Anonymous Your donations keep RPGWatch running!

All News

Monday - September 15, 2014
Sunday - September 14, 2014
Saturday - September 13, 2014
Friday - September 12, 2014
Show older news or news at:

MMORPG General News

2014-09-19

In Defense of the Subscription-Based MMO

Aubrielle provides arguments why it is good to have subscription based MMOs amongst the multitude of F2P MMOs.
» Continue reading the article...

After Reset

2014-09-16

After Reset Interview

Last week I had the chance to interview Mr. Nixon of Black Cloud Studios . I asked the community to send questions, and some of you responded. So lets get started.
» Read the article

Recent articles










Picture Watch

Children of War: Blood and Snow
Box Art

Poll Watch

Your Favorite Infinity Engine Game?
Baldur's Gate
  (10.53%)
Baldur's Gate II
  (31.58%)
Icewind Dale
  (13.16%)
Icewind Dale II
  (5.26%)
Planescape: Torment
  (34.21%)
None (Leave Comment)
  (5.26%)
Vote

Recently Released

Sep: Wasteland 2
Sep: Elminage Gothic
Sep: Endless Legend
Aug: Lichdom: Battlemage

Monday - September 15, 2014

Liege - Post-Funding Update #29

by Couchpotato, 05:54

John Rhee of Coda Games has released a new post-funding development update for his funded RPG Liege, and it includes a new video to watch also.

Apologies to those of you who were looking forward to the alpha release with this update- I decided it’d be better to take some more time to polish things up a bit rather than disappointing with a rushed build. Things are taking longer than planned, but we're getting a lot done and hopefully you like what you see so far!

Information about

Liege

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

Details

Sunday - September 14, 2014

Dragon Age: Inquisition - Skyhold Interview

by Couchpotato, 05:12

Bioware posted the first part of a new interview about the Skyhold in DA:I.

Last week, Dragon Age fans were introduced to Skyhold—the Inquisition's base of operations—through an article from our friends at Game Informer. Following the article, we caught up with Dragon Age: Inquisition producer Cameron Lee to ask a few follow-up questions.

In part 1 of this interview series, Cameron discusses what Skyhold is used for, what players can do to customize it, who you can interact with there, and more!

[DRAGON AGE]: Can you give us a quick recap on what exactly Skyhold is?

[CAMERON LEE]: Skyhold is a huge fortress and the seat of your power as the leader of the Inquisition. From there, you decide the fate of nations, direct your agents throughout Thedas, pass judgment on your enemies, and decide how you will personally take action against the Elder One.

[DA]: Does Skyhold's appearance change over the course of the game?

[CL]: As you progress, you'll notice some parts of Skyhold expanding and becoming more detailed. Murals may be painted, and trophies collected and mysterious artifacts researched by your Inquisition followers. All of this and more has a physical impact on Skyhold.

[DA]: What areas of Skyhold can players customize?

[CL]: Skyhold can be customized to reflect what sort of Inquisition you're leading. You choose what to do with major parts of the castle such as towers and the courtyard as well as decorations like statues, windows, drapes, furniture, and even the heraldry your Inquisition forces will take into the world.

Information about

Dragon Age: Inquisition

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

Details

Dragon - Interview @ IndieGames

by Couchpotato, 05:09

IndieGames interviewed Erik Johnson of Red Level Games a few questions about his Dragon focused ARPG I posted about yesterday in case you missed it.

Let us get one thing out of the way first... Will we really get to play as fully grown dragons in Dragon?

Yes -- no false advertising on that front. And not just any dragon, your dragon. We want the game to contain a really robust character creator, and for players to have a variety of branching options as their dragon gains experience and evolves (through various means such as completing quests, eating, sleeping, and so on). A fledgling version of the character creator will be in by Early Access next week, and it might still be possible for us to release it ahead of the 19th -- which would give those interested a chance to customize a bit ahead of jumping into the first public Alpha build.

And, in a nutshell, how will the game play?

Similar to an action RPG, but you're a dragon as opposed to a humanoid protagonist -- meaning you can fly. We haven't taken that portion of it lightly either. A few of us on the team spent a good amount of our time on the road this summer, attending conferences (including PAX Prime, Dragonflight and Denver Comic Con) to build awareness as well as get feedback from attendees on the game's concept and our flight and combat mechanics. I remember worrying that without the RPG layer in at the time, people would see it as a lackluster tech demo. Instead, we had trouble getting folks to give up their seats for the next in line. They wanted to explore all corners of the world by air, and it became clear that many of those who tried the game found flying around the small biome we created for the demo to be its own special experience. I'm not sure how to describe it, maybe relaxing? Cathartic? Regardless, it allowed them to cut loose as a dragon and we know that's the crux of it all.

Another one of our top priorities is to have the initial co-op/multiplayer layer in for our Early Access Launch next week, as we're aiming to develop content that will specifically cater to various PvE and PvP bits as we move toward official launch. We'll be relying on early adopting players to help us test out these new features as we introduce them, along with other aspects of the game like mod tools.

Information about

Dragon

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

Details

Age of Wonders 3 - New Patch & Dev Journal

by Couchpotato, 05:05

Triumph Studios announces patch 1.4 for Age Of Wonders III is now in Beta on Steam.

As we’re ramping up for the Golden Realms Expansion set to be released September 18th, we’re first going to talk about the accompanying v1.4 Patch. There’s a huge list of changes below, but the stand out features of the patch are:

  • A whole bunch of AI improvements and fixes, including: a more aggressive AI, trespassing updates, AI surrendering, etc.
  • Updated disjunction mechanics. See Dev Journal: New Disjunct & Spell Mechanics for details. This also includes changes to abilities removing buffs and debuffs to make these consistent with the disjunct mechanics and more interesting overall.
  • Non-Hero units can now continue levelling up beyond “Elite” and the level cap for Heroes has been razed.
  • Added an option to disable observing other people’s Manual Battles, such that the units and spells of other Players are no longer revealed.
  • Tactical spells balance update, making them – and especially buff and debuff spells – more viable and fun.
  • An update to all Elementals, adding more variety to their strengths and weaknesses.
  • Multiple balance changes – specifically to Arch Druid and Rogue units which – adding racial diversity.
  • Changes Happiness and Morale to make these systems more interesting. Includes changes to Skills, Abilities and Status Effects to add more active and direct ways of influencing Morale.
  • Addition of the Package Manager to facilitate user made maps.  This including Steam Workshop support. See here for a guide on how to use it!

They also released a new Development Journal about Wild Magic.

Hi there, here’s a look at another new feature from the upcoming Golden Realms expansion.  This time it’s the new magical sphere of Wild Magic.  Players who choose this specialization have the ability to direct the flow of raw magical energy for spectacular results.

Information about

Age of Wonders 3

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

Details

Sinister Design - Against the Cult of Simplicity

by Couchpotato, 05:01

Craig Stern of Sinister Designs has a new post about the Cult of Simplicity.

While at Indiecade in 2013, I had the pleasure of listening to Brenda Romero give an inspirational talk (one which she has evidently delivered elsewhere since) themed after the movie Hiro Dreams of Sushi. It was a talk about seeking perfection in game design. She described a triangle with one corner labeled on time, another labeled on budget, and a third labeled great. She exhorted the audience to disregard the “on time” and “on budget” sides of the game development triangle, and instead aim for a game that is truly great at all costs.

Brenda is a funny and dynamic speaker, and it made for a very entertaining talk. I would have enjoyed it without reservation but for one moment where she exhorted the audience to design games centered around a single core mechanic. Romero indicated that that was the only way to design something truly perfect. I considered asking her to defend that position in the Q&A that followed, but I hesitated. “I already have a bit of a reputation as a gadfly in the indie community,” I thought to myself. “And I like Brenda. Is this really a battle worth fighting?” I chose to let it go–but the memory of that moment continued to nag at me.

Later on in the weekend, I dropped by a tent where Jeremy Gibson was giving a talk on game design. I don’t recall the name of the talk, but it struck me as an intro-level lecture for folks who had not been making games for very long. He, too, apparently felt obliged to spend some time telling the audience to make games with only a single core mechanic. He did not give a reason; he did not limit his statement to new designers who are just finding their feet. He simply said that game designers should do it. Full stop.

Now, here’s the thing: I genuinely enjoy games that employ only a single core mechanic. But I also enjoy highly complex games that leverage many different systems, and I admit that I am deeply uncomfortable with the thought that leaders in the indie community are running around telling everybody that one of these is somehow better than the other.

Before we get into the repercussions of telling people that a game with a single core mechanic is preferable, I want to take a step back and examine the merits of the contention itself: is it, in fact, actually better to have a single core mechanic?

Information about

Sinister Design

Details

Kingdom Come: Deliverance - Gameswelt Videos

by Couchpotato, 04:57

Warhorse shared links for some new videos on a German site called Gameswelt. The good news is some parts are in English, and they show new gameplay.

Gameswelt from Germany presented their 1st of 4 videos of their visit at our Studio in Prague. Check Gameswelt.de for today’s joy.

Gameswelt NEXT: Kingdom Come: Deliverance

Do you want to see our Alchemy system or are you rather into archery? Check video 2 from the visit of Gameswelt at Warhorse Studios

Gameswelt NEXT - Teil 2: Dungeons & No Dragons

And there goes the 3rd video of Gameswelt. Have you ever wondered how our Tech Alpha will look like? Or the Beta? Check it out!

Gameswelt NEXT - Teil 3: Alpha? Beta? Release?

Source: Warhorse Studios

Information about

Kingdom Come: Deliverance

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

Details

Worlds of Magic - New Patch Released

by Couchpotato, 04:52

Wastelands Interactive uploaded a new patch on Steam for the early Access version of  Worlds of Magic. So here are the details of the fixes, and changes from the patch.

New (1424M) build is up

A new patch has been uploaded. (Windows only, Linux and Mac to be uploaded on Monday) We tried to address as many issues as possible.

Below is the changelog.

We would really appreciate your feedback.

  • [fixed] You can transmute 0 mana for 0 gold in alchemy-
  • [fixed] Unit switcher above the minimap is not centered
  • [fixed] Blue moon didn't apply it's bonus to research from Sage discipline
  • [changed] Disabled forge
  • [fixed] Not working next page button on spellbook
  • [fixed] The game shouldn't crash from out of memory error while generating any more
  • [fixed] Default race on surveyor was always DRACONIANS
  • [fixed] Expanding "sort by lord" popup on enchantment list caused enexpected behaviour
  • [added] Tooltips for mirror panel
  • [fixed] Fixed many in-game texts
  • [fixed] Win/lose conditions
  • [fixed] Weird city-targeting spell issues
  • [fixed] Enchantment panel
  • [fixed] There was one additional militia unit during battle which wasn't shown on city screen
  • [fixed] Amount of turns remaining to finish research wasn't updating (visual only bug)
  • [fixed] Crash when opening abilities minipanel for some units
  • [fixed] Army selection and destination flag animations are no longer fps-dependent
  • [fixed] Number of opponents and world size drop down menus have wider colliders
  • [tweak] Adjusted surveyor panel depth
  • [tweak] Adjusted battle summary depth
  • [tweak] Map, history and forge buttons are grayed out and unclickable
  • [fixed] Owerwriting a file didn't update it's date
  • [fixed] Units were losing exp after loading
  • [fixed] Random obstacles will no longer generate during city siege
  • [fixed] Bless duration (was 0)
  • [fixed] AC modifying spells were not working

Information about

Worlds of Magic

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

Details

Unbended - Some Questions & Answers

by Couchpotato, 04:49

The developers of the Sacred inspired ARPG game Unbended have updated their FAQ on the website to answer a few more questions from a few different supporters.

Never fear. We have neither fallen asleep nor have we lost interest in our baby. During the last two weeks there was a lot of organizational matters and technicalities on our schedules. In the current phase of the project, that’s unfortunately not avoidable. But we promise to improve and we’ll try to give you something more tangible in the coming week. Stay with us and have a nice week. For now, there’s the next round in our very popular category “Questions and Answers on UNBENDED“.

Information about

Unbended

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

Details

Shroud of the Avatar - Update of the Avatar #90

by Couchpotato, 04:46

The 90th Update of the Avatar from Portalarium has been posted this week, and as usual it contains news, items, and a few more videos. Here are the details.

Here’s what we have for you in this week’s edition of Update of the Avatar:

  • Darkstarr Training Montage
  • New Designers Join SotA Dev Team
  • Founder’s Developer Blog: Daily Standup Notes and Developer Q&A
  • Baron’s Cloak
  • Knight’s Cloak
  • Creature Spotlight: Elves
  • Alienware Sponsors $20 Pledge Upgrade Coupon
  • Upcoming Events

Information about

Shroud of the Avatar

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

Details

Skywind - Bitter Coast Preview Trailer

by Couchpotato, 04:42

The developers of the new Skywind mod for The Elder Scrolls V: Skyrimhave released a new trailer that shows the modders progress on the Bitter Coast.

An exclusive look at the latest work on the Bitter Coast. As always, many models are placeholders and everything is subject to change. Please enjoy!

Information about

Skyrim

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

Details

Gamasutra - MP Alternatives in RPGs

by Couchpotato, 04:38

Gamasutra is hosting a new article from Zack Wood who writes about MP alternatives in RPGs, and no it doesn't stand for multiplayer. He means Magic Points.

We’ve all played a game or two (or twenty) with this system: each character has a finite amount of MP used for spells, more powerful ones cost more MP, and if your MP runs out you need items (or “rest”) to replenish it.

I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, its just plain boring when so many games do the same thing.

Now I happen to think there’s still a lot to learn from older games, so let’s look back at some alternatives to the typical MP system and imagine exciting future possibilities. (Let’s just define “magic” and “MP” broadly as “special moves” and the “special points required to use them.”)

Information about

Gamasutra

Details

Pantheon - New Screenshots Released

by Couchpotato, 04:34

Visionary Realms Brad McQuaid posted a new update for Pantheon: Rise of the Fallen this week that shares a few more screenshots on the game.

Bah, why wait a couple of days? I looked through the various zones being worked on and grabbed some graphical goodness. As always, please remember this is work-in-progress, and that the different areas shown are at different points in terms of being finished. So, for example, lighting and sky will look better in some shots vs. others. That said, I think it shows our world building team is NOT fooling around and we are building the world of Terminus!!

Information about

Pantheon

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

Details

Shadow of Mordor - Gameplay Video Preview

by Couchpotato, 04:31

GamesHQMedia has a new video eight minute video preview of Middle-Earth Shadow of Mordor with some commentary from the games developers.

Information about

Middle-Earth: Shadow of Mordor

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

Details

Dead Island 2 - Why isn't Techland Making it?

by Couchpotato, 04:27

Robert Purchese of Eurogamer took the time to interview Techland Game Designer Maciej Binkowski about why Yager is developing the game instead of Techland.

Why isn't Polish developer Techland making Dead Island 2?

Dead Island wasn't fantastic but it was successful - very successful. In February 2013 the game passed the five million sales mark. Five million sales! And for a new IP! Techland clearly did something right.

But what it didn't do was retain ownership of the IP.

"Right from the start, the IP was theirs," Techland game designer Maciej Binkowski told me, referencing publisher Deep Silver (Saints Row, Homefront). It was Techland's game, Techland's idea, but it wasn't a strong enough entity as a developer to argue.

"At that point we weren't really in a position to negotiate," he said, "so that was the best deal we could get. It's like playing poker: you have to make a decision with the information you have now. If you play the game thinking that something might happen, you're going to lose the game. At that point, that was the best decision we could do."

Techland made two Dead Island games for Deep Silver: Dead Island, and standalone expansion Dead Island: Riptide. Riptide wasn't brilliant but again it wasn't awful.

But a month after Riptide's April 2013 release, Techland announced a new zombie-killing game called Dying Light. A year later, at E3 2014, Dead Island 2 was announced - a game made by Spec Ops: The Line developer Yager.

What happened - did Techland and Deep Silver fall out?

"Well, you know, we had our ups and downs," Binkowski said. "There's always tension between the publisher and developer.

"For us it turned out well, because being forced to come up with a new IP... We can't just make a Dead Island 2 and change the name; it's got to be something fresh, it's got to be something unique.

"It was a bit tough," he added. "I would love to make a direct sequel, but at some point a decision was made."

Information about

Dead Island 2

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

Details

Saturday - September 13, 2014

GOG - Indietastic Game Sale

by Couchpotato, 05:22

GOG has a new sale for the weekend called the Indietastic sale. The sale contains quite a few games, and one RPG game called Inquisitor. Here are the full details.

Battle Worlds: Kronos, Ether One, Blazblue Calamity Trigger, and more Indietastic titles up to 80% off!

You know GOG.com has a lot of affection for the indie scene and for plenty of reasons. Some devs take on risks that none of the big AAA powerhouses would dare to consider, introducing original, untried concepts into their games. Others look to the past to re-create the feel and mood of the finest titles in the history of gaming, the ones that still give gamers a warm and fuzzy feeling, while adding their personal touch to create something fresh. To give you a sample of what we consider Indietastic this weekend we have a selection of 31 games on sale. Let's take a look at some of those titles:Dyad, a one-of-a-kind shooter, is a psychadelic trip at warp speed and straight into the audio-visual nirvana.

Information about

GOG

Details

Kingdom Come - Interview @ TechRaptor

by Couchpotato, 05:17

Daniel Vavra is interviewed on TechRaptor to talk about GamersGate, and the gaming industry. I will remind everyone to keep it civil this time, or I will lock the thread.

What is the biggest difference in the gaming industry when comparing now to when you worked on Mafia: The City of Lost Heaven (2002)? Better or worse?

The industry is much better now. We can be independent. We can self-publish our games, even on consoles. We can speak directly to our fans through social networks. There are new ways to fund development. All that is awesome and ideal for growth of the scene and more original games. There are also many more communication channels – social media, Youtubers, bloggers. Back in the day, the Internet was very small, paper mags held all the power, and the journalists asked boring questions like “how many weapons/cars/levels are you going to have?” I was trying to write a sophisticated mature story, and most of them wanted to know if it’s going to be possible to drive over people. Now, when I am trying to make mature realistic historic game, some people ask why we don’t have female knights.

Will the GamerGate issue have any real effect on your approach to your upcoming game, Kingdom Come: Deliverance? That could be changing a character, a story, or part of the world.

No. We had a strong playable female character before all this started. We have gay characters in the game, and we have different minorities in the game, because all I want is to have a mature, strong story. A story that I wanted to tell for years, and I am not going to change it because of outside pressure.

Information about

Kingdom Come: Deliverance

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

Details

Legends of Eisenwald - Indie or Not Indie?

by Couchpotato, 05:12

Aterdux Entertainment next Developer Diary update for Legends of Eisenwald about the recent previews of the game, and they even metion the preview from Aubrielle.

Developers Diaries #17 – indie or not indie?


Hello everyone,

Lattely we have been talking to a few journalists, from IGN Russia and rpgwatch.com in particular. IGN Russia had a discussion what is an indie game which was presented in several developers answers to four questions: what is an indie game; do you think Journey for PS3 or Valiant Hearts are indie games; if Banner Saga went to a publisher, they would have gotten more money and have done a better game – what do you think of this statement; are you an indie developer yourself. Many answered that it’s a game where a process of its creation is not controlled by a publisher or an investor, we added that it’s a game that is doing something new and it’s also creative splash of the people making this game. Even some games of big studios could be considered indie, in our opinion. The whole article is here (in Russian).

rpgwatch.com wrote a preview. Alexander met with an editor from this site in Cologne during GamesCom and this preview is a result of this even though a preview is written by someone else.

In the beginning of the summer we applied with our game to IndieCade. We didn’t have many hopes to start with. Looking at the screenshots that are published on Facebook page of this festival one could think that indie games for them are almost exclusively pixel art, simple mechanics and other attributes of modern pop-culture. So, the response we were not selected for the final part did not surprise us. To the standard response there were attached a few sentences of a juror or a few of them:

"I kind of don’t get it… When the game is defined as a “classic old school RPG with tactical turn-based battles, simple economic model” why would you enter it in indiecade?"

" It seems weird to me, with no hook, no novelty and no tutorial, the game feels… Well, like a 90s game. It’s a “classic, yes, but “old school” doesn’t have to mean “old”."

"This game is an impressive technical achievement! Indiecade however looks for games that innovate in design or other categories, and Legends of Eisenwald is largely a worthy but loyal recreation of a well-trodden category.

We are grateful for a personal response and understand that everyone has different opinions. The only details that is not quite clear is a “no tutorial” part. Tutorial (while not the greatest) have been on Early Access since the very beginning and it seems that jurors simply didn’t have enough time to check for a tutorial option in the settings. We started playing games in 90s and even the end of 80s, so in most cases when some people say our game looks like from the 90s, it sounds rather surprising to us and brings us to the conclusion that most likely they didn’t play anything back then.

What do you think? Do we describe our game well? Maybe some moments are really unclear for the people who look at our game for the first time and has only 10 minutes to look at the game? We would really love to hear your opinions!

Information about

Legends of Eisenwald

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

Details

The Mandate - Operation Reclamation

by Couchpotato, 05:06

Perihelion Interactive has finally posted a new update for The Mandate about your crew in the game, and mentions the topics of future updates.

Operation Reclamation

Time for another update! Today we start by outlining a schedule for the next few updates: 

  • Update #42 boarding combat (this update)
  • Update #43 space combat
  • Update #44 (tentatively) status of development

When discussing the boarding combat it makes sense to first talk about some of our goals for the boarding operations.

The Mandate focuses on the crew inside your space ships and the marines are an important part of your crew. We want boarding combat to come alive with drama and action. These interactions will be more high-paced than space combat, with ample explosions, memorable characters and the occasional acts of heroism or stupidity. After a firefight, the corridors should look banged up with bullet marks and bodies.

Information about

The Mandate

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

Details

Lords of Xulima - Preview @ Cliqist

by Couchpotato, 03:56

Lords of Xulima.

Lords of Xulima should really appeal to players who love a good, difficult RPG. There are definitely some aspects that could see furthered tweaking, such as adding more to the day/night cycle, but as is there’s already a fully featured game waiting for players. The development team is also constantly turning to players for feedback, which is just what you’d hope to find from an Early Access title. If you jump into Lords of Xulima now you can expect a massive game, regular updates, and a developer who is more than happy to read feedback. If you’re a big Early Access gamer then you know these traits are rarer than they should be!

Information about

Lords of Xulima

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

Details

Age of Grit - A Big Push for 100%

by Couchpotato, 03:54

The next update for Age of Grit has news on funding, and a new Art contest. The game made $10,347 of the $12,000 goal with thirteen days left in the campaign.

We're making a big push to reach 100% funded by the end of the week!!!  We are doing great--just a little further and then its on to stretch goals!  Please do what you can to help push us past the 100% mark.

A really BIG thank you goes out to each one of you for your pledge, your support, and for spreading the word.

Sadly, we've seen very little response to our art contest!  The entries we've received have been really great, but there's only been a small handful of submissions thus far.  Sad face.  Consequently we are pushing the contest deadline back until the end of Friday, September 19th in the hopes that we'll see a few more entries over the course of another week.

Please submit any fan art you can scrounge up!  Don't be shy--we are desperate here!  Your entry doesn't have to be the Mona Lisa--just have fun! Remember, the grand prize is a gift card for $100!  You can get a lot with $100!  We will be judging the entries using creativity as the primary criteria.

The following would all be acceptable entries:
-simple doodles of airship designs on the back of a napkin
-real life landscape photographs (a cool desert or cowboy-looking shot)
-a clever wanted poster with some creative text
-a crayon drawing of a steampunk cowboy town
-a Lego steampunk creation
-ANYTHING clever, creative, or just pertty relating to steampunk, cowboys, or the general setting of Age of Grit.  The only rule is you just have to be the actual creator of your piece.

Information about

Age of Grit

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

Details

Dragon - A Dragon ARPG on Steam

by Couchpotato, 03:48

Dragon is an ARPG game I found on Steam Greenlight that may interest a few of you, and is being developed by a studio called Red Level Games.

As usual here is a video, and a short description of the game.

Dragons are the greatest fantasy creature of all time.

It is time for a video game that gives dragons their proper role as the monstrous, complex, and epic protagonists that they are.

In an open world, action RPG you will bring your dragon's story to life. Choose who to help and who to eat. Choose which cities will benefit and thrive under your protection, and which will burn...

You will customize your dragon, choosing its color, designing its face, look, and abilities.

As you eat and grow your dragon will develop; allowing you to improve and customize its wings, tail, claws, and breath weapon to your preferred playing style.

Growing more powerful through the years you will horde gold, claim a lair and expand your territory. Inevitably challenging other dragons, giants, liches, and other beasts for dominance over the world and claim over the lesser kingdoms of mortals.

In Dragon the world is yours...

Information about

Dragon

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

Details

Pathologic - Scriptwriting: Gap #1

by Couchpotato, 03:42

Ice-Pick Lodge has another update for Pathologic this time from writer Nikolay Dybowski who writes the games plot, and he talks about the games story.

My name is Nikolay Dybowski. I’m the person behind the plot, the setting, and the script of Pathologic.

The story of Pathologic is not fictional. Or rather not entirely fictional: it’s based upon artistically adapted facts and phenomenons that come from the real life.

I often compare my job to something a cryptographer or an archaeologist does. It’s about reconstructing things, not making them up. My task is understanding, deciphering, and recreating a story that originates from beyond my imagination.

Some of its pieces are usually obvious from the get go—they don’t require much work. A good example of that would be the character set in Pathologic and the general outlook of The Town. They weren’t hard to discover.

But some troublesome pieces just aren’t there. They make me feel like an astronomer. He knows there must be a star of a certain brightness and weight in a particular section of a galaxy even if he doesn’t see it through a telescope; his maps tell him so. Just like an astronomer, I’m goofing off and lying when I’m trying to lay my calculations aside and start ad-libbing. The red giant may look fantastic in my mind’s eye, but it’s just not there.

And finally, there are some pieces that need to be cleared up slowly and methodically first. Here are the dusty ruins of an old dwelling. It’s obvious where exactly the hearth used to be: we can see the pipe section area, we can see pieces of ash. But what was the hearth like? How did it look? What was being cooked in it?

Information about

Pathologic

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

Details

Mass Effect - Retrospective @ CGM

by Couchpotato, 03:39

CGM's Reid McCarter posted a new retrospective for Mass Effect. So if feel like reading another one then give a look, and share your opinion in the comment section.

Discovering that we have a greater appreciation for a work upon revisiting it is probably a pretty common experience. How we judge any kind of media is inherently personal and so dependent on the nearly infinite minor joys and irritations that colour daily life, it’s a wonder people’s opinions ever line up. It’s worth keeping this in mind when encountering a game that disappoints  despite months of pre-release hype.

It’s also a good thing to remember after dismissing a work of art or entertainment because of a poor first impression. Barring the kind of deep, fundamental issues that can make a game completely irredeemable—offensive or problematic content, say, or outright bad design—there’s often something positive to discover in a title that was previously dismissed. This obviously can’t be the case in every instance, but taking the time to see if there’s more to apparently disappointing games than first appeared can definitely be worthwhile.

Information about

Mass Effect

SP/MP: Single + MP
Setting: Sci-fi
Genre: Shooter-RPG
Platform: PC, Xbox 360
Release: Released

Details

Star Traders 2 - Ship Design & Competition

by Couchpotato, 03:34

The Trese Brothers Games latest update for Star Traders 2 goes into detail about how you can design your spaceship, and mentions a new faction competition.

Ship Design

In the years following the end of the great Exodus, the new colonies of the isolated quadrants lacked large shipyards. Most Star Trader Captains made do with heavily modified and upgraded vessels that were a hundred years old or older. Over the years, some of the quadrants found their footing and grew in power and wealth and they began to construct great shipyards to build the ships of the new era.

Your craft’s hull will determine its basic design and allow you to slot components of your choice into its modular structure. Your ship’s blueprint sets the layout of the decks, cargo bays, bulkheads, compartments, and primary engines. Each deck of a ship will have empty compartments that can be filled with upgrades of all kinds -- crew cabins, weapon magazines, gunnery pods, medical bays or hundreds of other options. With enough Credits, you can upgrade or replace every compartment to build your ship to your exact specifications. At capable shipyards, you'll also be able to pay for major upgrades such as improving the engines, outer armored hull and solar sails.

Faction Competition Update

The Faction competition is still roaring along with votes coming in every hour. I've totaled up the votes again before the last 24 hour push to Saturday at midnight (US, EST). Every Faction is still within striking distance of the 30 vote threshold to get the minor bonus in ST RPG and 4X Empires.  Thulun has pulled farther into the lead with 20 votes!  Get out and support your Faction!

If you’re interested in learning more about the 6 Factions of Star Traders RPG, read about them here in the original Star Traders RPG manual. The manual is 4 years old, but it has a great description of each Faction. Even if you’re a newcomer to Star Traders, check them out and then vote for the one you think you’d enjoy the most!

Information about

Star Traders 2

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

Details

Might & Magic Heroes VII - Sylvan Faction Won

by Couchpotato, 03:28

Thanks to the vote for what faction gamers wanted in Might & Magic Heroes VII it seems the Sylvan Faction will now be added to final game. Here are the details.

So, the time allotted to the vote is now coming to an end. The response was overwhelming, and it quickly became pretty clear that within our Shadow Council a majority believes the Elves of Irollan would make adequate allies for Ivan.

You can now vote on what units get added to the faction now.

Our game designers have offered us a choice regarding the composition of the Sylvan Army. Three different line-ups have been suggested and it’s your voice that will make the difference. Don’t hesitate to share the news with your friends to put your favorite alternative in the lead!

Even if they have some similarities, those three line-ups are different, more oriented on defense or offence, or in-between. These three line-ups are meant to be of equal strength, and be balanced with the power of the other Factions present in the game.

This vote will define the soul and heart of the Sylvan armies and what play style will suit them, so choose wisely!

Remember that you can change your vote at any time, so listen to the other members of this council, hear their arguments and offer your own. The Sylvan Armies will be a great help in the battles to come, but you still have to decide how.

Information about

Might & Magic Heroes VII

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

Details

Pillars of Eternity - Video Preview @ Nilsor's Vault

by Couchpotato, 03:22

If you want to watch a video preview of Pillars of Eternity that acts more like a history lesson then head on over to Nilsor's Vault. Just beware the narrator's voice.

"Pillars of Eternity 101" is a series taking a closer look at the lore and features of the game by Nilsor. Subtitles available in English and French

Information about

Pillars of Eternity

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

Details

The Scoundrels Guild - Relationships & Friendships

by Couchpotato, 03:17

Adam Mayhem posted a new kickstarter update for The Scoundrels Guild with information on how Relationships & Friendships work in in his game. 

Relationships 

Dating can be fun, rewarding, and exciting if you and your partner are equally interested with each other. However, if you suddenly start to change your attitude and make choices that conflict with your partners interests, dating can soon become a nightmare. 

In the game you will occasionally have the opportunity to ask someone out for a drink, or a midnight stroll around the courtyard. You will be presented with several options as to how you want your date to go. If you choose the right options then the other person may want to see you again, but if you choose the wrong options then you may get a slap in the face. 

You will quickly learn about the their interests by inquiring more about them. They may like wine over ale, perhaps they prefer to sit in a quiet corner of the room opposed to dancing on the floor. Once you know more about them it's up to you to decide how you wish to talk to them.

If you form a strong bond with your partner, you will unlock more options. These options will depend on the type of person they are. 

  Friendships

 Forming an strong friendship can unlock a number of great opportunities, but these things take time, don't rush it. The bouncer at the pub might not like your face when you first meet him, but over a period of time you guys just might become best buds, trading old war stories and enjoying a mug of ale. 

 You can't befriend everyone in The Scoundrels Guild, because you just can't please everyone. Sometimes folks will get into arguments and it will be up to you decide who you agree with more. In such an instance the party you disagreed with might be more inclined to dislike you after that. Tough choices will arise and you can't always stay neutral.  You might even cause a conflict requiring a good punch in the face, but that's entirely up to you. Sometimes violence is the answer and cannot be avoided.

 Just remember, keep your friends close and your enemies closer. It won't be long before you find yourself building a reputation in the guild and weather you decide to be the good guy or the bad guy you're going to make some enemies either way.

Information about

The Scoundrels Guild

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

Details

Fable Anniversary - Released on Steam

by Couchpotato, 03:13

Fable Anniversary is now avaiable on Steam with three new DLC packs.

Fable Anniversary is launching on Steam today! We've been working hard since February to not only bring the game to PC but to also make it sound better, look better and most importantly play better than ever before.

With updated sound design, advanced graphics settings and the all new Heroic Mode, we’ve crammed as much spit* and polish into the game as possible. (*not real spit)

*WARNING* - Heroic Mode is really hard! Lionhead are not responsible for any swearing, tantrums or table flipping that may occur during play.

Finally one of the most exciting features we have just announced is official modding support. Shipping with a version of the UE3 Editor, everyone is going to be able to edit any of the existing art and animation in the game. This means that anything our artists and animators can do, you can to. (Can someone please create robot chickens just so we can shut Craig up?!)

Information about

Fable

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

Details

Earthlock - September Progress Report

by Couchpotato, 03:09

Snowcastle Games has posted the September update for Earthlock: Festival of Magic.

Progression - Combat Gameplay 

It feels like we have had a slow progression this last month, but we have not been idle. It’s just that we have spent a lot of time working on the combat gameplay and some of the things we tried out did sound like a good idea at the time, but after playtesting we did not get the right vibe, so we rolled back and tried some of the other ideas.

We finally got to a point where we feel we have some cool combat gameplay. It feels new and familiar at the same time. Our programmers are working on getting this combat design implemented properly in-game and we have decided to wait until the next update before we show how it works.

Story and Quests 

Meanwhile Magnus, our story writer has polished the main quest line and he has also made several side quests.

Here is a little message from Magnus: 

“I really believe that the magic of the story, together with the world itself, comes from the characters. Our main narrative and our main quests firmly lock the characters and the world together, of course, but I also wanted the primary sidequests to have a strong bearing on character and reveal more about our heroes. These sidequests aren’t mandatory to completing the game, obviously, but they are designed in a way to really give you the player a stronger connection to the characters, to the world and its history, and also heighten the gameplay. We have given our heroes a lot of personality and a rich, meaningful history, and we hope you’ll take them on all the adventures you find throughout Umbra to get to know them as you know your friends. But, like in real life, friends have secrets too…” - Magnus

Concept Art - Artwork

Fridtjof and Fredrik have been creating a bunch of character designs that we will be sending over for 3D modelling and animation soon. We’ve boxed out a bunch of new areas in the game engine, and they are hard at work designing and making projection maps for those areas as well. If you missed our last post where we talked about projection mapping, it can be found here. 

Information about

Earthlock

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

Details

Friday - September 12, 2014

Shadowrun: Dragonfall - Dev Diary #4

by Couchpotato, 13:33

Harebrained Schemes has posted the fourth Dev Diary for the Director's Cut version of Dragonfall. The last entry of  talks about the games new new visuals & UI.

Hey guys, Mike McCain here again - Game Director and Art Director on Dragonfall. Today I’d like show you some of the many interface and visual improvements we’ve made in the Director’s Cut. But before we dive into that, guess what? Shadowrun: Dragonfall - Director’s Cut launches one week from today!

Information about

Shadowrun: Dragonfall

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

Details

Larian Studios - What Comes Next

by Couchpotato, 13:30

Larian Studios Swen Vincke has a post on his blog after the last one a few months back, and he talks about the developers plan now that Original Sin is released.

Ok,  let’s do this thing. Lots of people have been asking me for numbers and thoughts on the release of Divinity: Original Sin, so here are a few.

Divinity:Original Sin did pretty well. At the time of this writing its Metacritic critic rating is at 87%, it’s user rating at 89% and it’s been at the top of the Steam charts for most of the summer, occupying the nr. 1 spot for around a month.

It has sold well over half a million units by now– mostly from Steam, with 10% from retail.  ”Break even” has been reached, our debts have been paid and we are now in the profitable zone. While not all of the money is for us as we had private investors on board, the game did sufficiently well for us to envision funding our next endeavors with it, meaning we’re pretty happy about its performance.

And here is his conclusion of the post for the TLDR crowd.

In conclusion, developing D:OS was a very rich experience and I think our entire team matured a lot in the process of making it. We do this job because we enjoy entertaining other people with our imaginations, and when it’s successful, it makes us feel all good inside. We’re very grateful for the many thank you messages we received from our players :it’s these shows of appreciation that fuel us when the night is dark and the task list long, and it’s what makes this job so incredibly cool.

Information about

Larian Studios

Details

General News - New Game Sales

by Couchpotato, 05:48

Here are a few more game sales this week I decided to share. So up first we have a new Kalypso Humble Bundle with the usual pay what you want with added extras.

Kalypso is back to bundle again! It was almost one year ago when Kalypso Media came to bundle town on a mission to share their unique brand of strategy games with the masses. We missed them dearly and are elated to bundle with them again and share more of their catalog with you. Pay $1 or more for Grand Ages Rome - Gold Edition, Imperium Romanum - Gold Edition, Airline Tycoon 2 and Disciples III: Gold Edition. Beat the average price to also get Tank Operations: European Campaign, Patrician III and Patrician IV. Pay $9 or more to get everything plus Omerta: City of Gangsters and Port Royale 3.

The Kingdoms of Amalur: Reckoning: Collection is 75% off for $9.99 till September 15th.

The minds of New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined to create Kingdoms of Amalur: Reckoning, a new role-playing game set in a world worth saving. Build the character you've always wanted and continuously evolve it to your style of play with the revolutionary Destiny system. Choose your path and battle through a master-crafted universe featuring some of the most intense, responsive, and customizable RPG combat ever.

And once again two versions of The Elder Scrolls V: Skyrim are 75%off on Steam.

The next chapter in the highly anticipated Elder Scrolls saga arrives from the makers of the 2006 and 2008 Games of the Year, Bethesda Game Studios. Skyrim reimagines and revolutionizes the open-world fantasy epic, bringing to life a complete virtual world open for you to explore any way you choose.

Information about

General News

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

Details