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Tuesday - April 15, 2014
Monday - April 14, 2014
Sunday - April 13, 2014
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Picture Watch

World of Warcraft
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (24.16%)
Thinking about it
  (4.94%)
No. Only on release
  (51.43%)
Never. Early access sucks
  (10.13%)
Not now, not on release
  (3.12%)
What's Original Sin?
  (6.23%)
Vote

Expected Releases

Apr: Forsaken Fortress
Apr: Dark Souls II
Apr: Child Of Light
May: Bound By Flame

Tuesday - April 15, 2014

Meriwether - Post-Funding Update #43

by Couchpotato, 05:49

Sortasoft has finally posted a new post-funding update for Meriwether with news on the making of the games soundtrack , and the developers birthday.

Meriwether Original Soundtrack

We are thrilled to announce our release of the Meriwether soundtrack! The 25-track album is simultaneously beautiful, exciting, and mysterious. We’ve been listening to it on repeat while working on the game, as it sets the atmosphere perfectly. The entire record is composed, arranged, and produced by our very own Jim Welch, with the exception of two period pieces that Jim arranged: Gavotte by Arcangelo Corelli, and Minuet by Alexander Reinagle. We will soon be sending a link out to those of you who backed at the Soundtrack level or higher! If you pledged at a lower level but want to add the soundtrack now, you can raise your pledge to $35 by sending us the difference via paypal at http://bit.ly/1hJRdXY. This additional pledge will continue to support us finishing Meriwether. Take a look at this massive track list! There is such a wide range of sounds, emotions, and styles. The songs all complement each other so well, making the album greater than the sum of its parts.

1. An American Epic
2. On The Plains
3. West Of The Rockies
4. Danger
5. Teton Sioux Confrontation
6. Gavotte by Arcangelo Corelli
7. The Shoshone
8. Lolo Trail
9. The Hunt
10. Off We Go
11. The Columbia
12. Coastal Tribes
13. Ocean In View
14. Plains Tribes
15. Melancholy
16. The Missouri
17. Drouillard's Theme
18. Minuet by Alexander Reinagle
19. York's Theme
20. The Ohio
21. Clark's Theme
22. Sacagawea's Theme
23. August 20th 1804
24. Journal Entries
25. Pomp's Lullaby

Procedural Music Implementation

Now that we have the mastered soundtrack recordings, we’ve implemented a dynamic music system to play them at opportune moments within the game. Each piece is tied thematically to a “muse,” which is either a person, place, or action. When it seems like the player might be getting ready to interact with a muse, a “submix” of the song begins. This is a sparse, quieter mix of the soundtrack version of the song that hints at the qualities in the background without fully committing. If a player continues to engage with the muse, then the audio fades in to the main mix that you hear on the soundtrack. Our procedural audio engine also allows for extended stretches of silence in between the music tracks. This respite helps you to engage with the environmental audio. For instance if you notice a bird chirping, you might try to locate it and observe it through your spyglass.

Information about

Meriwether

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

Details

Runemaster - Development Diary #10

by Couchpotato, 05:45

Paradox released the next weekly Development Diary update for Runemaster on their forums that talks about the games Skill Trees & Abilities.

Development Diary 10 - Skill Trees and Abilities

When you begin your adventure, you start with basic abilities and each time you level up you will be able to add perks, increase your stats or improve on your existing abilities for your hero. What perks you choose depends on your hero’s level and the perks previously chosen. To shape your hero and make him/her sharper and stronger in the areas of how you play is of course vital to the gameplay.

So, let's take the basics first! When you begin your saga, every class have two skill trees, one for defense and one for offense. I am more of an offensive player and tend to focus more on damaging abilities and boni when I play RPGs, but I can’t argue against having more armor or an ability that gives more protection, both for my troops and for my hero. When your hero levels up, you will get a skill point that you can use to upgrade him or her. A skill point can be spent once to unlock a perk from one of the skill trees. Each perk gives your hero either a stat bonus, a new ability or upgrades an existing ability. It is possible to mod this and it is possible to make a perk give the Hero both a stat bonus and an ability.

There are several tiers in each skill tree, and you need to invest a certain amount of skill points in order to get to the next tier.

All the three classes you can choose from - Berserker, Skald and Runemaster - start with three unique abilities. As your character levels up, you get to choose whether you wish to upgrade the starting abilities or gain new ones. Therefore you will be able to customize and choose what direction you want to take your hero. You will be able to upgrade both new and old abilities should you wish to, to make sure your hero is a perfect match for your playstyle, but naturally some abilities might be better than others…

We are still in the beginning of making abilities, and we have a lot of work to do before they are done and balanced, therefore I'm keeping it a bit brief here. There are a couple already made, but their names and their boni or abilities might get changed. We will talk about a couple of perks we have, so be aware that these aren’t the final design nor the final names of them.

Information about

Runemaster

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

Details

Sacred 3 - Interview @ Gamingbolt

by Couchpotato, 05:39

Gamingbolt took the time to interview Deep Silver's Creative Producer Sebastian Reichert to ask a few questions about their new ARPG Sacred 3.

Rashid Sayed: Customization is a big part of any role playing game. Sacred 2 featured a wide variety of options for equipment and weapons types. What kind of customization options will have the player have in Sacred 3?

Sebastian Reichert: First of all, Sacred 3 at its core is an action game. A lot of classic RPG elements have been removed or simplified to ensure a fluid multiplayer experience. Of course, we still like our customization that is synonymous with our gameplay. We offer armor and weapon upgrades but our focus is on the Combat Arts. The players have to decide which ones to take along for a quest. And this choice will change their experience completely. There are even differences within the Combat Arts. The Stomp of the Safiri, can be focused point damage or can be used as huge area effect with DoT-capabilities.

Rashid Sayed: Why is Sacred making a comeback after almost six years?


Sebastian Reichert: Because it is an awesome world. And we think it deserves another title; one that shifts the gameplay but stays in the same storyline.

Rashid Sayed: Lastly, there has been some criticism on the latest gameplay trailer. Some fans think the visual design is too cartoonish at the moment. What are your thoughts on this?

Sebastian Reichert: The design has become a little bit more cartoonish, but as we continue to focus on the rich lore of Ancaria, we will also present comic style cutscenes at the introduction for each Main Quest.

Information about

Sacred 3

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

Details

Neo Scavenger - Development Updates

by Couchpotato, 05:35

Blue Bottle Games has a few more updates for Neo Scavenger. I found the following two the most important ones this week so let's get started with the updates.

The first update is about a new Beta version available for testing.

I've just finished uploading new test beta 0.986b, which includes new options and help screens, increased creature spawns, gameplay tweaks, and several fixes and UI enhancements. I've also promoted the previous 0.985b test build to default build status.

The build is available to anyone who owns the beta at bluebottlegames.com, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

The second post is a review of current build of the game.

With 0.986b making the rounds, I've decided to take stock of my situation, and see what needs the most attention next. I'm pretty sure more story will feature in the next build, so I'm mostly looking at what else might need work.

For most of the day, I was triaging my bug/feature list. There are some 500 items on it, and so far, there's an average effort of about 3-6 hours of work for each. There are about 60 work days between now and mid July (my target finish date), or 480-600 working hours, depending on whether I work 8 or 10-hour days.

Doing the math, that probably means I only have time for 100-200 items on that list. Or roughly 1 in every 4.

This doesn't account for any time spent working on story, which based on past experience, is about 1-2 weeks per major encounter (like the ATN). It also doesn't account for time spent working on new bugs that arise, answering emails and forum posts, and administrivia (contracts, vendors, build uploads).

This is purely back-of-the-napkin math, but we may be looking at more like 50-100 items from that list, if I want to do 2 more major encounters. In other words, I may be entering a mode now where I have to realistically ignore 80-90% of remaining wishlist items and bugs. I'm going to have to get pretty selective.

Information about

Neo Scavenger

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

Details

Popup Dungeon - Kickstarter Updates# 11 & 12

by Couchpotato, 05:21

Ring Runner has posted two new short updates for Popup Dungeon. The game has thirty three days left to make it's goal of $80,000. Now lets talk about the updates.


The first update is about an axe weapon you can use in the game.

Just a quick update today to show off our new weapon...


The second update is about new rewards for backers if you spend $20 or more.

Quick announcement for backers at the $20 level and up!

You will all be receiving two new rewards:

  • An extra copy of Ring Runner for a friend (yes, there's plenty of multiplayer coop action)
  • And a special Ring Runner-themed hat to adorn any of your characters in Popup Dungeon

Information about

Popup Dungeon

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

Details

Chaos Reborn - Interview @ Rock, Paper, Shotgun

by Couchpotato, 05:13

Rock, Paper, Shotgun had the chance to interview X-Com Creator Julian Gollop in a few videos about his gaming career, and his new kickstarter game Chaos Reborn.

Once upon a time Julian Gollop was one of the principle minds behind the original X-Com. Yes, with a dash. A dollop of Gollop’s design wizardry spawned a legendary strategy series, and now – somewhat fittingly, I suppose – he’s making a game about actual wizards. Chaos Reborn is mere days away from casting off its mortal Kickstarter, so Gollop and I are going to play a few rounds of a recent prototype while discussing the ups and downs of running a Kickstarter, the power (and lack thereof) of legacy, what made people fall so madly in love with X-Com, and which of said secret ingredients Chaos Reborn does and doesn’t apply. Expect a heady brew of history and reflection with a powerful note of future.

Information about

Chaos Reborn

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

Details

Elder Scrolls Online - Review @ PC Gamer

by Couchpotato, 05:08

PC Gamer has a new review for Elder Scrolls Online, and awards the game with a score of 68/100. So you can see they find the game average at best.

My enthusiasm for The Elder Scrolls Online's competitive side doesn't stack up against the time I have spent feeling drained by drab questing or restricted by a world ensconced in fog. This is an MMORPG of moderate scope with a few good ideas and the resources invested in it seem sufficient to expect new dungeons, daily quests and armour sets to collect at a decent clip for the next couple of months. If you're tired of your current fantasy haunt and looking for somewhere to transfer your guild, this game may suit you for a time. For everyone else, though, I'd advise caution. There's no game that I'd be happy recommending on the basis that it's at best 'okay' for thirty-plus hours. 'Okay' isn't good enough when you're facing down this much of a premium, and I can't imagine paying a monthly fee to visit somewhere I've been many times before.

Information about

Elder Scrolls Online

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

Details

The Shadow Sun - Android Beta Testers Wanted

by Couchpotato, 05:03

Ossian Studios has a new post on the The Shadow Sun forums looking for beta testers to help with the android version of the game. Here are the details if you're interested.

The Shadow Sun Android Open Beta

We’re looking for beta testers for our upcoming Android version of The Shadow Sun, our fantasy action RPG. This is an open beta that only includes a short part of the game to see how it runs on different devices.

If you’re interested in trying out the game on your Android phone or tablet, just post in this thread to let us know (minimum OS version 2.3.1). We will then contact you via email. Since the Android version will be sold on the Google Play Store, the beta will be distributed via a private Google+ Community (which ties into Google Play). So you need to be a Google+ member in order to download the beta.

Information about

The Shadow Sun

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

Details

Legends Of Persia - Update# 6, Gameplay Video

by Couchpotato, 04:58

The sixth kickstarter update for Legends Of Persia contains a new video with some new gameplay footage. The game still needs another $1,7000 to get funded.

More Gameplay Videos!!!

As promised before, here is yet another gameplay video from a boss fight in our game. Hope you like it. And as always, THANK YOU VERY MUCH for your kind supports.

Information about

Legends Of Persia

SP/MP: Single-player
Setting: Historical
Genre: Hack & Slash
Platform: PC
Release: In development

Details

Child Of Light - New Lemuria Trailer

by Couchpotato, 04:54

Ubisoft has released another video trailer about the game world of Child Of Light.

Welcome to the world of Lemuria. Child of Light is an RPG inspired by fairy tales, created by the talented team at Ubisoft Montreal using the UbiArt Framework.
http://childoflight.ubi.com/

Child of Light is coming April 30, 2014 and will be available for download on Xbox LIVE for the Xbox® 360 and Xbox® One, the PlayStation Network for the PlayStation® 3 and PlayStation® 4, the eShop from Nintendo for the Wii U, Uplay and Steam for PC.

Information about

Child Of Light

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

Details

CCP - World of Darkness MMO Cancelled

by Couchpotato, 04:49

CCP Game announced on their forums that World of Darkness is now cancelled, and they have fired more staff. Here is a new press release with more information.

CCP Games Halts Development of World of Darkness MMO

CCP Games today announced that they have cancelled the World of Darkness massively multiplayer online (MMO) game project in development in their Atlanta, GA studio. 

As a result of the change, 56 employees of the Atlanta studio have lost their jobs.  Some team members have been offered roles on other projects inside the company, and CCP has provided severance packages and job placement assistance for those affected.  

The remaining team in Atlanta will focus on games in the EVE Universe, which will mark the first time since 2006 that the entirety of CCP will be working on a single universe.

CCP CEO Hilmar Veigar Pétursson:

The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make. I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible.

I would like to give special thanks to everyone who worked so hard to make the World of Darkness MMO a reality, especially the team members affected by this decision.  Their considerable contribution to CCP will not be forgotten, and we wish them well.

To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make.  We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short.  One day I hope we will make it up to you.

Although this was a tough decision that affects our friends and family, uniting the company behind the EVE Universe will put us in a stronger position moving forward, and we are more committed than ever to solidify EVE as the biggest gaming universe in the world.

Information about

CCP

Details

ES4: Oblivion - Editoral @ GameGrin

by Couchpotato, 04:43

GameGrin's writer James Furlong has posted a new article where he talks about why he prefers to play Oblivion instead of Skyrim. Here is a small sampleof the article.

Skyrim is bland and shallow. That may seem a very odd statement to a lot of people, but I’ll stand by it. Games as a medium are constantly evolving yet, in another fashion, devolving. The sense that ‘bigger is always better’ is one that has always been in the gaming psyche; even when games just became longer, contained more levels, hundreds of collectables etc, there was always a want for more. This to me, is where Skyrim falls down.

The game is huge and there is a lot to do, but at no point do you have to delve very deep to do any of it. It actively throws activities at you. In Oblivion, when you found something new it felt like you’d walked miles and talked to hundreds of people before getting to this point. It wasn’t a case of going from point to point, but a great sense of discovery. With the latest entry to the series Bethesda managed to make one of its most interesting franchises bland and highly repetitive.

Information about

ES4: Oblivion

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

Details

Planets - Post-Funding Update # 15

by Couchpotato, 04:39

Cubical Drift talks about the weekly updates, more add-ons, and game surveys in the latest post-funding update for Planets³.

Weekly status

This week, priority has been given to our website’s online store.

  • We had to move our website on a dedicated server, more robust and more efficient.
  • We had to set up the online sale options with our bank and Paypal.
  • We also had to write the terms and conditions with our lawyer.

If everything goes as planned (we are still waiting for a validation of the bank) we should be able to open the online store in the coming week.

Addons & Survey

We decided to let you manage the add-ons (pets and licenses) directly from our website once your accounts are created (should be in May) because it would have been too complicated to manage on a survey.

So, we are about to send you a simple survey (in the next 3 days) that only requires you to enter general informations about yourself (like your name, country and postal address).

Information about

Planets

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

Details

Monday - April 14, 2014

RPGWatch Feature - Might & Magic X Review

by Myrthos, 12:32

A while after we handed a review key of Might & Magic X to Dteowner he came back with a review of the game, which we now make available for you to read.

Overall, the game was fantastic, particularly for a budget title from a small developer. I had a blast playing the game and more than once found myself playing far longer than intended to do "just one more" map or quest. Limbic clearly has a passion for, and a deep understanding of, the factors that made the Might and Magic games classics. Throughout the development process, they listened to their core audience and actually made changes requested by the community. The game was released with no major bugs at all and even the trivial ones were promptly cleaned up via patch. In an age where developers tend to use their customers for QA and regularly ignore what their customers ask for, Limbic's approach was a breath of fresh air. Although Ubisoft doesn't have a great reputation with gamers these days, they deserve some credit for allowing Limbic to do the job right.

Information about

Might & Magic X

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

Details

Might & Magic X - Steam Sale

by Myrthos, 12:05

Steam has a daily deal for Might & Magic X: Legacy, which has a 33% discount for both the standard and Deluxe editions. In addition the Might & Magic Franchise Pack, which contains Might & Magic X and 9 other games from the Might & Magic franchise is on sale with a discount of 50%.

Thanks Darklord.

Information about

Might & Magic X

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

Details

Ghost of a Tale - Lore Update

by Myrthos, 11:58

Seith has updated the Ghost of a Tale website with information on the game's lore, of which little has been known up to now.

Welcome everyone! As promised this update is going to focus on the game’s lore, an aspect which has mostly been kept under wraps until now. As you all know Ghost of a Tale takes place in a medieval world inhabited by animals, each species ruling over its own kingdom. And among those kingdoms the Rats are considered one of the most powerful species. Although creatures far more fearsome exist, it is a well-known fact that, through sheer force of numbers, the Rat Army is capable of defeating almost any foe.

Today some say the Rats’ influence is so wide and far-reaching that it is more empire than kingdom. The origin of the Rat’s powerful influence can be traced all the way back to the War of the Green Flame, many centuries ago, when the world was teetering on the edge of the Bright Abyss.

No one remembers where the Green Flame appeared first. A force without conscience or thought, it killed and consumed all those standing in its path. The fallen would then grow the ranks of its army, becoming soulless puppets of the necromantic power. The great battle has passed into myth and legend now – but some facts are indisputable: the mighty Badgers of Baladhon fought and lost and even the Hawks of Halenvir fell from the sky. None of them could turn back the foul invasion.

When the news of the advancing army of the Green Flame reached the capital of each kingdom there was much debate. Some believed the Green Flame could be subjugated, used as a source of power. For others it was capable of nothing but death and decay. These quarrels took far too much time to resolve and when the Council of Asper finally stood together at last to face the Green Flame it was all but too late......

Information about

Ghost of a Tale

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

Details

Earthlock - Post-Funding Update # 20

by Couchpotato, 05:49
Snowcastle Games has posted the first post-funding update for Earthlock: Festival of Magic that gives thanks to every backer, and talks about what's next for the game.

You did it! The Journey can begin.

We made it! Counting with the Paypal pledges, we just passed $180,000 so we will now include the Orchestral Score!

You have entrusted us in the making of a great and wonderful game. Between the previous kickstart attempt and this 36 day campaign, this has been an incredible ride. We've learned a great deal and we are humbled by many of your wonderful comments of encouragement and devotion. This validation by you, our backers, means so much to us. It would not be an exaggeration to say that It is our dream come true to create a game that we love, but one we were able to inspire such passion an dedication in others. We will do our very best to not disappoint!

After reaching our goal at 1 a.m. local time here in Norway, the development team was sent home to rest and recover (after champagne, of course!). 

I have slept, had breakfast, slept until lunch, had lunch, slept until dinner, and I'm now beginning to feel a bit more normal again. We will recover for a little longer and then begin the journey forward.

Please note that the campaign continues on www.fomgame.com via Paypal until at least through the end of May. We know there have been some who really wanted to support the game, but couldn't due to their own personal timing. We wanted to extend that option to anyone else who may want to support the game! We really hope we can reach another stretch goal before long through Paypal pledges. We will do our best to keep you apprised of any developments on that end! For now, we will certainly continue to spread the word and hope you will too.

Information about

Earthlock

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

Details

Diablo III: Reaper of Souls - Editorial @ EDGE

by Couchpotato, 05:45

EDGE has new article were they talk about how they are still playing Diablo III: Reaper of Souls, and mentions the expansion has revitalised the action RPG game.

The fun of getting to play and experiment with new abilities and buffs as they unlock is what I’m always trying to recapture when I play Diablo, and finding the natural affinity between the Crusader’s Provoke (a taunt which earns a chunk of Wrath power but attracts a whole load of enemy attention) and Iron Skin, which absorbs half damage for a few seconds, hit the sweet spot. I was improving my game beyond the sheer numbers, and I imagined – hoped? – the random players I was running Adventure Mode with might have noticed.

They almost certainly didn’t, because of the quick-fire nature of Adventure Mode, which is Reaper of Souls’ final major addition to Diablo III. I certainly didn’t take much notice of what they were doing. Getting to zip from location to location has opened out Diablo III considerably, because you’re no longer tied to retreading the long path of the Acts any more. You’re instead taking on bounties by mopping up 100 mobs here, taking out an elite there, and getting rewards, including items you can use to open Nephalem Rifts, an intense gauntlet of mobs followed by a unique boss.

Along with the recent update, Reaper of Souls has completely revitalised Diablo III. Diablo has always been Blizzard’s casual game, but now it’s so much more bite-sized, perceivably attainable, and immediately rewarding. It’s enough to belie the incredible long-term challenge that lies underneath, and, well, I’m glad that’s hidden away, because I won’t be going there. Just the odd comfortable evening of friends, bounties, a Nephalem Rift and a glass of wine is all the Diablo III endgame I need.

Information about

Diablo III: Reaper of Souls

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

Details

Unbended - A New ARPG & Interview

by Couchpotato, 05:42

I mentioned a new ARPG called Unsacred last week that is in develpoment from a few former Sacred devlopers from Ascaron. They have renamed the game to Unbended.

What is UNBENDED?

UNBENDED is going to be a classic Action RPG, that drops the character of your choice into a world of constant changes. Each character experiences the story from his/her very individual point of view. And as the world is changing, so are the skills and possibilities of the characters.

The World

Huge changes rarely come out of the blue. The reasons, why things are going one way or another, are usually a result of cause and effect. If you take a close look at the history of mankind, you’re going to find a huge trail of blood. In retrospect, we will always ask ourselves, how this could have happened and why this paradise slowly turned into a bizarre Pandemonium.

At the beginning of UNBENDED, you’re going to find a world that’s all nice and dandy. People are living next door to each other, everything seems to be quite in order. But as the story continues, drastical changes are going to happen. The Drift takes its toll, slowly but surely dragging all and everything into darkness and chaos. Why does that happen? Because rational beings always long to increase their power through gaining knowledge. In our story, you will experience the inevitable consequences of uncontrolled and naive usage of magic powers.

To understand the effects of the Drift, imagine a cheesy picture postcard with a colorful image being ripped into a thousand pieces. Then, someone puts all the pieces back together, roughly and with a lot of glue strips. THIS is how the world will look like after the Drift. The world in UNBENDED will change right before your eyes. And it’s in dire need of heroes – hopefully you will be one of them!

Gameplay

UNBENDED is going to be what it’s supposed to be: a classic Action RPG with everything the genre needs. That includes a well-founded, charater based skill system, that does not just cover weapon and combat techniques, but extends to adjustments of the characters basic abilities. You will learn, you will develop, you will improve and gain power and finally – under the influence of the Drift and your experiences – become somthing you certainly didn’t anticipate. You will learn special moves and forget them. And by the end, you will possess abilities that are powerful enough to move and shake entire continents. You will play a classic Action RPG just like how it should be: challengeing, full of action, perfectly controllable and subjecto to constant advancements. And before you pick up the gauntlet and become the – possibly deciding – factor in the fate of the entire world, you should take care of your own fate first and prove yourself in your personal campaing.

I also have a new english interview from a site called Niche Gamer.

NG: As a Sacred fan, I was really turned off by last year’s Sacred Citadel. The trailer claiming it was “Bitchin” and the console-esque gameplay made the game look shallow. Did you see or even play the game? What are your thoughts about it?

FS: I’ve seen a trailer and some game play movies. What can I say: it’s not my kind of game, but I guess there is a market for the game, otherwise they wouldn’t have released it. 

NG: Deep Silver announced Sacred 3 not too long ago, what did the old Ascaron team think about it?


FS: The response, as far as I noticed, was mixed. Some people didn’t like the style or the look or the features. Other people thought it was quite ok. I’ll refrain from judging or rating the work of other people. Sacred is no longer our child.

We wish them good luck with their decisions and prefer to focus on ‘Unbended’ instead. That said, we are in no competition with Sacred 3 whatsoever! We’re working on our vision and our game, trying to create something fresh, new and .. well.. ‘Unbended’. 

Information about

Unbended

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

Details

Invisible, Inc - Inteview @ Dual Shockers

by Couchpotato, 05:33

Dual Shockers had the chance to interview Klei Entertainment’s Matthew Marteinsson at Pax East 2014 to talk about his game Invisible, Inc.

With games like Mark of the Ninja, Dishonored, and Splinter Cell: Blacklist bringing back stealth in a big way, Klei Entertainment is set to return with a new game revolving around sleuthing and action with Invisible, Inc.

DualShockers had the chance to chat with Klei Entertainment’s Matthew Marteinsson in Boston at PAX East 2014, where Marteinsson and DualShockers’ Joel Taveras (Deputy Editor) talked about what’s to come from the studio’s next title following Don’t Starve. As a mix of tactical action with a little dose of espionage, fans of both the studio and stealth-action games will have much to look forward to from Klei’s next title.

You can check out the full interview with Matthew Marteinsson for a sneak peek (no pun intended) at Klei’s Invisible Inc.:

Information about

Invisible, Inc

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

Details

Frayed Knights - The Princess is in Another Castle

by Couchpotato, 05:26

The Rampant Coyote has another post on his website about his RPG game Frayed Knights, and dungeon design in the games sequel Frayed Knights II.

In development of Frayed Knights 1: The Skull of S’makh-Daon, a lot of the time and effort in the latter stages of the project was devoted to dealing with scaling the game. A lot of the practices which worked okay for one or two dungeons didn’t scale well to making two dozen locations. There was a lot of “butt in chair” work which would have been made much easier with better tools – especially with the ease of making mistakes. A lot of the bugs in the testing process came down to hard-to-find mistakes that came from trying to do things like manually place and configure every door in a dungeon. One cut-and-paste error in the tedious process, and you could end up with a bug that might take hours to find and fix.

In early development of Frayed Knights 2, I spent a lot of time building some editing tools, thinking they would solve this problem.  I spent months making an ugly but usable editor, with some really cool ideas (well, in my mind, anyway) to make this process faster, easier and less error-prone. I created an editor that let me draw out the dungeons in 2D, like I’d do on graph paper for dice-and-paper gaming, but with some great 3D layering with slopes, stairs, parts of levels crossing over each other with some decent visualization.

I was, and still am, pretty proud of the results. My intent was to create an “80%” solution – make it so that 80% of the level design could be massively simplified so we could devote the time to the most “interesting” 20%. It was a pretty good idea. I wrote a bunch of really cool code that would transform these designs from a 2D map into full-fledged 3D environments with features like ledges, slopes, waterways, and of course diagonal walls. I learned a lot about procedural object generation in Unity. The results were actually kinda cool looking.

Information about

Frayed Knights

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

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Shroud of the Avatar - Limited Edition Art Poll

by Couchpotato, 05:21

Portalarium has a new poll on the game forums for Shroud of the Avatar with a poll about what Limited Edition Art Print you want them to sell.

You've asked for it, We've thought about and now it is time to take it to task! The first Shroud of the Avatar limited edition art print.

What we are thinking; a limited run of a single SotA image signed and numbered by the artist on archival paper. The art is 18" x 9" with at least a 1.5" border, 21" x 12" overall. Available for sale in the SotA store and shipped directly to you. What's an art print? What's the image? What's the cost? Is there a better way to do this? We are a community driven project and we all have a voice! :) This is our first time doing something like this so if you have suggestions please share!

Information about

Shroud of the Avatar

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

Details

Hero-U - Post-Funding Update #51

by Couchpotato, 05:17

Corey Cole has posted a new post-funding update for his kickstarter game Hero-U: Rogue to Redemption with a short update, and mentions a few projects to support.

Projects Worth Supporting

I haven't done many shout-outs in the last few Updates, so this one is mainly about sharing a few projects that I think our backers will enjoy.

But first... You may not be aware that we actually do regular project updates in two places. I (Corey) write most of the content here on Kickstarter, and Lori makes regular posts to the Hero-U Leaders Blog on our web site, most recently last week - http://www.hero-u.net/leaders/. Beware the Killer Pandas of Sardonia!

While you're there, visit and post on the Hero-U forum (http://www.hero-u.net/forum/) and check out the Hero-U Collectibles store at http://www.hero- u.net/hero_u_collect.html. We have also updated the rest of the http://www.hero-u.net/ site with new images and information about Hero-U: Rogue to Redemption.

Information about

Hero-U

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

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Lichdom: Battlemage - PAX East Previews

by Couchpotato, 05:12

Here are two new previews of Lichdom: Battlemage from PAX East 2014.

Twinfinite

Raw power feels great, and that’s exactly what you get in Lichdom. Right away, you’ll be receiving three primary elements: fire, ice, and corruption (there will be nine in total). Any combination of the three results in different ways to dispatch your enemies. You can shoot your spells forward, cast a large area-of-effect attack on any spot in front of you, or raise a magic shield with each corresponding abilities to block or parry enemy attacks. It’s this arsenal and several other abilities, such as a specific dodge that slows down time temporarily, that you must harness to deliver whatever deadly combinations you prefer. And there is a ton of different combinations you can use.

TwoDashStash

Overall, there seems to be good things coming from Xaviant. Lichdom: Battlemage is certainly a game to keep an eye on in the coming weeks. This game can be purchased now on Steam, which gets players into the Early Access program. As with all games in development, feedback is important! Equally important is being forgiving of glitches, as they are bound to happen. Lichdom is definitely worth the ride from alpha to release. Take it, if you can.

Information about

Lichdom: Battlemage

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

Details

Popup Dungeon - Update#10, Character Selection

by Couchpotato, 05:06

Ring Runner has posted the tenth kickstarter update for Popup Dungeon that gives a short description of how character selection will work in the game.

A Box for your Favorites

Some of you may've noticed, but we quietly unveiled our character selection concept yesterday. Well, today we're making it LOUD AND OFFICIAL!

Character Selection

In addition to the dozens of characters we plan to include upon launch, Popup Dungeon lets you create your own and download other user-generated heroes. You could have a collection of hundreds of characters in no time -- so you're going to need a way to keep them all organized!

So we've introduced these neat boxes. You'll be able to create more of these character select boxes and label them as you'd like. You can store parties in here, you can arrange characters by theme, play-style, origin, whatever you'd like!

This and the other interfaces we've demonstrated are our effort to keep as much of the user interface "within game" as possible. We want players to interact with Popup Dungeon almost as they would with a physical board game with the drudgery or set up and monotony of calculations removed.

Information about

Popup Dungeon

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

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Starpoint Gemini 2 - Preview @ IncGamers

by Couchpotato, 05:02

IncGamers has posted a preview of the beta version of Starpoint Gemini 2 that you can but on Steam Early Access. Overall it's another positive preview.

Combat feels satisfying, with strong ties to the RPG-like levelling and cooldown abilities. And while the universe is currently lacking in focused narrative and balanced prices, it’s a vast arena to explore and offers the freedom of multiple mission types. It’s the definition of Early Access complete with semi-implemented features and loading stutters when entering new sectors, but like the steady coalescence of a new star Starpoint Gemini 2 has promising materials at its heart.

Information about

Starpoint Gemini 2

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

Details

VtM: Bloodlines - Project Vaulderie

by Couchpotato, 04:56

Project Vaulderie is a new mod project for Vampire the Masquerade: Bloodlines with the goal of recreating the entire game using the unity game engine.

What is Project Vaulderie?

Project Vaulderie is a non-commercial project that aims to recreate the Vampire the Masquerade: Bloodlines game to Unity. The goals we try to achieve with this tremendous effort are many. First and foremost is fixing a lot of bugs and glitches which can’t be fixed by normal fan made patches simply because they are caused by the protected executables and the Alpha state of Source Engine used by the game. Secondly, taking advantage of new features available in Unity engine as well of the new SDK tools planned along with it that allows anyone to mod it. Third, updating the game to up to date graphics and technology.

What is Bloodlines Resurgence then?

Bloodlines Resurgence was originally the project that aimed to recreate the game in Source engine. It has always suffered from progressive development, mainly because of the nature on how Source engine works. Source was built based on Half-Life and Quake code, also sharing their similarities on their pipeline. As for modding, the Source SDK always suffered enormous issues, not being updated for years, outdated engine branches and so on. Comparing Source with other modern engines, it’s rather limited in design and pipeline. Support is dropped in favor of the Unity port.

Why Unity?

The reason why we decided to go with Unity is because it’s the closest to get to Source. While there are already tools in development that make porting from Source transparent, minimizing the time for development and pipeline. The key is to develop a game that can take advantage of today’s technology in not only rendering but also in development tools. Unity is well known for its extensive scripting, plugin support and a high vast of tutorials praised by its consumers. Why Unity stands solid grounds Last year we had a small prototype test whether UDK would be more suitable or not. From the time we’ve experimented on it, their pipeline was drastically better than Source’s but it was rather limited when it came to their scripting and art pipeline. Scripting was done only via UnrealScript which is more or less based on C++ and you have little control over replacing parts of the engine since UDK doesn’t provide access to the engine code. That has to be done via licensing the engine itself. Importing the art assets was pretty straightforward, because it is similar to Unity’s, being able to import raw textures and models. But all of them had to be packaged in separate package files which also had its own limitations. On the other hand, in Unity everything is done loosely on the development part. As mentioned earlier, Unity is very expandable and flexible, can support editor extensions and plugins, Importing maps is almost effortless, with an few amount of reconstruction, faster prototyping, in-game preview of the whole scene without leaving the editor and more.

Sounds to ambitious to me, but I hope the team succeeds. If you want to help the team in making the project you can. They are looking for the following help.

Any way we can help?

Right now we’re still trying to set up the framework for most game feature and mechanics. While it’s still in early stages, we’re more than welcome to hear from anyone interested in shaping this classic into the great game it deserves.

We are looking for programmers experienced either with C# or JavaScript, including Unity which would be ideal. We are also looking for texture artists and modelers to improve game assets.

Information about

VtM: Bloodlines

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

Details

The Elder Scrolls - Editorial @ CNN

by Couchpotato, 04:47

CNN has a new article on its tech section where they write we should all forget Game of Thrones, and just play the Elder Scroll games. Here is part of their reaon why.

Pete Hines, vice president of public relations and marketing for Bethesda Softworks, told CNN it is that willingness to give the player freedom that endears the game to its fans.

"You get to make your own story versus everybody else presenting you something where you are playing their story," Hines said. "I think that has continued to resonate with folks as gaming has gotten more popular."

Those "folks" add up. There were more than 20 million copies sold for just one game in the franchise -- "The Elder Scrolls V: Skyrim."

Compare that to one of the most talked about fantasy book franchises, "Game of Thrones." Random House's Bantam Books said it has sold more than 24 million copies of all five books in the series ... combined.

If sales don't impress you, how about sheer size? Tamriel is roughly 7.54 million square miles of land for players to explore, while Westeros (home to much of "Game of Thrones") is thought to be about 800,000 square miles and J.R.R. Tolkien's Middle Earth is 3 million square miles.

Information about

The Elder Scrolls

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Always Sometimes Monsters - Preview @ Two Dash Stash

by Couchpotato, 04:42

Two Dash Stash has a new preview of Always Sometimes Monsters based on a short game demo they played at PAX East 2014.

I had the opportunity to get my hands on Vagabond Dog’s Always Sometimes Monsters, a game that is about life and how even the small choices you make can have long-lasting consequences. If my previous interview with Vagabond Dog’s Justin Amirkhani was any indication about what to expect out of the game, I knew that I needed to be ready for almost anything out of Always Sometimes Monsters.

Life is hard and full of choices, a message that Always Sometimes Monsters wants you to remember. No two situations are alike, no matter similar they seem. People come from different backgrounds, have different experiences, and have their own stories to tell. So how do you create a short demo that accurately shows all of this and conveys the right message when you only have a short amount of time to let people preview a game?

Staying true to their roots, Vagabond Dog created an entire intro sequence that addresses the problems when trying to create a brief demo for a game that is all about life, choice, and consequence.

“The marketing guys say we need to create a demo that will sell the game,” a virtual representation of Amirkhani says. “How do we do that when everyone’s character is different and their life experiences are different? Meaning that no two people will have the same choices and options available? I know! We’ll give players a randomly created character who falls in love with another randomly created character and drop those characters into a situation!”

Information about

Always Sometimes Monsters

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

Details

Sunday - April 13, 2014

Skullforge: The Hunt - Update# 2, Combat

by Couchpotato, 05:41

OMC Games has posted the second update for their ARPG Skullforge: The Hunt that talks about the games combat system. Here is a small sample of the update.

Let's talk about combat!

One of the questions someone asked me is, "What is the combat going to be like?"  Honestly, it's a little hard to describe, but I want to stress that it won't be like Diablo.  The game will be more in line with Kingdoms of Amalur or Soul Blazer.  There aren't a ton of enemies on the screen, but each enemy should be a bit dangerous.  This means that perhaps a player can handle a few enemies at once, but a whole horde of them will be tough.  I really don't want to make a dungeon crawler, there are plenty of them out there already.

The approach I'm making towards combat is that Desi is powerful and that will be easily shown in the power of each attack, the varied number of skills, and the amount of damage she can take.  Each attack should feel strong, and there should be plenty of moves to add a bit of depth. At the same time, the game isn't about slaughtering tons of enemies.  Combat is important, but ultimately it's just a piece of a whole.  

In the trailer, Desi only has one real attack move.  This is because I haven't fleshed out the combo system, but eventually certain attacks can be strung together to form more powerful attacks.  For example:

Basic attack -> Second attack -> Wind spell -> Wind Rush Skill

Combining these attacks would lead to a nice combo that does good damage. Of course, timing is important and that's where skill comes in. Learning what and how moves can be combined is one of the important aspects of the combat system. With time, I'm sure most players will figure out what works for them.  The system is built to be flexible, so I encourage everyone to try things out and share what you've learned once the game is released.

Information about

Skullforge: The Hunt

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

Details

Legends of Eisenwald - Development Diary #11

by Couchpotato, 05:37

Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. In the update they talk about the sound effects they used in-game.

Developers Diaries #11: Sound effects

In today’s diaries using Legends of Eisenwald as an example we will try to show you the interconnection of the elements of game development, and also about the sound effects – how we record them and what should be expected as result.

First steps

Somewhere between our Kickstarter campaign and getting to Early Access it was a wonderful time for working on our game. One of the exciting tasks of that time was making sound effects. Our entire team was involved in sound sessions and besides a lot of interesting discoveries it was really fun: we put a helmet on a cabbage and tried to kill it with an axe. We made Victor (our writer) fall down in a buff coat, we recorded rasping sound of claws with help of darts, and had lots more creative ideas. All the armor and weapons we provided ourselves since our team used a bunch of LARPers in the past.

What changed with Early Access?

The situation changed after we released on Early Access. We decided to make the sound more professional and we had to involve more people. Our composer and sound designer Ressa hired another person for help and he started totake care of the game sound SFX. While Early Access gave us quite a bit of funds to continue development, we still couldn’t afford to get professional equipment and record sounds of historical objects, we took the sounds from the available libraries and adopted them for our animations.

Information about

Legends of Eisenwald

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

Details

Final Fantasy VII - Should it be Remade?

by Couchpotato, 05:34

Gamer Attitude has a new article thats asks a simple question, and it's should Final Fantasy VII be remade for modern gamers. So what do you all think?

It’s a question I have been asking myself for a number of years. I picked up the PlayStation game back around 1997, I was young and the deep story along with the lovable characters really introduced me into gaming and I still class final fantasy VII as my all-time favourite game, even to this day. I have the game on various platforms including PC and digitally on my PS3 and Vita.  I still play it and have completed it a number of times through the years. Would I be excited for a total remake? Possibly, but a remake carries with it a basket full of pro’s and cons’s along with a ton of questions that need to be answered.

Information about

Square Enix

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South Park - Review @ GameBanshee

by Couchpotato, 05:28

GameBanshee's WorstUsernameEver has written a new review for South Park: The Stick of Truth. As usual here is the conclusion so be sure to read the rest of it.

South Park: The Stick of Truth isn't the ultimate South Park video game, weirdly enough. That's not because there are better South Park videogames (Obsidian's title wins easily, as most South Park games are utterly abysmal), but because it isn't what it aims to be. It's a strange pet project from two successful entertainment creators that previously moved from cartoons, to cinema, to Broadway musicals, always finding success along the way. Somewhat expectedly, they also find success here. Perhaps, looking at their history then, it shouldn't be surprising that they did so by writing an actual videogame, and not a South Park story awkwardly inserted into an unnatural format. And really, going back to my initial question, is an RPG even the best format for a South Park story? Well, possibly not. But as it turns out, you can write a South Park RPG that is both clearly South Park and clearly an RPG, and have it be a good game on top of that. That's no small feat. And while I'll be the first to argue that the game is heavily flawed, with far too shallow gameplay and quest design, I still have to tip my hat to everyone involved. I laughed from the beginning to the very end of the game. Yes, even at the fart jokes.

Information about

South Park

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

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Xenonauts - Post-Funding Update #27

by Couchpotato, 05:23

Goldhawk Interactive has posted the next post-funding update for Xenonauts with information on the games development, and confirms the release date.

Xenonauts March Update!

I posted an update two months ago, hoping to be able to announce at the start of March that the game was "finished" subject to a polishing / bugfixing phase. Did we succeed? Well, partially...

As of this evening V21 Stable should be available on Steam, Desura and the Humble Store for download - Linux and Mac versions are available on Desura / Humble Store. It's actually been out for three weeks on Steam for Windows (so we didn't miss our deadline by much), but it took some time to work through the testing and then the porting process.

More importantly, we have announced a completion date for Xenonauts of May 30th, after which we are going to lock down the game, start burning DVDs and sending out review copies. The official release will be a couple of weeks later, giving us a bit of time to do some PR / marketing prior to release.

Until May 30th, we're continuing to work on the game - fixing bugs, improving the game balance, optimising things and working on usability. Our priorities are listed on our public work tracker, which can be found here: https://trello.com/b/kxjRG3md/xenonauts-work-tracker

We've already released one additional update on our Experimental branch and we'll be releasing another this Friday, so work is proceeding quickly and we'll be doing everything possible to fix all the remaining important issues prior to release...we've already fixed a lot of the big issues in V21 Stable! We're working closely with the community at this stage so feel free to drop by our forums if you want to give us feedback.

I'm also pleased to announce we finished the layout / design of the artbook a couple of weeks ago, so all that remains for that is for me to write the accompanying text. All the Kickstarter rewards are included on our work tracker - we'll keep everyone updated as we make more progress with them (hopefully shipping them around the release date)! 

Again, thanks for your patience over the past 18 months - the end is now in sight!

Information about

Xenonauts

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

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