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Monday - April 14, 2014
Sunday - April 13, 2014
Saturday - April 12, 2014
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Picture Watch

Starpoint Gemini 2
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (23.95%)
Thinking about it
  (5%)
No. Only on release
  (51.84%)
Never. Early access sucks
  (9.74%)
Not now, not on release
  (3.16%)
What's Original Sin?
  (6.32%)
Vote

Expected Releases

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

Monday - April 14, 2014

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

Details

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

Details

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

Details

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

Details

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

Details

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

Details

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

Details

Age of Wonders 3 - Full Soundtrack on Youtube

by Couchpotato, 05:18

Triumph Studios has a new post on the Age of Wonders 3 website with information you can now listen to the games full soundtrack on Youtube.

Listen to the full AoW3 Soundtrack on Youtube

The fantastic original soundtrack that comes with the Age of Wonders III Deluxe edition contains crisp MP3 and loss-less FLAC file downloads.   If you missed out, then we now have a streaming YouTube alternative for you to check out.  The soundtrack’s composer Michiel van den Bos has uploaded the soundtrack to his channel for your enjoyment.  If you still haven’t bought the game – get the Deluxe Edition! Over 2 hours of magical music.  BTW – We are looking into making available a Deluxe Edition upgrade, if you already own the standard edition.

For now: check the full playlist here.

Information about

Age of Wonders 3

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

Details

Eschalon: Book III - Patch 1.021 Released

by Couchpotato, 05:14

Basilisk Games has released a new patch for Eschalon: Book III. 

Eschalon: Book III updated to version 1.021

See the downloads page to grab the update. GoG and Steam versions will be updated soon.

A formal changelog can be found here, but essentially we fixed bugs and exploits, though there is some additional support for mods.

Also, check out the growing mod collection here: http://basiliskgames.com/forums/viewforum.php?f=34

Information about

Eschalon: Book III

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

Details

The Red Solstice - Update# 11, Line Marines

by Couchpotato, 05:10

Ironward has posted another kickstarter update for The Red Solstice that has more information the game marines, and describes the skills of the in-game unit.

Get on the READY line marines!

Everybody at Ironward is currently preparing for big Alpha access that will be available to all our backers from Sunday 11 AM GMT! To remind you it will be a slice of coop multiplayer gameplay (singleplayer will not be available at this time) in it's unpolished Alpha form. If you still did not back our Kickstarter campaign you have enough time to do it and get in the Alpha as we will be sending Alpha access instructions to all of our backers Sunday morning at 09:00 AM. To prepare you for the intense multiplayer coop experience carefully listen to the instructions of our Drill Sergeant.

Final words of wisdom

We are getting near the 1000 backers and 70% of our funding goal reached mark! As we are entering last week of our Kickstarter campaign we need to turn this into sprint, so please keep pushing and supporting! We are grateful to every single on of you amazing people that helped and supported in any way possible! You are making us honored and full of respect, thank you!

Information about

The Red Solstice

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

Details

Ultima VIII - Interview @ Ultima Codex

by Couchpotato, 05:05

The Ultima Codex has a new video interview with Mike McShaffry to talk about Ultima VIII, and they provide a transcript if you don't feel like watching the video.

Earlier this week, Mike McShaffry graciously took over an hour out of his busy schedule to chat with us about his work at Origin Systems, especially on Ultima 8. He answered a number of questions about the game, its development, and even fielded a few inquiries about the original (pre-UO) plot of Ultima 9.

Information about

Ultima VIII

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

Details

Gauntlet - Preview Roundup

by Couchpotato, 05:00

Here are a few more previews I found this week for the new Gauntlet HD Remake.

Game Revolution

Gauntlet isn't a hard sell, with the love for the action franchise extending back to 1998's Gauntlet Legends, all the way to the coin-op 1985 original that pioneered the use of different classes in a local multiplayer game. Arrowhead's contemporary remake, exclusive to the PC, uses that 1985 game as its guiding light, following some early experimentation. Axel Lindberg, the game's director said what the game is should be immediately clear from just a screenshot .

Digital Trends

Gauntlet isn’t an exact recreation of the original arcade game, nor does it intend to be. It does, however, build off of the beloved original, highlighting the best of the dungeon-crawling classic and reimagining it with the benefit of modern technology. Even if you never played the original, there’s a reason its legacy continues, and the new take on it seems to honor that legacy well.

Destructoid

That's Gauntlet. It may seem incredibly pared-down now, but these are the conventions from the 1985 classic. The remake's set to have a 2014-graphical aesthetic to it, but it's a lot of the same. However, the game isn't a true recreation; it's more Arrowhead's ideal take on it. So, while the content may feel sort of new, nothing's ever really that fresh with Gauntlet. And that's probably just the way that fans would want it.

Information about

Gauntlet

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

Details

Popup Dungeon - Update# 9, Taking Action

by Couchpotato, 04:54

The next kickstarter update for Popup Dungeon has more ingotmation on the games combat system from Ring Runner, and how action points will work.

Today we're talking Action Points (AP)

Action Points, or AP, are very similar to energy or mana in other games. They are determined by your Speed stat over a level modifier, which is a bar that raises as you descend further into the dungeon -- we like to call it "The Wizard's Cut."

Your AP refreshes at the beginning of every combat round, as it does in many tactical RPGs, but there's a few key differences that set Popup Dungeon's Action Points apart.

Move it!

Action Points are also used to move your character within combat. So whether you move and attack; attack and move; move and attack twice; move, attack, and then move again, etc., is entirely up to you.

Action Points are represented by an hourglass.

Store it!

You can store up to twice the amount of AP you gain per turn. This is particularly useful for when you wanna unleash a really powerful, high-cost ability. So if you see an enemy standing still, it may not just be chilling. ;p

Use it!

More flexibility! You can use AP outside of combat to prepare and recover. Movement outside of combat does not take up AP, but abilities can. So if you need to heal outside of combat, or bolster your team before a fight, you're using up AP from your first round.

Information about

Popup Dungeon

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

Details

Elder Scrolls Online - Interview @ PC Games Hardware

by Couchpotato, 04:49

PC Games Hardware took the time to interview Game Director Matt Firor to as a few questions about his recently launched MMO Elder Scrolls Online.

PCGH: You've developed a completely new engine for TESO but started the development process with the HERO engine. Why did you chose to start working on a completely new engine? 

Matt Firor: ESO is a hugely complex technical feat, so we needed literally years to build a stable game client and server infrastructure that was tuned to the needs of the game: tons of players on screen, very tolerant of network latency, etc. We wanted to get started on game basics while this was happening, so we licensed the Hero Engine, because it was perfect for what we needed at that time: easy to get up and running, easy to get art assets into the game and prototype how our content system would work. We then slowly swapped out Hero components with our own custom-tailored engine, starting with the server and network communications, then content creation tools, the client renderer, and the rest of the engine.

PCGH: Our first tests of the ESO Beta show that the engine does a very good job in regards to scaling up and down on high-end as well as more dated hardware. Can you describe the efforts you took to configure the engine so well that it now seems to work with many different hardware components?

Matt Firor: If you start with scalability in mind, it makes it much easier to develop a tolerant graphics engine. We do have a min spec, and the game looks very different on it than it does on a top-of-the-line rig. I love this, as I can play the game on my home or work PC at high-res, but can play when I'm on the road on my Macbook Air as well - it's a slightly different graphical game experience, but the basics are all there.

PCGH: Gamers like to compare ESO's graphics-wise with Skyrim a lot. Do you think that's fair given the fact that ESO is an MMORPG and Skyrim is a singleplayer-RPG?

Matt Firor: There's art style comparisons and there's engine comparisons. Our art style was created to be reminiscent of all the (modern) Elder Scrolls games, so players of Morrowind, Oblivion and Skyrim felt at home. That is mostly independent of engine requirements. But yes, you can tell that Skyrim was developed for the purpose of giving one player a really awesome graphical experience. With ESO, we have to be mindful that hundreds of players will have to be on screen at some point and the engine had to be built with that as a foundation, which led to the highly optimized engine we have today.

Information about

Elder Scrolls Online

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

Details

Saturday - April 12, 2014

Dragon Age: Inquisition - The Exalted Plains

by Couchpotato, 06:31

Bioware has another update on the company's blog for Dragon Age: Inquisition with more information about the Dales’ Exalted Plains, and has two new screenshots.

Exploring the Dales’ Exalted Plains

Within the Dales, the Exalted Plains is a massive stretch of land ravaged by civil war and ripe for exploration in Dragon Age: Inquisition. As each distinct areas of the Exalted Plains has its own complex ecosystem, creating the Plains’ physical space in the game was no easy task.

“The first thing we [did] was try to portray the civil war and the impact it’s having on the environment and the people of that region,” says senior environment artist Andrew Farrell. “In these spaces, we try to provide opportunities for the Inquisition to come in and make its mark on the area. Then the people there rally around that.”

The Inquisition arrives at the Exalted Plains during a ceasefire between two armies at war. The bodies of fallen soldiers mysteriously rose from the dead and have driven the armies back to their respective castles in retreat.

As this is the Dales, one might wonder: what’s become of the Dalish elves?

“They’ve retreated into an area with more security away from all the fighting,” explains Farrell. “Of course, they’ve got a few problems of their own.”

The Crow Fens is one section of the Exalted Plains. In contrast to the sprawling hills elsewhere in the area, the Fens is claustrophobic, creating tension as you wonder what lies in wait for you around the next corner.  According to Farrell, the Fens was the perfect playground for his imagination to run wild.

Information about

Dragon Age: Inquisition

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

Details

Skullforge: The Hunt - A New Fantasy ARPG

by Couchpotato, 05:08

Skullforge: The Hunt is the latest game on kickstarter asking for $20,000. The game is being developed by a small studio called OMC Games. As usual I have the pitch video, and a short game description.

Skullforge: The Hunt

Skullforge: The Hunt is an action RPG set in a medieval fantasy world.  The combat will be fast, interesting, and most of all fun.  Players will take the role of Desinarious "Desi" Cornerstone as she tracks down one of her enslavers.  This game is made for those who like action RPGs with a good mix of fun storytelling, action, exploration, and the ability to make interesting choices along the way.

What motivated me to begin production on Skullforge: The Hunt was the desire to make a top down RPG that wasn't a dungeon crawler.  I'm a huge RPG player from classic Atari 8-bit RPGs to the modern games of late, and there just aren't many games like this one these days.  It's been a dream of mine to take various aspects of different RPGs and merge them together into one complete package and now is my chance to get it done.

They already have a new update about the first day on Kickstarter.

Just getting started!

Thanks to everyone who pledged today.  Not off to the best start, but all things have to start somewhere.  My goal at this point is to get the word out, but most of all answer any questions anyone may have.  We have put a lot of time and effort into this game and though it may not be the best looking game out there, you can bet that we will do our best to provide everyone with a great game in the genre.  All we ask for is a chance to show what we can do.

The game is just getting started...let's do this!

Information about

Skullforge: The Hunt

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

Details

Pillars of Eternity - Interview @ Stevivor

by Couchpotato, 05:02

Stevivor had the chance to interview Feargus Urquhart about Pillars of Eternity, and talk about the Paradox Interactive distribution deal.

Steve Wright, Stevivor: First, before we get into what’s probably a set of obvious questions, let’s focus on Pillars of Eternity first. Can you give me a bit of a backstory on how the game came to be? Influences, design strategies, that sort of thing?

Urquhart: A lot of us worked at Black Isle, you know; that's where the five owners of Obsidian came from. We were the external producers on a lot of BioWare projects, which were Neverwinter Nights for 95% of its development, plus Baldur's Gate and Baldur's Gate II. I did work on Shattered Steel, which was one of BioWare's first products.

Internally, we did Icewind Dale and its expansion packs, which were Infinity Engine games, and between Baldur's Gate… between the numbers of all these games, we're talking 10 to 15, maybe even 20 million units were sold between all of those. People enjoyed those games, and people remember them. To this day, people still walk up to me and tell me how much they enjoyed those games. And they just stopped being made.

We moved over to Obsidian, and indies really needed to start focusing on consoles; BioWare started focusing on consoles, and these games – not because people didn't want them – just stopped being made. And so that kind of went out of our heads for the next six or seven years. Then, John from GameBanshee, which is an RPG journalism, hobbyist kind of site, talked to me at E3, probably four years ago and asked why I wasn't making those games.

I really didn't have a good answer, other than I couldn't get them funded. We thought they'd be cool, I'd love to make them, and I'd still want to play them, though. Then the PC started to gain more Steam…

And then, Kickstarter blew up in 2012 with Double Fine and In Exile and the guys who made Shadowrun Returns, and us, with Pillars of Eternity. It was a chance for us to go back and make something that we loved, and we certainly can make that type of game. A modern version of it, that's something that we want to play. Luckily, people were totally in to it.

Information about

Pillars of Eternity

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

Details

Prisonscape - Update# 2, Pledge Changes

by Couchpotato, 04:56

The second kickstarter update for Prisonscape has information from the developers Lunar Enigma about some changes to some of the pledges.

Changes in pledges

We did some restructuring on the higher pledge levels. We added T-shirts to few, take notice that these T-shirts will all be unique with their own design, and there will NEVER be another one just like it. All pledges of 49 USD and over also get their name in the credits under different titles (e.g. secret message -> Messenger and quest designer -> Mastermind). The highest level pledges also contain a Prisonscape swag bag with Prisonscape soap, toothbrush/shank, a coffee mug, a big ass framed poster on your wall and some other Prisonscape related stuff. 

We also lowered the prices and the quantities for several pledges. Here are the changes:

  • COMBAT COORDINATOR is now limited to 20 pledges, instead of 30.
  • MASTERMIND (design a job for the game) now costs 159 USD instead of 201 USD and the amount is limited to 13, instead of 15.
  • INMATE DESIGNER now costs 380 USD instead of 450 USD and the amount if limited to 5 instead of 10.
  • THE PRODUCER now costs 2800 USD instead of 3500 USD.

All these pledges include access to the private contributor forums and participation in Google Hangouts with the team where we plan these new features.

Information about

Prisonscape

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

Details

Age of Decadence - March Update

by Couchpotato, 04:52

Iron Tower Studio's has posted the March Update for Age of Decadence with some new screenshots, and talks about five new locations now available to explore.

Welcome to update #4. It’s a ‘major’ update for us (and a big chunk of content, bringing the number of available locations to 15 out of 22) and we’d like to introduce it properly to make sure that the players won’t miss the new locations (which is easy to do since the game is non-linear). Without further ado:

Aemolas’ village

This location is available only if you:

  • Helped a group of refugees get into Teron.
  • Talked to Aemolas after and were deemed trustworthy enough (positive Word of Honor reputation) to be asked to retrieve his stash.

The village is full of raiders, but there are quite a few options there, including a rare opportunity to put your scoped crossbow to good use or have some double- and triple-crossing fun.

The Library of Saross

Available only if you talked to Abukar the Mad and learned about his trip to the Library. It’s an important location because:

  • You finally get to use that sphere you found at the beginning of the game (IF you found it)
  • You learn more information, provided you can get into the hidden chamber and translate the message
  • You can unlock an optional and very creepy (but extremely rewarding) ending. Naturally, you don’t get that ending right away, but you unlock the path that can lead you to it. If you have the balls.
  • Unlock the Arch and Inferiae locations.

The Arch

There are two ways to unlock it: the above-mention Library or faithful service to Lord Meru. Since the latter isn’t available yet, look for the clues at the library. So, what makes this location special and why should you care?

  • You should. You really, really should. It’s that place where you wave Kansas good-bye.
  • You will finally be able to use both the eye and the glove. How exciting.
  • You will meet your old pal Esbenus. Unless you killed him, in which case you’ll miss out on a beautiful relationship.
  • You will make new friends. Powerful friends. From the other side.
  • You can unlock Inferiae in case you failed to do so at the Library.

Inferiae

It's a desert village sitting on top of a place of power. Points of interest:

  • You’ll meet the very first character who’s actually been inside the temple you’re seeking (thus confirming that it does exist, among other things).
  • Play your cards right and you’ll be thrown into the ‘underworld’, which unlocks a bumpy ride that will lead you all the way to the top (of one of Maadoran’s minarets). The Eye thing will come in handy there.
  • You can unlock another location that will lead you to the temple. For obvious reasons, this location isn’t included in this update.
  • You can learn how to use one of those fancy semi-sphere consoles.
  • You can learn more lore stuff and connect more dots.

The Monastery

You can unlock this location by becoming a repeat customer of the healer (heavy wounds only). Impressed by your badassery (or at least your ability to survive the most grievous of injuries), the healer will ask you to fetch an ancient elixir that will improve your self-esteem and cellular regeneration, whatever that is.
Points of interest:

  • Raiders
  • Ancient mysteries and sacred liquids
  • Chambers deep inside a mountain
  • Huge doors that can’t be opened by mortal hands
  • Moral choices (must have morals in the first place to qualify), otherwise just join the raiders and have yourself a lovely day, full of plundering and pillaging.

The next month’s update will add another location - Caer-Tor, the Imperial Guards’ headquarters, which will introduce Dux Paullus and unlock the path to yet another ending where the Guards becomes Templars – the guardians of the temple.

The remaining 6 end-game locations will be released when the game is out. We’re aiming to start the final beta test in June and expect it to run for 2-3 months. We’ll continue to update and improve the Early Access build on a monthly basis, adding more content (characters, dialogues, items, etc) and general improvements.

Information about

Age of Decadence

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

Details

The Red Solstice - Update#10, Setting & Story

by Couchpotato, 04:48

Ironward talks about the setting and the story of The Red Solstice in the games latest kickstarter update. The game has 8 days left, and needs $20,000 tpo get funded.

Setting and the story...

There was an interesting question regarding the single player story yesterday, and the story of The Red Solstice in general. Other then what was revealed in earlier videos we'll use this update to share some more details and possibilities we will be exploring.  

Also another sneak peak at Fortification mode that you all like so much! You will be able to try it this Sunday during 24 hour Alpha access for backers!

Story and campaign

The Red Solstice has actually two separate stories interwoven on top of each other. Coop multiplayer story is used as a huge introduction to the setting and follows the missions of two different squads "Unit Black Light" and "Unit Night Fighter". Some of the story threads are also closely related to different characters that belong to "The Lost Generation" a group of genetically modified humans that we will be talking about later.

Single player story/campaign will feature a total of 14 missions and will be divided into two parts. Basic idea is that during various chapters you will assume roles of different squad members of those two units as the dramatic story evolves around them and the characters they meet on the missions.

Another cool thing that we are exploring right now is to try and enable multiplayer campaign to be played in single player option as well - something similar to how X-COM tackled that issue. It would be based around you training your soldiers while trying to finish missions in control of a whole squad. This is is something that we're looking forward to adding to the game at certain point of development, but it might not be a part of the initial game launch.

Information about

The Red Solstice

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

Details

Child Of Light - Sound & Artistic Effects Video

by Couchpotato, 04:43

Ubisoft released another video for Child Of Light were we get a look behind the scenes of the games sound , and music effects with Coeur de Pirate.

Meet Coeur de Pirate and explore her composition and inspiration behind the music for Child of Light. Also, discover how Ubisoft Montreal Studios where inspired by nature and le Cirque du Soleil shows to create the amazing sound in the game.

Information about

Child Of Light

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

Details

Dragon Fin Soup - Post-Funding Update #14

by Couchpotato, 04:39

Grimm Bros has posted the first post-funding for Dragon Fin Soup with a recap of the successful campaign, and talk about what happens next.

A Fairy Tale Ending for our Dragon Fin Soup KS campaign!

The last 4 weeks have been a crazy ride and a wonderful experience for us! Coming here we did not know what to expect with our first KS campaign and were positively surprised or rather totally blown away by your dedication and support! 

You guys are awesome! 

We want to thank you all from the bottom of our hearts! We really appreciate all your support and feedback and we are super hyped and eager getting started on all those new features. 

We have unlocked the Haunted mansion and as a little bonus we will add a Sheep as a playable character for the Survival and Labyrinth mode as well!

Part of the Team is now at Pax East, if you happen to go there, please drop by at our booth (#180)! The rest of the team continues working on the game. We promise to keep posting updates to our Kickstarter page and share our progress with you. After Pax we will open the Forums as well and share the link with you all!

Also please stay in touch with us via FB: https://www.facebook.com/TheGrimmBros 

Now we will celebrate, dance and scream and we hope can do the same :)
龴 ↀωↀ龴 We all may be living very far apart but we all can look at the same moon at night and yeah this does sound super cheesy but we really are very grateful! 

You all will always be part of our fairy tale. Your generosity and kindness are sincerely appreciated.

Dreams do come true. Cheers!
- Grimm Bros

Information about

Dragon Fin Soup

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

Details

Chaos Reborn - Preview @ CalmDown Tom

by Couchpotato, 04:35

Calm Down Tom has a short preview of Chaos Reborn based on the games online demo, and asks the question should we be excited for the game.

There’s a whole host of little systems that make the game more interesting. For example, all spells have variable odds of success, and the most powerful creatures might only appear 10% of the time, with the other nine in ten attempts resulting in an embarrassed fizzle and a lost turn. This risk/reward system is complicated further by “illusions”. You can cast an illusion of any creature with 100% success, but they can be instantly dismissed with the “disbelieve” spell, which every wizard possesses.

Imagine the scenarios that can result from this: Your enemy conjures a Golden Dragon. Ahhhh! No wait, it’s probably an illusion. Maybe? Ok, I’ll cast disbelieve! And….. Ahhhh! It was real! Cue laughter from your enemy as you’re eaten by a golden dragon. Awesome.

It is early, early days for Chaos Reborn. What’s amazing though is that I was already excited, and after playing this prototype version, I can barely contain myself. Bravo Julian Gollop and everyone on your team. Keep working, but don’t rush it. We already love what you’re doing, now just take the time you need to make it perfect.

Information about

Chaos Reborn

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

Details

Lichdom: Battlemage - Tutorial Videos

by Couchpotato, 04:28

Xaviant Games has two tutorial videos for Lichdom: Battlemage on the games Steam forum that some of you might be interested in watching to see the game in action.

Start your gameplay off right by watching our two newest tutorial videos for Lichdom: Battlemage. In our first video, we explain how to move around and cause massive magical destruction as a Battlemage. Our second video gives you the basics spell crafting, which you will use to personalize your Battlemage.

Information about

Lichdom: Battlemage

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

Details

Serpent in the Staglands - Kickstarter Update #5

by Couchpotato, 04:22

Whalenought Studios has another kickstarter update for Serpent in the Staglands with news about the second stretch goal, Steam Greenlight, and DRM-free distribution.

Second Stretch Goal Met! Also: DRM-free Distribution plans and Greenlight!

Hey Everyone! Second stretch goal has been met, and we’re on our way to the islands expansion! Fantastic! 

We’re in the middle of getting some new content put together, but wanted to give a few announcements about the site, future community support, and distribution.

We will be submitting something to GOG in a beta stage of the game, as they need a few hours worth of gameplay to determine if it is going on their site, and we want to have something with a maximum amount of polish. Regardless if the game gets on there, we will use another network (and/or our own site) to provide DRM-free copies of the game.

In the meantime, to help with visibility and growing the community, we’ve just launched a Steam Greenlight campaign! The more backers we get to help give it the ol thumbs up the better — more visibility on there could mean more stretch goals and free expansions! We're not sure if it’s our audience, but we’ll see how it goes.

We’ve just added a forums section to the website where, post campaign, people can folks to give us ideas and feedback through development. It will also be a hub for those backers who chose to help with beta testing. We’ll be updating our website soon with the algorithms and designs of our stat system, and begin to showcase each spell/skill and their synergies, modifiers, procs, and visuals. This will house all the information that an adventurer of Vol might need to prep some build ideas!

 

Information about

Serpent in the Staglands

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

Details