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Tuesday - March 24, 2015
Monday - March 23, 2015
Sunday - March 22, 2015
Saturday - March 21, 2015
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Lords of Xulima

2015-03-31

Lords of Xulima Interview

We had the chance to once again talk with Jesús Arribas of Numantian Games.
» Continue reading the article...

Ralin: Dwarf Wars

2015-03-27

Ralin: Dwarf Wars Interview

We had the chance interview Christian Biever of Ogardonix Ltd about his latest kickstarter Roguelike game Ralin: Dwarf Wars that launched this month.
» Read the article

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Recently Released

Mar: Pillars of Eternity
Mar: Enemy
Mar: Worlds of Magic
Feb: Caribbean
Feb: Hand of Fate

Tuesday - March 24, 2015

Battle Brothers - Dev Blog #41: Progress Update

by Couchpotato, 03:09

Overhype Studios released another development update for Battle Brothers that has more  information about weapon durability, new perks, and clouds.

So much work! Our current focus is on getting the balance right for our upcoming Early Access release and hunting down all those pesky bugs. Over the last two weeks we had two major changes: We’ve added durability of weapons and did a rework of all 42 perks in the game. Also, we managed to squeeze in moving clouds on the worldmap.

Battle Brothers

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

Details

Monday - March 23, 2015

StarCrawlers - Beta Key Contest

by Couchpotato, 05:55

Well welcome back to another contest on RPGWatch. This time thanks to Elena Consacro of Juggernaut Games you will be able to win a key for the beta version of StarCrawlers.

All you have to do is tell me what you like about the game in the comment section, and I will pick the two best answers to win on Friday March, 27th.

So as you see its very simple, and straight forward so good luck everyone.

Update: Well it's Friday so here is the promised update about the winners. So Drum rool everyone, and the two winners are Carnifex & arthurelo.

StarCrawlers

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

Details

RPGWatch - Starcrawlers Interview

by Couchpotato, 05:45

We had the chance to talk again with Elena Consacro of Juggernaut Games to get an update on the development of Starcrawlers that just released on Early Access.

Couchpotato:  One change that I do want to talk about about is from your October 2014 Update where you announced the game would be going episodic. Can you talk about the reason why you decided to change how you would release the game, and how did backers react to the news?

Elena: Our beta will be releasing in episodic chapters - once the 1.0 version of the game comes out, it will contain the full story. The main reason for that decision was that we realized that we were really going to need to leverage our beta community to adequately test and balance the game's systems. With a team of five, you just can't do enough QA or get enough feedback to balance a game that is as mechanically complex as StarCrawlers. Team members get tunnel vision - they tend to fall back on the same abilities or characters and to complete tasks in repetitive ways without even realizing it. That makes it really hard to find and address every issue, even when you’re testing repeatedly.

Coupled with the fact that this is a story-driven RPG, we felt we needed to do some hard thinking about how and when the main story missions would come out. We want to avoid having players complete the campaign in a less-than-polished fashion. The campaign should be the highlight of the game and we want to control how all players experience it - even in early access. If the core mechanics aren’t totally solid while you’re playing the campaign, you risk ruining the player’s enjoyment and pulling them completely out of the story. Unlike open-ended games like Minecraft or Don’t Starve, you can’t really “get back” that feeling of discovery that’s part of playing an RPG campaign for the first time, so making sure the first time goes well is crucial.

I think most of our backers understood what we were trying to do and could appreciate it. There’s always going to be some disappointment whenever plans change, and we can relate to that. Our main focus is to make sure we deliver a really polished and worthwhile experience at the end of the day. If we can do that, I think most backers and Early Access supporters will ultimately be happy with their decision to support the game.

StarCrawlers

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

Details

Pillars of Eternity - The Wailing Banshee Inn

by Couchpotato, 05:43

Obsidian posted a few images of The Wailing Banshee Inn for Pillars of Eternity. In-case none of you remember its the reward for the fundraiser on GameBanshee.

For our friends at GameBanshee:

Pillars of Eternity: The Wailing Banshee Inn

It was the largest battle of the War of Defiance, and the imperial army of Aedyr had blockaded the rebel capital of Defiance Bay with its fleet. They chose to invade with ground troops at the weakest point, a poorly fortified position in a district known as Ondra's Gift, which had once been a wetland before being drained and settled.

What the invaders didn't know was that they were being drawn into a trap. Aedyran soldiers stormed the district to find it abandoned, and before they could make sense of it, the dikes behind them were destroyed, and the district was flooded. The army of Aedyr was decimated.

Most of the original district was swept away in the flood, or remains beneath the water, a submerged ruin. One of the only surviving structures was a lighthouse, which now lies at the far end of the farthest dock of Ondra's Gift - and the locals prefer it that way. Those unaware of the local superstitions who pass that way find that their blood runs cold as they near it, and their bodies are overcome with panic. But often they remain paralyzed just long enough to hear the screams from within, and it's the screams that stay with them, haunting their dreams, spawning a host of wild stories - some about vengeful soldier ghosts, some about a lighthouse keeper who never knew to evacuate.

The key to the lighthouse has passed from one naïve would-be owner to the next, often through trickery. The last such victim was a young woman named Niah who had aspirations of converting the lighthouse into an inn that ended as quickly as her workers could flee. Though she still has hopes for it, she has yet to conjure the nerve to set foot inside.

Pillars of Eternity

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

Details

Dungeons Of Aledorn - Character Classes

by Couchpotato, 05:37

Team 21 talks about the character classes of Dungeons Of Aledorn in the next update on Kickstarter this week. The game has made $21,973 of the $60,000 goal. 

Once you’ve chosen the race of your character, another important decision comes into play - what will they do? You may choose from six different character classes in DoA, which may even further specialize in two distinct manners; thus offering you more customization options and defining your preferred playing style.

Each class is characterised by eleven skills, from which two are always class specific. As player you will have a free choice, during the level-up phase, to choose which skill you should improve.

Dungeons Of Aledorn

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

Details

Chris Avellone - Interview @ One Angry Gamer

by Couchpotato, 05:32

Chris Avellone did a new interview this month on a site called One Angry Gamer, and shared his opinion on Kickstarter, Metacritic, and having creative freedom.

Billy: The first thing I have to ask about is something mentioned back in September of 2012: that publishers came to Obsidian asking for the studio to host a Kickstarter while they retain the rights of the project and work as distributors. Have publishers continued to ask Obsidian to host a Kickstarter while they request to retain the rights to the IP and take a cut of the profits from distribution, or was that just a one time deal?

Chris: If I recall correctly (I wasn’t part of that discussion), that was a one-time thing, and it hasn’t been repeated. Our KS’s were our KS’s first, and if we do work with a publisher down the road on that KS, it doesn’t affect the content, it just assists in distributing it. Often doing a KS first guarantees easier means to own your IP even with publisher help: writers do it all the time by releasing graphic novels first to stake their claim on the idea.

Billy: Regarding Metacritic… most gamers know the story behind Obsidian and Fallout: New Vegas being one point off from the Metacritic bonus. To your knowledge, excluding the bugs and glitches, were any parts of the game purposefully altered or modified based on feedback from mock reviews, if a mock review was used?

Chris: I don’t recall any mock reviews from FNV, although we did get some for Alpha Protocol (many of the problems we knew) and even one for Pillars of Eternity (which we did take action on – see below). When getting a mock review, we do treat it as feedback, and assess if we feel the review is making a good point, just as we would with any Backer or Beta tester. I don’t recall the review score in either of the mock reviews above, unfortunately, I mostly focused on the pros and cons. Mock reviews, like most feedback, are generally best when you can actually implement fixes based on the feedback, otherwise they’re just noise.

Obsidian Entertainment

Details

Seven Dragon Saga - The Action System

by Couchpotato, 05:28

Paul Murray of Tactical Simulations Interactive talks about how the action system of
Seven Dragon Saga works in the games latest kickstarter update this week.

 The Action System

In case you haven’t already, we invite you to sign up for the TSI newsletter on our website to learn more about the team’s history at SSI and receive all the latest information about Seven Dragon Saga: http://www.tsi-games.com/

 Paul Murray on how actions work in combat

A lot of combat in games involves what you allow the characters to do each turn. There are various ways to restrict this: from the simple, “one move, one attack”, to the action points systems where everything has a cost. In Seven Dragon Saga we chose a flexible middle ground. One move, one attack, provides minimal choice for the player, while an action point system tends to favor a more static battle -- most players choose to use points to attack as often as possible, sacrificing movement.

Each turn, the character has three actions of differing size: Unique (most attacks), Standard (most movements), and Minor (quick spells and abilities). The player may substitute a smaller action for a bigger one, so a Turn could consist of two Standards and a Minor, or three Minors.

Seven Dragon Saga

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

Details

Outland 17 - Building A Community

by Couchpotato, 05:22

Grenada Tree Games sent the next newsletter for Outland 17 this week that has information about the updated demo, and mentions a few Let's Paly videos.

With the new updates comes new visuals, so like every week we have a new Screensho tSaturday! Check out these screenshots of the alpha build.

We have a new blog up this week on our thoughts about the new Unity 5. We also post up our other big announcements there so check back often.

Outland 17

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

Details

Dark Souls - Life after Death @ EuroGamer

by Couchpotato, 05:17

Kristan Reed published a new article on Eurogamer about replaying Dark Souls.

For several years now, Dark Souls has been my favourite game. It used to be a difficult decision to mull over, like it is every time someone asks what your favourite song or artist or album is. By in this case, it consumed me so utterly; it almost ruined video games for me forever. After that, most other games seemed trivial, shallow, and dare I say it, hollow. Only a handful of games have made any impression on me since, and two of those are also From titles (the other two are The Walking Dead Season 1 and The Last Of Us).

And even now, more than three years on from my first encounters with Dark Souls, that sense of closure still hasn't arrived. I feel drawn to exploring more of the PvP side that I neglected, or just spend some time helping out hapless warriors in need of a big old tank to rip Gaping Dragon a new one. The next time you're wandering through Lordran, hoping for a summon sign to show up outside a fog door, it might well be me. I'll try not to suck.

Dark Souls

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

Details

Edge Of Eternity - Campaign Finished

by Couchpotato, 05:11

Midgar Studio is happy to announce the kickstarter campaign for Edge Of Eternity is finished, and they reached the next $160,000 goal for more playable characters.

It’s done! After a month and a few epic final hours, our Kickstarter has ended on a last achievement. Two new characters are coming to Edge of Eternity, a JRPG for PC, Mac, Linux, PS4 and Xbox, with Nekaroo breeding, Crafting and Music by Yanusori Mitsuda! Thanks to your support this new pitch of the game is quite exciting, dont’ you think?

Now the real big challenge starts for us. We generated a lot of enthusiasm and we have to ensure we meet your expectations. No big party planned, rest assured, we are already committing to the development of the game.

As you’ve seen on previous updates, on our Facebook page (lien) or our blog, we already started the portage of the game on the brand new Unity 5. This will be the main short term mission on the technical side. Julien is currently creating a very nice temple and Ugo works on one of the Summons. And Cedric, well, he can’t be more excited than he his right now, with Yanusori Mitsuda coming within a few weeks.

Edge Of Eternity

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

Details

Wasteland 2 - Sneak Peek at Quirks

by Couchpotato, 05:03

InXile posted a preview of the new Quirk system from the Game of the Year edition.

Wasteland 2

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

Details

Temple of the Abyssal Winds - Game Review

by Couchpotato, 04:59

HookedGamers has the first review I could find for Merry Prankster Games Indie RPG called Temple of the Abyssal Winds. The site gave the game a final score of 2/5.

Temple of the Abyssal Winds harkens back to old-school computer RPGs, despite being an iPad port. The campaign runs on a system similar to Dungeon & Dragons. There are characters with six primary attributes to guide each die throw, a bunch of skills/proficiencies, and the combat runs on things like attack rating and armour class scores. Whilst it’s of the style of Bioware and Black Isle’s AD&D classics, Abyssal Winds is far more reminiscent of an old shareware game you’d unfortunately installed one afternoon out of desperation.

The game is split into chapters, the first of which is free. From the get-go the story is bland and formulaic, beginning as all fantasy must – with your quiet village being attacked and burnt to the ground. You’re confronted by someone called “Evil Lieutenant”, told that “there must be some force behind the violence, some evil wizard, or cruel warlord, or some such” and asked to aid the “Order of Light”.

The narrative is unsubstantial and dialogue between characters is brief. Plot points include running into a mad man in the forest who yells a line about destroying the world: should you kill him or let him live? There hasn’t been an awful amount of attention paid to the writing in the game, which is disappointing, as it was the lifeblood of so many old D&D inspired RPGs. Once you realise the plot is weightless and would be blown away by a light breeze, you begin to skip dialogue altogether. When all is said and done, there isn’t much to care about in the world of Temple of the Abyssal Winds.

Temple of the Abyssal Winds

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

Details

Dex - Post-EGX News Update

by Couchpotato, 04:53

Deveoloper Dreadlocks latest post-funding update for Dex thid month has information from their visit to EGX 2015 ,and talks about a few other different topics.

Post-EGX News

The clock is ticking and the end is near. We are here with another development update and news related to Dex, so let’s get into what happened, what is happening, and what is going to happen!

EGX Rezzed 2015

Last week we were at EGX Rezzed 2015 in London. Last year’s Rezzed was the first international event we attended and this year’s Rezzed will probably be the last prior to the final release of Dex. It took place at Tobacco Dock, London – an awesome and super-stylish venue in restored 19th century docks, all made of brick and wood. The atmosphere was simply fantastic, thanks both to the venue spaces and the overall indie-friendly attitude of the attendees. 

Three of us attended the event and we really enjoyed it! We got some nice new contacts, met some really cool indie developers, played some of the upcoming games, and got a lot of feedback on Dex (and discovered a lot of bugs we are now fixing!). Overall, it was a nice punctuation mark to all the events we attended, and we were happy to have our final game showcase and public beta testing at EGX!

Development Update

We apologize for the delay to the original plan. In January we expected the beta version to be released by late February or early March. We really wanted to release the beta prior to EGX, but it was still not quite ready for prime time, so we decided to postpone the release and do a sort of playtesting/betatesting at EGX. Right now, we have our hands full of the bugs and feedback we got from the gamers and other developers at the event. We plan to release the beta at the end of March (27th – 31st), and we are looking to your final input and feedback!

Dex

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

Details

New Mass Effect - More Details & Rumors

by Couchpotato, 04:47

GamingBolt has information about the new Mass Effect games combat, and claims it might be released in Spring or Fall 2016 based on the word of an industry insider.

Furthermore, trusted industry insider Shinobi602 has commented on Mass Effect 4’s possible release date, fairly reasoning that the game will drop in 2016 and not slip to 2017. According to the people the insider spoke to, EA haven’t decided a release date but are targeting Spring or Fall of 2016.

“From people I’ve talked to close to the thing, it’s still a 2016 release but haven’t yet nailed down deciding between Spring or Fall. EA usually has multiple high-profile releases every year, and with Battlefield 5 targeting Q4 2016, for now until I hear more, I’m assuming earlier than Fall is the target. They did however release NFS Rivals and BF4 at the same time, so it could still be the Fall.  Of course, delays are always possible with any game, but this thing’s been in development since 2012. It won’t skip next year,” the insider said on NeoGaf.

BioWare

Details

Diablo III: Reaper of Souls - Happy Birthday

by Couchpotato, 04:41

Blizzard announced on Battle.net they are now celebrating the anniversary of Diablo III: Reaper of Souls by offering a Gold & EXP bonus for players till March 30th.

No one can stop Death… from having his cake and eating it, too!

To celebrate one year of Reaper of Souls (and the community who continues to support us), all heroes who log in to Diablo III this week on any platform will receive a +100% bonus to Gold Find and EXP! As with previous buffs, the bonuses provided will stack multiplicatively with existing in-game bonuses, including those provided by items, Shrines, Pools of Reflection, and Paragon points.

This bonus Gold Find and Experience period begins in the Americas region on Monday, March 23 at 12:00 a.m. PDT and ends on Monday, March 30th.

Diablo III: Reaper of Souls

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

Details

Skywind - 0.9.6 Progress Update

by Couchpotato, 04:36

The developer of the Skyrim mod called Skywind uploaded a new YouTube video called Revive eailer ths week that gives a glimpse of the mods latest development.

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An exclusive look at the latest developer update for Skywind! While there is not much to show visually, major progress has been made on environmental and architectural 3D assets to finish fleshing out the game world. Enjoy this small preview and expect more to show in the next update!

Regarding the update version. 0.9.6 does no necessarily mean we are close to a 1.0.0 release. When the project first started, it was originally going to be a direct port, in which case version 9.0 WAS very close. However, as goals changed, we realized there was so much more to do than initially thought. 0.9.5 came out in October, and there is a lengthy gap between each major update. These versions are not an accurate representation of overall progress towards a release, but instead milestones to keep track of. When we have more information on a beta or a release, we will let you know. Sorry if this is misleading, it was not our intent.

Skyrim

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

Details

Age of Wonders 3 - Open Beta 1.53 Update

by Couchpotato, 04:30

Triumph Studios announced patch 1.53 is ready for open Beta on Steam in preparation for the release of the new expansion called Eternal Lords Expansion.

Hi, Thanks everybody for your input on the V1.5 Open Beta! A lot of Feedback has already been processed resulting in the first update – V1.53 is live.

Age of Wonders 3

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

Details

Sunday - March 22, 2015

Underworld Ascendant - Survey Incoming

by Couchpotato, 04:25

OtherSide Entertainment's next update for Underworld Ascendant is about a survey.

Next week we will be sending out to all our backers the Backerkit Survey. This email will be the mechanism by which we gather some information from you, such as your address for shipping of physical goods, as well as answers to important questions such as in which OS you'd like your copy of Underworld Ascendant, or what your forum ID is so we can assign you the proper forum badge for your pledge tier.

Also via this survey you will be able to indicate which add-ons you would like to apply your pledge dollars to, or even up your pledge amounts to get an add-on or two you were on the fence about during the Kickstarter campaign.

Once you have completed the survey you will then be able to log into our backerkit site at any time to make changes to your account. This will be useful if your address changes before the game ships, or if you have a change of email.

So, next week please keep an eye out for the survey, and try to take the minute or so to fill it out as soon as you can.

Underworld Ascendant

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

Details

The Memory of Eldurim - Trailer & Update

by Couchpotato, 04:22

Liminal Games released a new new trailer for The Memory of Eldurim this month.

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They also posted an update on Steam about the next weekly patch.

This week's update brings the first phase of the archives. The exterior can be freely explored, but the interior is blocked off for now. We are working hard to add the new enemies, bosses, puzzles, and challenges that will populate this new area. With the new area also comes some layer streaming, which should greatly improve the performance of the game for many.

An old artifact, The Agrestal Blade, has found it's way back into the game, and can be obtained by defeating the Arboreal Warden.

This weekend we will be moving cities, but we've got a lot set up at our new office, and we will be back to work on Monday.  As always, feel free to join the discussion over at the forums. Thanks!

The Memory of Eldurim

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

Details

Witcher 3 - Video Interview @ Fanboy Attack

by Couchpotato, 04:18

A YouTube channel called Fanboy Attack interviewed CD Projekt RED at Pax East.

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Witcher 3

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

Details

Shadowrun: Hong Kong - Dev Update #2

by Couchpotato, 04:16

Mitch Gitelman of Harebrained Schemes posted the next development update for Shadowrun: Hong Kong on the games kickstarter page. Here the details.

Mitch here again in our new office space. Thanks to your funding, we grew out of our old space and had to move into a larger room in the studio. As you can imagine, it's been a period of intense work since the Kickstarter ended. The entire team is in full production on a spectrum of cool stuff across the game so I thought it was time to pull my head out of production for a minute to give you another “peek behind the curtain” at the development process of Shadowrun: Hong Kong.

Shadowrun: Hong Kong

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

Details

Diablo 3 - Video Interview @ GamerHubTV

by Couchpotato, 04:11

GamerHubTV posted a new two and half minute video interview on YouTube with Blizzard Entertainment at GDC 2015, and they talk about Diablo 3 Reaper Of Souls.

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Blizzard Entertainment discusses the latest updates for Diablo III Reaper of Souls in this exclusive gameplay interview from GDC 2015 in San Francisco.

Diablo 3

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

Details

Caribbean - Patch 1.040 Released

by Couchpotato, 04:07

Snowbird Games released Patch 1.040 for Caribbean! on Steam.

Caribbean

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

Details

Sorcerer King - March 18th Dev Stream

by Couchpotato, 04:04

Stardock posted the next Development stream for Sorcerer King on YouTube.

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Designer Scott Tykoski reviews the recently released beta 5 and takes players questions and feedback.

Sorcerer King

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

Details

Dungeons Of Aledorn - Interview @ RPGCodex

by Couchpotato, 04:02

The RPGCodex published a new interview with Team 21 this week about their new kickstarter game Dungeons Of Aledorn. As usual here is a small sample.

Harsh reality question: Like all Kickstarters, there's a chance that the target goal won't be reached. What happens then?

Well, it would definitely not mean the death of the project. Of course, we have a plan B, and even a plan C.

In a variant of B, we can expect an investor to come on board - a third party. We have already been approached by several of them after our pre-campaign for Kickstarter. We have politely declined, stating that we first want to try our hands on crowdfunding to see whether players deem the game worthy of purchase.

Plan C is that we will continue from our own resources and capabilities. Even like this, we will finish the game, but we will have to remove some elements to make it easier to finish. It will also extend the development time of the game, as obviously we'll have to continue working on DoA whilst working full time to support the project.​

Dungeons Of Aledorn

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

Details

Worlds of Magic - Patch 1.0.1 Released

by Couchpotato, 03:58

Wastelands Interactive released the first post-launch patch for Worlds of Magic.

Worlds of Magic has been updated (1.0.1)

- Game can be started without launcher
- Fixed display of the first world visible after start
- Up to 12 sorcerer lords available
- Settings adjusted in launcher are active immediately
- Walking bomb fix
- Visible enemy units button fixed
- Various GUI improvements

Worlds of Magic

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

Details

Saturday - March 21, 2015

Sui Generis - Exanima Beta Released

by Couchpotato, 06:09

After months of silence Bare Mettle Entertainment has released a new kickstarter update this week about the games development, and a new Exanima Beta.

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This update is about the beta launch of Exanima but first we think we should address the elephant in the room. Why the lack of updates? What's happening with the game's development?

Let's be honest here, when we came to Kickstarter we didn't know what we were getting into, not so much in terms of development but everything else. We were excited about making the game and naive about many realities. We saw ourselves as indie devs promising to do a lot of cool new things that people would share our enthusiasm for. Our plan was to focus on the game's most unique qualities, release it and then continue work on it indefinitely after release, improving and expanding it. What we soon realised is that most people were not so willing to forgive a few flaws for the sake of the game's virtues. We would be subject to harsh criticism on all fronts and where we showed ability and quality these would only serve to make them expected everywhere. Sui Generis does not present itself as a humble game and expectations were sky high.

Our focus almost immediately shifted from just developing the game to improving everything and responding to criticism so that people would not prematurely dismiss the game. It is a very unconventional game, one that can't be described with what are usually the biggest selling points. It's unfamiliar and people don't know if they want it, they will more easily compare it to what they know and fixate it on flaws rather than understand its unique potential. This was further reinforced by our first alpha releases, our alpha backers were in large part people who believed in and understood the game but a lot of people who knew less about what they were getting into and what the game aimed to achieve were, at least initially, not as impressed.

Thank you xenocide for the link, and a reminder about the new update.

Sui Generis

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

Details

Pillars of Eternity - Interview & Preview Roundup

by Couchpotato, 05:09

Alright lets get started with the roundup as a Twitch streamer called Arvan Eleron interviewed Josh Sawyer, the Project Director of Pillars of Eternity.

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I had a great turnout for this one, an interview conducted with the Project Lead for one of the most highly anticipated RPGs in recent memory. Josh was both gracious and thoughtful in his answers, and for my part I somehow managed not to die to a bunch of beetles during the interview, so on the whole I think this worked out. :)

He also streamed over three hours of game footage afterwords. You can watch the first video here, the second video here, and the third video here.

The full broadcast of my interview with Josh Sawyer and subsequent playthrough of the beta version of Pillars of Eternity. There was a long pause right after the interview (had to attend to my dog, so wasn't able to get back as fast as I had hoped), so you will probably want to fast forward through that section

Moving on MMORPG posted a two part preview of the games classes in Pillars of Eternity. The first part can be read here, and the second part can be read here.

The ruleset being used by Obsidian is not your traditional D&D. Instead, Obsidian built their own rulebook for Pillars of Eternity. As they put it themselves:

“Players will recognize many familiar elements -- six attribute scores, many classic races and classes, discrete character levels, a roll-to-hit combat system, strength-based personal character inventories -- but the systems use seconds (and fractions of seconds) instead of rounds, a virtual "100-sided die" for more transparent combat mechanics, and the use of easily-understood formulas that would be difficult to calculate in a tabletop environment.”

To that end, expect to see quite a few familiar classes, but with their own unique Pillars-y twists. Without further ado, here comes the first batch of 11 possible classes!

Pillars of Eternity

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

Details

Seven Dragon Saga - Character Goals

by Couchpotato, 04:58

Here is the next update from Tactical Simulations Interactive with information about character goals, and they reposed the link from yesterday since it was garbled.

 Repost of Specialty Details

We’ve passed $100K heading into the weekend! 

A glitch ate our formatting in the previous post, so we posted it again on our website. http://www.tsi-games.com/details-on-specialties/

David Shelley, details on Goals

During character creation, the game asks three questions about personal motivation, and then asks the player to select a final Goal. Goals are part of the character advancement, but also method to give each character a bit more personality than a pool of abilities. Even a poorly chosen goal will not cripple a character, so the choice shouldn't be high stakes. 

The first question derives from the Race of the character, asking about her youth. The second comes from the Class selected, and the third from the Specialty. Together they provide an abbreviated background for that character. 

We have over a dozen Goals charted out, but expect to tweak this as we layout the different quests. Our plan is for players to get equal opportunities to choose each Goal, and that no Goal gets allied only to ‘positive’ or ‘negative’ solutions to quests. 

So at creation, the player must decide how he will apportion the Goals. Will she strive to match all the characters’ Goal as closely as possible? If so, then when she reaches a solution to a quest that matches, all the characters benefit. But the long term consequences might not be what the player wishes. Also no quest has possible solutions which match every Goal, So a narrow selection of Goal removes the possibility of rewards in the majority of quests.

Seven Dragon Saga

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

Details

ICY - Indiegogo Campaign Update

by Couchpotato, 04:54

Inner Void Interactive posted few more Indiegogo Updates for ICY this month, and the game has managed to earn $6,738 of the $2,500 goal with six days left.

Let's take a moment to discuss about the strange or peculiar things that you may face while playing at Icy. The game will have a strong plot that will lead you across the world, but there will also be room for exploration and there will be plenty of secondary contents that will enrich the overall experience.

ICY

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

Details

Dungeons Of Aledorn - Greenlight & Mechanics

by Couchpotato, 04:49

The fifth kickstarter update from Team 21 has news Dungeons Of Aledorn has been
Greenlit on Steam, and has the second update about game mechanics.

First, we would like to inform you that we have been Greenlit by the community!. It took us six days to get Dungeons of Aledorn approved, which makes us incredible happy. We owe it to all of our backers who have supported us here and who voted YES! at our Greenlight page. Thanks a lot.

Now as for funding the game has only made $21,142 of $60,000 goal. 

Dungeons Of Aledorn

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

Details

Masquerada - Preview @ Side Questing

by Couchpotato, 04:45

Robyn Miller of Side Questing published a preview of Masquerada: Songs and Shadows. Don't forget to read our new interview for the game that was published yesterday.

Masquerada’s gameplay mechanics and aesthetics may be a priority, but story will be getting its due attention as well. I was told during my demo that the current script for Masquerada is nearly 500 pages long. I only caught a glimpse of the story during my time with it, but what little I did see piqued my interest.

For a game in early Alpha, Masquerada already shows polish and solid mechanics. It is slated for release sometime during early 2016. While it will certainly be launched on PC and Mac, it hasn’t been revealed whether it will also be released on consoles.

Masquerada

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

Details

Earthlock - Interview @ Zoot Plays

by Couchpotato, 04:41

A small blog by the name of Zoot Plays had the chance to interview Lead Producer Bendik Stang about, and talk about his JRPG game Earthlock: Festival of Magic. 

Zoot: “Earthlock” doesn’t have a subtle world, but a bright, beautiful, and bold one– full of ambitious and unique features. With games these days seemingly on course for dark, dystopian futures, why did your team decide to go the opposite route, and do you see that as a risk?

Bendik Stang: It’s very simple – we like universes like this. That said, and without giving away too much of the story, I can reveal that we also have some dark dystopian undertones lurking in the shadows.

Zoot: Many studios these days are continually try to reinvent the RPGS. Your team have wanted to keep “Earthlock” traditional to early Japanese RPG design (ie turn-based, random battles, etc.). Was there a sense that “traditional” is a dying art or were there other reasons behind the choice of game Style?

Bendik Stang: We have taken what we think is the best core gameplay for telling stories and then done our own kind if improvements on that. We do not have random battles though, you will see the enemy and often be able to sneak by if you so prefer. The main focus for us is to tell a great story with memorable characters so that our players will remember and love our game in years to come. To do this we also need a cool combat system, exploration and crafting that immerses the player into the Earthlock universe.

Earthlock

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

Details