he talks about the ports of Dark Souls I & II.

Dark Souls 2 PC port: mod god Durante's verdict

In 2012, Peter "Durante" Thoman wrote the popular mod DSfix for Dark Souls: Prepare to Die on PC, fixing its locked 1024x720 resolution and other issues. In 2013, he released a similar fix for Deadly Premonition. We asked Durante to analyze the PC port of Dark Souls 2 in a series of articles.

After an initial outing on PC which was barely serviceable—rendering at 1024x720, locked at 30 FPS with unusable mouse controls—From Software and Namco Bandai have a lot to prove with this sequel. For Dark Souls 2, PC was reportedly considered a major target platform from the start. In this article, I'll first investigate the technical quality of the port compared to Dark Souls: Prepare to Die Edition and the console versions of Dark Souls 2. Then I'll have a closer look at the options included in the game and analyze their impact.

A Good Port

Dark Souls 2 on PC is a massively improved effort compared to its predecessor. It renders at any resolution a given system supports, its framerate varies smoothly up to 60 FPS, it performs well even on modest systems—more on that topic later—and it comes with a wealth of graphical options. The following table summarizes most of the improvement

Information about

Dark Souls II

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

Details

Darkest Dungeon - Video Interviews

by Couchpotato, 05:17

I managed to roundup two more video interviews that were released today for Darkest Dungeon. The first video is from PC Gamer with Tyler Sigman of Red Hook Studios.

The second video is from Kotaku at PAX East 2014.

Information about

Darkest Dungeon

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

Details

Zpocalypse - Update #1, Stretch Goals & Dev Diary

by Couchpotato, 01:58

Greenbrier Games has posted the first update for Zpocalypse: Survival with information on Steam Greenlight, stretch goals, and posts a new Dev Diary.

Great start, Greenlight, Stretch Goals & Dev Diary 1

Thank you all for your support so far! Just before I posted this update we hit 10% so we are off to a great start and we are just kicking up our marketing again after coming back from PAX East 2014! So hopefully we will start seeing some news about the game on various websites. From PAX it was great to see so many people checking out the game and giving good feedback. We hope that continues as the campaign progresses, we are happy you are backers but we would also love for you to be contributors.

Steam Greenlight

If you haven’t seen, we have put the game up on Steam Greenlight. If you have an opportunity go check it out and show your support. Plus spread the news about it. The great thing about Greenlight is that it gets us even more visibility with more gamers which helps get the Kickstarter more visibility. Please note that while we do plan to use Steam as a distribution option we are looking at other distribution methods that offer DRM free options for those who prefer to not use Steam.

# Backer Stretch Goals

We have added some new stretch goals. This time based on our number of backers.  

  • 625 Backers - Option to start the game with a Bug-Out-Bag
  • 1250 Backers - Option to start the game with an advanced weapon (Voted)
  • 2500 Backers - Kickstarter Exclusive menu screen (Toggleable) (Voted)
  • 5000 Backers - Soundboard app of SFX from the game (Available as Add-on)
  • 10000 Backers - Option to start the game at a location (Voted)

I will be adding a graphic for this to the main page soon.

New Pledge Level

We have added an extra pledge level, due to backers request, that includes the base Zpocalypse game and a copy of the digital game. You can now get both of these at the $65 reward tier. 

Dev Diary

So one thing I want to do in some of our updates is give you some info about the game, its development and our goals. For the future, please let us know what subjects you might be interested in and we will get you the news! To start of, lets go to the beginning… 

We've been hard at work on our first digital title Zpocalypse: Survival for the past 12 months. There have been slow times and fast times, particularly since September and we've already gone through a number of iterations of the game. Real development for the current state of the game has been going on for about the last 6 months. I've wanted to make a digital game based of the Zpocalypse franchise ever since I first joined up with the team back in August of 2012, not too long after GBG finished up their first Kickstarter for the original Zpocalypse game. I started off helping them put together a small app that could be used to play the boardgame, with some added enhancements of music. Once we launched that around March 2013 we started looking at our next steps. We started off thinking of just making another app, keep it really simple, 2D and basically a direct port of the boardgame. So we started our design doc and one of our earliest design concepts.

Information about

Zpocalypse: Survival

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

Details

Earthlock - Post-Funding Update #21

by Couchpotato, 01:52

Snowcastle Games gives out more information on how they will be handling the Post-Campaign for Earthlock: Festival of Magic in the latest kickstarter update.

General Information for Post-Campaign Handling

This update will cover some general information about pledges, add-ons, rewards and Paypal as well as to hopefully address some of your most pressing questions about the post-campaign experience.

Collecting Pledges

We are currently in the process of collecting the pledge funds from everyone. This process will take about two weeks to give backers some time to fix any issues they may have had with the initial transfer. 

Pledge Manager

After the initial two weeks (this is an estimate) and if the system is ready we will be sending out invites to all kickstarter backers and Paypal backers to our Pledge Manager. The Pledge Manager is a system for us to manage all backers, pledges, and rewards and is not part of Kickstarter (as a company) itself.

In the pledge manager, you will be able to select which add-ons you want for your pledge, add-on funds if you want more than you had allotted during the kickstarter, supply us with your shipping address (if you have pledged for any physical rewards), and select the platform you want the game on for each of your copies. 

You will also be able to add more add-ons if you desire! So, for anyone who missed our late-campaign physical add-on announcements such as the art book or the Amon figure, there is no need to worry. You may add those in the Pledge Manager.

The Pledge Manager will also be used to manage digital reward distribution such as download links and unlock codes. 

The invite for the Pledge Manager will be sent to the same email as the one receiving this  update (the one registered with your Kickstarter account). That same email will also be registered to your pledge manager account. You will be able to change this email in the account settings in the pledge manager. 

PayPal

Our Paypal system is still live on www.fomgame.com and will be out until the end of the month of May. Anyone who was not able to back our kickstarter is more than welcome to support us through our Paypal site while this is active!  

Please note that if you have backed us through Kickstarter then do not use the Paypal site to back us further as that would create duplicate accounts for you in the Pledge Manager. You will be able to back us further if you wish through the Add-On system in the Pledge Manager once that system is live. 

Any additional funds we get through more add-ons in the Pledge Manager as well as new pledges through Paypal will go towards our Stretch Goals and we will keep you regularly updated on the total amount raised. 

Rewards

Rewards will not be sent out until the Pledge Manager system is live as that system is the easiest for us to manage and distribute rewards to our backers. Once the Pledge Manager goes live we will send out invites to our backers only section of our forum as well!

Alpha and Beta

We have had many of you asking about the projected Alpha and Beta schedule for Earthlock. We wanted to give you an idea of what we had in mind so far: 

The Alpha testing phase is estimate to begin sometime late this year.

The Beta testing phase is estimated to begin early next year. 

We will update with more specific dates once we get further in development and have more information. 

Information about

Earthlock

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

Details

Kenshi - Impression & Q&A @ Leviathyn

by Couchpotato, 01:48

Leviathyn has posted a new preview of Kenshi, and they included a new Q&A with the games Creator & Lead Developer Chris Hunt.

Where did idea for the game came from and telling us how long it’s been in development? Where there any particular inspirations for this sort of sandbox gameplay?

I’ve been working on Kenshi for around 7 years now, juggling it with part-time employment as a security guard to get by. It wasn’t until last year when Kenshi was accepted on Steam Greenlight that I was able to hire a team of developers. I started working on Kenshi because I got irritated with so-called open-ended games and wanted to make an awesome RPG that I would want to play myself. Players get mollycoddled too much, with super strong hero charters and guided missions that force you to take certain routes and directions. I want to explore places when I feel like, do what I want when I feel like it. Kenshi has no super strong characters, you’re not special, just a puny normal person who needs to work hard to improve like everyone else.

When I played the game’s alpha, I found myself really digging the game’s visual look? Where there any particular inspirations for this?


The current look of the game has a kind of desert sword-punk style to it, most inspired by the Fallout series and Mad Max movies. I’ve always appreciated that open, lonely and harsh environment in games and movies. Saying that though, there will a lot more different terrains coming up in later updates, mostly arid, different deserts and canyons, but also swamplands and others.

Speaking of which, how has the feedback been now that the game is in Early Access on Steam?

It’s been pretty good, people seem excited about it’s potential. The city building aspect I think is most attractive to people – just being able to wander the desert, set up a base and fight off bandit or cannibal raids. The difficulty also makes it pretty addictive.

Information about

Kenshi

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

Details

Planet Explorers - Patch 0.761 Released

by Couchpotato, 01:44

Pathea Games has posted information on the Steam forums about a new Alpha update for Planet Explorers. Here are the details of the new patch.

A0.761 Patch

Hey everyone, you'll note that we had the a0.76 patch out last weekend...that was a mistake, we actually only wanted to launched that into the Beta version. Ah, can't do anything about that. Since it was out, we did get to hear what people thought of the bugs and such, so we went ahead and tried to fix some of them with the a0.761 patch. Here's the changelist:

Alpha 0.761 Changelist

Added laser weapon items in Creation Editor
Added motorcycle items in Creation Editor
Added jet items in Creation Editor
Added new vehicle weapon types in Creation Editor
Forward inertia after character dies in a vehicle
Optimized weapon movement and aiming for vehicles
Added field of view slider for camera
Added another 10 slots for saves
Changed the way items are organized in the NPC store
Added the Ostrov Shark (giant fish)
Added the Caelum Rex (giant bird)
Always day time in Build Mode
No ai enemies in start area of Adventure Mode
Added durability to multiplayer
Added oxygen level to multiplayer
Added stamina to multiplayer
Added animal ai options to versus mode
Changed multiplayer day/night cycle so that night is shorter
Added limitations to naming conventions in multiplayer
Added parsing options in multiplayer lobby for game type, server name, room number, etc.
Started using Steam Workshop for ISO storage in multiplayer
Added ISO download failure prompt
Added map marking
Optimized multiplayer memory use and database use
Optimized procedural terrain and resource location
In Windows and Linux, players can now open the client even when the server is still running
Fixed Layerback mission problems
The climate in Adventure mode is now saved
Fixed the lag when exporting multi-barrel guns in multiplayer
Fixed multiplayer saving objects to wrong location
Fixed female character unable to climb ladders
NPCs on patrol will now stop to have a conversation with player
Fixed some plants crashing the game when gathering them
Fixed colony repair machine causing crashes
Some resources have their limit upped to 9999

We've now moved on to a0.8. That build's contents are going well, I think you'll really like some of the new things we're adding. We're aiming for early May release.

Information about

Planet Explorers

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

Details

Heart Forth, Alicia - Updates #1-3. Funded

by Couchpotato, 01:40

Heart Forth, Alicia has been funded in three days, and managed to make $72,477 of $60,000 goal. The developer Alonso Martin has also released three new updates.

Update #1 - Stretch Goals and Chucklefish Games

What an amazing first day! Never in my life did I imagine we'd receive the generous support and excitement we've gotten from you guys. I honestly launched the campaign expecting we'd have a very rough time even getting past the first half of the goal, and I'm completely bewildered by how things have played out—completely beyond-words grateful to you.

Update #2 - Funded! Stretch goals on their way!

My. Goodness. I cannot believe what has just happened! You guys have funded us in such a short amount of time! We’re funded! I’m in a ridiculous mix of agitation, incredulity and absolute gratitude. Thanks so much to everyone who helped us through our amazing first days! Again, never in our wildest dreams did we expect anything close to the kind of support that we’ve received, but now that we have it, we’ll do everything we can to live up to your expectations!

We were also Greenlit yesterday—we expected that to take months to get through. Unbelievable! But thanks again to everyone who managed to make it over to the page and cast their vote before we got the go-ahead! I hope you’re not tired already of hearing us say this, but we can’t stop saying thank you for helping us solidify the future of this project! I personally completely indebted to you.

Update #3 - Stretch Goals Are Here!

Apologies for the delay while we worked out the final kinks, but it’s finally begun! Let’s go through our first set of stretch goals one by one:

$75,000 - New Game+ 

Our first stretch goal is for that good old fashioned RPG staple, New Game+. Heart Forth, Alicia's New Game+ mode will put players in a drastically more difficult world where many of the games variables will be altered to make the playthrough more challenging, including stronger enemies, more lethal environments, unique New Game+ foes, and plenty of other hidden surprises. You won’t be helpless, though. Players will start with all of the money from their previous run, three New Game+ exclusive accessories, increased stats compared to a normal playthrough, and more. We might even toss in some super special secrets only available to players on their New Game+ run :)

$90,000 - Challenge Dungeons 

We’ll carefully hide three secret challenge dungeons in different spots of the game world, each one creating a unique sequence of challenging rooms filled with swarms of enemies for Alicia to conquer on her way downward (or upward!) to retrieve a shiny new reward. Think “Deep Dungeon” from Final Fantasy Tactics or “Savage Labyrinth” from Wind Waker and you’re on the right track. Of course, we’re always open to backer input, so if you have an idea you think would work great in a challenge dungeon, let us know!

$110,000 - The PS4 Port 

The big one. We know that tons of you have been dying for any news on ports, so we’re incredibly excited to confirm that Heart Forth, Alicia is coming to the PS4! We’re working on implementing the PS4 port into our tiers, so keep an eye out for more news soon. 
If we manage to break through this set of stretch goals, we’ll definitely do our best to be much more punctual with our next set. What will they be? You’ll have to wait and see :)

Information about

Heart Forth, Alicia

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

Details

Hyper Light Drifter - Interview @ Destructoid

by Couchpotato, 01:34

Destructoid had the chance to interview Alex Preston of Heart Machine at Pax East 2014 to talk about his upcoming ARPG Hyper Light Drifter.

Information about

Hyper Light Drifter

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

Details

Agarest: Generations of War Zero - Released

by Couchpotato, 01:30

Stem announces that Agarest: Generations of War Zero is now available. The game is a prequel to last years Agarest: Generations of War.

Now Available on Steam - Agarest: Generations of War Zero

Agarest: Generations of War Zero is Now Available on Steam!

From the void, the gods of darkness and light created Agarest, a most perfect and divine world. As the generations passed, paradise sadly fell to the ravages of time. War darkened the skies and Agarest soon became a torturous hell as the gods divided and immense armies clashed, desecrating the once beautiful land…

Information about

Steam

Details

Frontiers - March Update about Textures

by Couchpotato, 01:26

Lars Simkins has posted another post-funding update for Frontiers with his next monthly  development update were he talks textures, and a few problems using Unity.

March Update - Case Study: Textures

Hello, everyone! Some of your suggestions for update topics back in February were:

  • Architecture / iteration
  • Multiplayer
  • More tech stuff in general
  • Interface
  • Tools

I'm dealing with a problem right now that falls into the tools / tech stuff categories: Texture management. (This is exactly the kind of thing I would assume is too boring to write about, but hey you asked for it!)

Arg, Unity

Unity is a great tool. An amazing tool, really. But it has limitations. The biggest is that it assumes you'll be using 'levels' in your game. This doesn't rule out open world games, but if you were playing by their rules it would be something like Metro: Last Light where the world is carved up into discrete regions with maybe two or three entrance/exit points, plus loading screens in between them. You load a level and everything in it when you enter an area, then unload everything when you leave. Sure some minor stuff like enemies might spawn and despawn while you're there but the general rule is: load all the things / unload all the things. (Including any textures used in the level.)

FRONTIERS isn't like that. There aren't levels - there's just a world. I have exactly one 'level' that's loaded on startup. After that I load and unload individual objects - characters, rocks, terrain tiles - into whatever area the player needs to see.

This was the root of the problem I faced last year - how do I organize content so that I can load and unload it as I move through the world? How do I avoid loading too many objects at once, or too few? I came up with some decent solutions. It'll never be as seamless as a truly streaming open world like Grand Theft Auto, but it works.

Unfortunately this approach prevents also me from using a lot of Unity's built-in tools - stuff like pathfinding, occlusion culling and (apparently) texture memory management. (Note: I keep hedging when making statements about Unity's texture memory because the truth is, I have no idea what's going on under the hood, and no one else seems to either. Google this problem and all you'll find is lots of unanswered questions & educated guesses.)

Information about

Frontiers

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

Details

Elder Scrolls Online - News Roundup

by Couchpotato, 01:20

ZeniMax Online has a few more updates updates on the website for Elder Scrolls Online. The first update is about upcoming community programs.

Now that ESO is live, you’ll be seeing some new recurring articles on the site. We’ll be digging into the community to feature guilds, create stories focused on Cyrodiil, share your favorite builds, uncover fascinating lore, and more. To get these programs rolling, we’ll need your input.

The second update is about a new video with Harry Partridge.

We’ve got some lighthearted fun to share with you today—Harry Partridge has a new video featuring ESO. Elder Scrolls fans have probably seen his work before in “The Elder Scrolls Adventures with the Dovahkids” or “Song of Skyrim,” so get ready to laugh again in “Back to Tamriel.” Enjoy!

The final update is the answers to their next Ask Us Anything about Craglorn.

Craglorn is coming, and since we released our recent trailer, everyone’s been talking. We’re thrilled to see all the discussions, and we want to weigh in with some answers to questions we’ve gathered from around the web. We hope you’ll enjoy this closer look at how Craglorn’s new features work.

 

Information about

Elder Scrolls Online

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

Details

Styx: Master Of Shadows - New Screenshots

by Couchpotato, 01:14

Cyanide Studio sent a new press release with more information about their upcoming game Styx :Master Of Shadows, and include a few more screenshots.

STYX: MASTER OF SHADOWS – STYX EMERGES FROM THE SHADOWS IN SCREENSHOTS!

Styx: Master of Shadows, the infiltration game developed by Cyanide Studio, is taking a short break to reveal a series of exclusive screenshots!

Styx, the goblin anti-hero, is again giving us a brief glimpse of his numerous talents that will help you climb the vast Tower of Akenash. A master assassin and part-time thief, Styx can remove any objects that hamper his progress: but make sure you don’t leave any clues behind that could alert the guards to your presence, like a lifeless body in a walkway! As these images show, Styx can move his victims’ corpses and hide them where no one will accidentally stumble across them.

But not only humans and elves inhabit the Tower of Akenash; other fantastic creatures also roam the gloomy halls and passages of this immense tower, and it’s usually wise to avoid them… if you don’t want to end up as dinner for a hungry Orc!

- Watch the video

- Visit the official website

Information about

Styx: Master Of Shadows

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

Details

The Red Solstice - Update#15, 72 Hours Left

by Couchpotato, 01:11

Well another day and I have another update from Ironward for The Red Solstice with news about free alpha access for everyone , a new video, and a new DLC add-on.

72 hours and counting!

We now have only 72 hours until the end of our Kickstarter campaign and are missing only 6.000$ to reach the goal! That is just amazing and we will be asking you to support us during this final push, with your help we can do it!

Alpha for everybody

During next 72 hours we will be opening Alpha access to EVERYBODY! Hurry over to LINK and download the game and indulge in intensive coop multiplayer! Devs will be dropping in during those three days to play with you, chat and help you out! During that time ALL players will be able to try and wear FLUFFY ARMOR!

Instructions

In no way any problems that might show up with either the game or the servers are representation of how will the game function in it's final release form!

If a crash happens game will automatically submit it to our database server so we will be able to fix it. If any major problem appears Ironward team will be online and ready to fix it.

Developers are yellow in chat and they will be there to help and answer your questions throughout the day.

DOWNLOAD THE GAME here: http://www.theredsolstice.com/demo.php or if you have the DEMO, try updating through your Launcher (Run it in admin mode), if it won't work then start the game using Game.exe from your BIN directory.

Register using this key in multiplayer: RGMGsU4e

Note: If you have participated in last alpha test, your account and experience is still there! Just use it!

If people cannot join your games, make sure you forward these ports 17887-17889 UDP/TCP

All DLC package as reward Add-On

Lots of you have been asking us to add a reward Add-On that would include all our future DLC/expansions in one package! So here it is, for adding 30$ per game key to your pledge you will get a full DLC package!

Information about

The Red Solstice

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

Details

Van Helsing II - Pre-Purchase Now on Steam

by Couchpotato, 01:05

Steam announces you can now pre-purchase The Incredible Adventures of Van Helsing II, and get a small discount of 10% off for $13.49.

Pre-Purchase Now - The Incredible Adventures of Van Helsing II

The Incredible Adventures of Van Helsing II is Now Available for Pre-Purchase on Steam and is 10% off!*

It all seemed so simple: defeat the mad scientist, free the land and ride into the sunset, but sometimes the fall of a villain only opens the way to more sinister foes. So the incredible adventures continue, and Van Helsing, the famous monster-hunter returns to save the day again with the help of his charming, ghostly companion, Lady Katarina. The gothic metropolis of weird science is on the brink of destruction as chaos rules the streets and a new enemy plots revenge. It’s time to enter the dark side of Borgova and the forbidden wilderness, but beware: you are not the only one behind a mask.

Information about

Van Helsing II

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

Details

Dex - Preview @ Strategy Informer

by Couchpotato, 01:01

Strategy Informer has posted a new preview of Dex based on a pre-alpha build at EGX Rezzed 2014 to go along with the interview they posted yesterday.

There was much to see in the version of DEX we played, but not much to do. Nevertheless, the message was clear – DEX will present a well crafted world made by those with a passion, love and understanding of classic cyberpunk themes – and we can't wait to see more.

Information about

Dex

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

Details

Popup Dungeon - Kickstarter Updates# 13-15

by Couchpotato, 00:57

Ring Runner has been busy posting a new update everyday for Popup Dungeon.The game stills need to make another $50,000 to get funded with thirty days left.

Here is the latest update about Steam Greenlight.

Popup Dungeon has been officially Greenlit! 

Thanks so much to everyone who voted for us. It took our previous game, Ring Runner, 399 days to make it through Greenlight; Popup Dungeon did it in under 11, and we’re extremely grateful for your help.

Information about

Popup Dungeon

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

Details

Thursday - April 17, 2014

Baldur's Gate: EE - Countdown

by Myrthos, 13:45

There is a countdown timer on the Baldur's Gate site. which at the moment of this writing still has 15 hours to go before reaching the end.

It might be for the Android version or some DLC. Feel free to speculate on it.

Thanks Pongo.

Information about

Baldur's Gate: EE

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

Details

GameBanshee - Ossian Studios Interview

by Couchpotato, 03:22

GameBanshee's BuckGB interviewed Ossian Studios to talk about the developers latest RPG The Shadow Sun, and the dropped Scars of Betrayal project.

GB: The overall reception to The Shadow Sun appears to be quite favorable, with a Metacritic score currently hovering at 81 and an iTunes profile page filled with 4- and 5-star reviews. Are you happy with these results, and has it helped pique any publisher interest in future Ossian-developed games?

Alan: We had many of the big mobile publishers contact us back in 2010/2011 about partnering up to do The Shadow Sun. Given our past experience with publishers cancelling our projects, I was rather unenthusiastic at the idea of working with a publisher for TSS. This was our chance to be in complete control of our game. Who knows what the future will bring, but we do enjoy our autonomy as a small indie developer.

GB: As an iOS title first and foremost, The Shadow Sun has clearly been optimized for touch-capable devices. Have you considered porting the game to the PC, and if so, would it require a lot of reworking to the control system to allow a keyboard and mouse to be utilized effectively?

Alan: We’ve had that discussion numerous times here. It’s not so much the control issue to support keyboard, mouse, and gamepad, as those could be addressed. It’s more the case that we designed TSS as a mobile game in 2010 and made certain decisions to suit that, such as a smaller world, shorter dialogue line lengths to fit on the iPhone screen, lower poly characters, and limited VO. So it would take significant work to upgrade the game for the PC, and in the end may not be worth it.

GB: Before working on The Shadow Sun and somewhere between Darkness over Daggerford and Mysteries of Westgate, you also worked on an expansion pack for the original The Witcher called Scars of Betrayal. How did that project come about, exactly? Did CD Projekt RED approach you to develop the add-on?

Alan: Working on The Witcher franchise with CDPR was a great experience - they are such down-to-earth and passionate people. How it came about was that we were demoing Darkness over Daggerford at GDC 2007 because we’d won the Best RPG Mod award for our mod at the IGF, and Marcin Iwiński walked up to me to introduce himself. He said that BioWare had recommended Ossian Studios as a good developer to make post-release content for RPG games. Marcin was interested in creating additional content for The Witcher (a game that wouldn’t be released for another 7 months), in the same way that the Premium Mods were made for NWN. We were excited about the idea and by the end of 2007 we had entered full production for Scars of Betrayal.

Information about

GameBanshee

Details

Serpent in the Staglands - Kickstarter Update# 6

by Couchpotato, 02:08

Whalenought Studios has a new update for it's funded RPG Serpent in the Staglands with a new poll about leather armor, giant wolves, and what’s coming next.

Leather armor poll, giant wolves, and what’s coming next

Thanks everyone, we’re on our way to the first expansion stretch goal! We’ve been hard at work marketing and working on the game and wanted to update you on a few things.

We put up these videos of our new pathfinding and movement speed on the main page (we’re still tweaking it, but it shows a great deal of improvement from the previous videos and plays very smoothly). There are also some additional combat notifications when hovering above enemies. You’ll see more of that in the combat video, along with some new animations. We’re in the middle of finalizing some more combat skills we’d like to show off before that, and also get in a creature! We’re finishing up with implementing non-humanoids, with completely different skillsets, and are excited to show them in action. Up to the sword first: giant wolves!

                       

Also, polls! In our timeline we’re in the stage of finishing art assets and skill/spell code implementation. You’ve seen a very basic armor set we’re using for some commoners, and we have 2 main types of armor for each armor grade (so there are 2 heavy plate mails, 2 chains, 2 leather, etc.) your characters can equip. This adds a nice amount of variation, but with customized colors for specific armors and cloak lining/interior/exterior colors they can really distinguish themselves. We’ll be showing off more of these armors, helmets, monsters and weapons in the future, and we’d like to get your feedback on which models you like the best. Each set is hand-drawn and animated with a few hundred frames, so if we are having trouble committing between some, we’re hoping you can help!

To get things started, we have some examples on the left, but on the right we need a secondary leather armor. The first leather armor we’ve chosen isn’t shown, but these three are all very different from it, and we’d like to see any of them in action. They are all wearing the same cloak and the colors are the same. A, B or C, if you have a preference, lets hear it in the comments!

Also, reminder for anyone who hasn’t, Steam Greenlight votes! If you’d like that as a platform for Serpent in the Staglands to be released on, we'll need as many votes as we can in the months to come.

Information about

Serpent in the Staglands

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

Details

Underrail - Version 0.1.11.0 Released

by Couchpotato, 02:03

Styg has released a new update for Underrail with new about a new version available for download. As usual you can ask him any question on our forums.

Version 0.1.11.0 released

The new version is here. It took a bit longer to release than planned, but I think you guys will be pleased with the amount of content added. The game now features two more urban areas (one major and one minor) and lot more Lower Underrail and cave areas. We also reworked some of the starting quests to make the early difficulty curve smoother. For the full list of changes see the text below as well as two previous dev logs.

We will initially be releasing the new update only on Steam until the version stabilizes (we fix any glaring issues you guys find that we missed) after which we'll deploy it to other platforms as well. I'm sorry for the inconvenience this might cause to some, but it's just way too much overhead to deploy hotfixes on multiple platforms.

Aside from new areas and quests, we also added the following since the last dev log:
  • Item
    • Added new metal type for crafting
    • Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers
  • Tweaks
    • Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength).
    • Carrier vests made more common as loot/merchandise.
    • Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required.
    • Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode.
  • Interface
    • Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container.
  • Bugs
    • Fixed the bug with certain secret monoliths not recognizing character's psi empathy
    • Increased the bear trap triggering radius so characters cannot pass in between two adjacent traps
We put a lot of effort in improving the narrative, quest hub area quality and game world cohesion, which I believe were up to this point the weaker aspects of the game. I hope you guys enjoy the update. Let us know what you think.

Information about

Underrail

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

Details

Sacred Fire - A 2D Tactical Narrative RPG

by Couchpotato, 01:58

I just found out about this following RPG game today, and I have to say the developer has my interest. The game is called Sacred Fire , and made by a studio called Poetic.

Poetic is a one man independent game studio formed in 2014 by Andrej Vojtas, bringing meaningful and innovative narrative games to life.

The game is described as the following.

Sacred Fire is a narrative RPG, integrating story and gameplay by using emotions in both combat and dialogue. Inspired by ancient Caledonia, the story follows a band of survivors caught up in a century long conflict.

Launching in 2015 for Win, OSX, Linux, iOS and Android.

Story affects gameplay

All choices shape your personality, building your ability to control your emotions. Emotions affect all performance.

Gameplay affects story

All actions affect your renown and relations, building your influence. You need influence to change story events.

All characters evolve

Each turn, all characters’ influence evolves. Find allies and a way to stay ahead of your opponents.

They also have a new one minute teaer trailer to share.

Information about

Sacred Fire

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

Details

Shadowrun Returns - Patch 1.2.6 Released

by Couchpotato, 01:50

The next patch for Shadowrun Returns & Dragonfall is now available according to a new post on Steam from Harebrained Schemes.

RELEASE NOTES 1.2.6

Release 1.2.6 contains a variety of Dragonfall and Dead Man's Switch campaign fixes and general system improvements. If you are encountering any campaign issues in Dragonfall, please update to build 1.2.6 immediately. (To update, restart Steam and then allow Shadowrun Returns to fully verify and download the new build.)

New Features, Improvements]

  • [Combat] AoE spells and abilities do not list number of people affected if the size of the aoe is a single tile.
  • [Content Pack] Added missing title to Berlin Area Environments and Tilesets content pack.
  • [Core] Adding text to explain why the main character might not be able to equip a picked up item.
  • [New Game Menu] Add a field for supported languages for content packs.
  • [Save] Added a popup if steam is unable to save a game.
  • [Trigger] Set Actor Display Name, changes target actors name to (string).
  • [Trigger] String function: Get Actor Name, reads target actors name as a string.

Bug Fixes

  • [Character Creation] Fixing issue where elves could lose karma on character creation by cancelling in etiquette screen.
  • [Combat] Fix issue causing bugspirits to be untargetable after loading a save.
  • [Combat] Fixed issue that caused Drones to not heal with Runners between missions.
  • [Combat] Fixed issue that was causing Ley Lines to work incorrectly.
  • [Equip Screen] Fixing issue where stash items might occasionally fail a prerequisite check incorrectly.
  • [Items] Fixing issue where repair kits were usable on non-drones and would not heal drones
  • [Items] Fixed issue that was causing Magic Resistance spells to work incorrectly.
  • [Items] Fixed issue that caused Program Erosion 3 to deal incorrect damage.
  • [Items] Fixed issue that prevented item use on character with full health.
  • [Items] Medpacks and Repair Kits can no longer be used on a targets with full health
  • [VFX] Fixed issue causing snow to be drawn on top of fog.

Bug Fixes: Dragonfall Campaign

  • Act 3 conversation with Aljernon changed to correctly reflect game state.
  • Added waypoints to side entrance in the Bloodlines mission.
  • Adjustments to balance some underused Etiquette skills.
  • Changed mission item name to reflect possible outcomes in Loose Ends mission.
  • Cleared up objective communication in Apex Rising mission.
  • Fixed issues where the player could advance the Bloodlines mission in a bad state.
  • Fixed issue causing optional quest to be started incorrectly in the False Flag mission.
  • Fixed an edge-case issue that could cause a conversation to start at an incorrect time in the Drug Pit mission.
  • Fixed issue that caused incorrect dialogue to trigger for a solo player in MKVI mission.
  • Fixed issue that caused incorrect dialogue to trigger for a solo player in Apex Rising mission.
  • Fixed party communication about the Loose Ends mission.
  • Fixed issue that could trigger an incorrect optional objective failure in MKVI mission.
  • Fixed issue where incorrect music would play in Loose Ends mission.
  • Fixed issue that caused incorrect music to play in Earwig mission.
  • Fixed Black IC turn order issues in Bloodlines mission.
  • Fixed issue in Act 3 conversation with Dietrich that referred to the player as the incorrect gender.
  • Fixed issue that caused conversation option check to fail incorrectly in Earwig mission.
  • Fixed issue that caused conversations with Kami be triggered incorrectly.
  • Improved objective messaging to Player for Alice introduction.
  • Improved objective communication in MKVI mission.
  • Improved cost communication for cup of Coffee.
  • Improved side quest completion communication for Bloodlines mission.
  • Moved triggered Autosave point in Hard Times mission to prevent possible bad loading state.

Bug Fixes: Dead Man's Switch Campaign

  • Fixed issue that caused IC to spawn at an incorrect time in Telestrian Industries run.
  • Fixed issue that caused gameplay to slow down in Barrens.

 

Information about

Shadowrun Returns

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

Details

Pixel Noir - Update#2, Reward Tier Updates

by Couchpotato, 01:47

SWDTech Games has posted the second update for Pixel Noir with more information from Pax East, and mentions a few reward tier updates.

Reward Updates!

Thanks so much to those who brought the $15 reward tier to our attention—and especially those who were defending us! It was a mistake that we made while making our updates at PAX. I’m happy to announce that the $15 tier cap has been lifted! Here are the details. We’ve even included a special thank you to those who pledged at $25 or higher:

  • The 15$ Tier will be RE-OPENED! Anyone on the fence about the game can now slide in at this really sweet price! 
  • The 25$ Tier will be UPGRADED! Anyone who has the 25$ Tier or above will now have the opportunity to have Stretch the Bartender join their party in Pixel Noir! All of his attacks will be Bartending based and he can only be obtained through a $25 or higher Kickstarter pledge.

Upcoming, we are gearing up to show off some more of the game! We are getting some images together of the Equipment, Weapon (with info on weapon customization!), and Leveling up systems for you guys to sink your teeth into!

Those systems contain a lot about how Pixel Noir works, and yes, you should get excited!

And lastly, I want to ask all of you to help get the word out about Pixel Noir! Please share the Kickstarter on Facebook, Tweet about it, have discussions on Reddit, and even try to let your favorite gaming websites know about us!

Information about

Pixel Noir

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

Details

Forsaken Fortress - More Beta Videos

by Couchpotato, 01:43

We were sent a few more beta videos from the forum-manager of Forsaken Fortress.

Information about

Forsaken Fortress

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

Details

Legend of Grimrock 2 - Development Update

by Couchpotato, 01:39

Almost Human has posted a new update for Legend of Grimrock 2 that talks about automaping, skill systems, and other miscellaneous topics.

Hello everyone and welcome to another episode in the acclaimed “Hey, Look at What We’ve Been Up to Lately” -series! It’s been a while since we’ve had one of these posts so there’s been a lot of stuff that we haven’t covered. So sit on tight because there’s gonna be a lot of text!

Alright, let’s jump right into the deep end and start with the skill system! I’m not going to go into too much detail here since it’s still a little work-in-progress and the details can change once we clock in some more testing hours with it, but finally we seem to be reaching an equilibrium where we feel comfortable with how the skills and character traits work. Now we have a system that’s easy to approach but which still offers plenty of depth, tactics and replayability for all players and which should be more extendable and flexible for modders (and us too). It’s so nice when everybody wins! 

Character creation screen also got a much needed makeover, partly due to the ripple effects from the improved skill system, and it’s looking very slick now. Even though a lot of players will only see the screen just once (or not at all if they opt in to go with the default party), it’s still super important since it’s a major part of the first impressions that the game will give.

We’ve also redone the automap. The automap in Grimrock 1 was pretty good but since the sequel features outside areas and a less linear level structure (levels are side-by-side as well as on top of each others), the old way didn’t really work anymore. Now we have a smoothly scrolling and zoomable map which handles the environments of the new game much more elegantly. It’s not 100% complete though since it’s missing the ability to write down notes, some of the icons are still placeholders and a few interface elements are missing but hey, we’re almost there!

One major milestone that we’re also rapidly approaching right this moment is getting the end combat done. We have a very interesting prototype brewing and if it proves to be working the end fight is gonna be one hell of a ride! As a matter of fact, the end fight is really the only major missing bit I can think of that we still need to make the game whole (which, mind you, is not the same thing as finished).

Information about

Legend of Grimrock 2

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

Details

Path of Exile - Review @ Rock, Paper, Shotgun

by Couchpotato, 01:35

 Rock, Paper, Shotgun has posted a new Wot I Think review for Path of Exile.

Sometimes it takes a while to make a judgement. I spent a fair amount of time with Path Of Exile’s beta but hadn’t revisited the release version for more than seven or eight hours in total until I decided to write something about it a few weeks ago. Now that I’ve been back to the grim shores of Wraeclast for a long vacation and have stared deep into the heart of the passive skill tree’s labyrinth depths, I’m ready to tell you wot I think.

Information about

Path of Exile

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

Details

Heart Forth, Alicia - A New Metroidvania RPG

by Couchpotato, 01:32

I found another kickstarter game last night I think a few of you might be interested in called Heart Forth, Alicia. The developer Alonso Martin is asking for $60,000.

At Heart Forth, Alicia's core is an ode to the classics. Remember the electrifying gameplay of Castlevania: Symphony of the Night, the expansive worlds of the Zelda games, and the rich, engaging story of Xenogears? This game is crafted in the spirit of those great adventures of the '90s.

The story unfolds amidst the repercussions of centuries worth of struggle, strife, and bloodshed between cultures, races and worldviews. But above all else, it's an epic Metroidvania RPG that combines timeless 16- and 32-bit gameplay, modern mechanics, and a set of unique, intertwining stories to take you on a fantastic journey.

  • Master devastating and versatile magic spells to annihilate your enemies and solve creative puzzles.
  • Engage in fast, agile melee combat with an enchanted wizard's whip, over 20 special attacks and upgrades, and a wide array of mobility skills.
  • Adventure through a vast, intricately detailed world filled with hidden wonders and puzzles, dastardly platforming, lethal dungeons, and much, much more.
  • Play with powerful RPG elements that include all the gear, loot, sidequests, upgrades, crafting, and gameplay depth that make for a classic RPG experience.
  • Discover 5 secret fairy companions to crush, shock, freeze, and burn your enemies, or save you at your most dire moment of need.
  • Experience a deep and immersive story that takes place within a much larger history of events and cultures, and starring a cast of fascinating, memorable characters.

Information about

Heart Forth, Alicia

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

Details

Guild Wars 2 - First-Ever Feature Pack

by Couchpotato, 01:25

NCSOFT and ArenaNet sent out a new press release about a new Feature Pack for Guild Wars 2. Here is the information straight from the press release.

Big Upgrades Come to Guild Wars 2 with First-Ever Feature Pack

Today’s release of the ‘April 2014 Feature Pack’ introduces biggest single update for new game features since the MMO’s launch

BRIGHTON, UK – 16th April, 2014: NCSOFT and ArenaNet, developer of the acclaimed Guild Wars franchise, today released the “April 2014 Feature Pack”, the first-ever Guild Wars 2 update dedicated exclusively to adding and enhancing game features for the award-winning MMO. The “Feature Pack” represents ArenaNet’s move towards releasing content updates that are focused on features and game systems. Going forward, these packs will be separate from the studio’s living world releases, which have primarily been the vehicle for introducing new storylines and story-driven game play. Just as with living world, feature packs and all new content added to Guild Wars 2 are available to players free of charge and without a subscription fee.

One of the biggest updates in ArenaNet’s highly anticipated inaugural “Feature Pack” is the introduction of a megaserver system. The system makes it easy for people to find game maps populated with friends, guild members and similar players. Other major new features in the pack include a new wardrobe system, dozens of new traits, and upgrades to PvP. The new content touches on game play, quality of life and social play, meaning what’s being implemented today promises to enhance the experience of every player in Guild Wars 2.

ArenaNet took a novel approach in introducing the pack, rolling out each major new upgrade individually and outlining what it means for players and the game. The studio created an “April 2014 Feature Pack” online hub where players could learn about changes in detail through videos, live streams and developer blog posts. While the site will remain live, the best way for players to experience just how much the “Feature Pack” will change the way they play Guild Wars 2 is to log in today.

Information about

Guild Wars 2

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

Details