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Sunday - April 24, 2016
Saturday - April 23, 2016
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Thursday - April 21, 2016
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Halcyon 6: Starbase Commander

2016-04-25

Halcyon 6 First Impressions

I fired up Halcyon 6 fully expecting to play half an hour before bed. Needless to say thats not how things panned out and I played until I couldn't play no more.
» Continue reading the article...

Darkest Dungeon

2016-04-20

Darkest Dungeon Review

Forgottenlor had a go at Darkest Dungeon and came back with his views on the game
» Read the article

Recent articles










Picture Watch

Dreamatrix
Box Art

Poll Watch

How well funded do you prefer your games to be?
Mega Bucks AAA+
14.55%

Noticeably well funded
32.73%

Fairly well funded
45.45%

Limited
3.64%

Struggling
1.82%

Cheap and cheerful
1.82%

Vote

Recently Released

Apr: Pharaonic
Apr: Hyperdevotion Noire
Apr: The Huntsman
Apr: Megamagic
Apr: Banner Saga 2

Sunday - April 24, 2016

The Huntsman - First 3 Episodes released

by Hiddenx, 09:52

The first 3 episodes of The Huntsman: Winter's Curse are released now - 4 & 5 follow in May. The first episode is free to play:

Winter is fast approaching as Queen Freya’s army marches relentlessly on the White Lands. Beneath the shadow of that deadly war Elisabeth’s quiet life on her family’s farm in Vardhelm comes to an abrupt end as she embarks on a journey of her own. Join her on a quest to find her missing brothers as you explore an expanded Huntsman universe, one where you’ll encounter both familiar faces and new dangers, all while discovering the secret Elisabeth herself unknowingly carries.

  • Meet Elisabeth: Determined and optimistic, Elisabeth believes in fairy tales and happy endings and is skilled enough with a sword to make them come true.
  • Meet Marcus: A staunch ally with unusual magic, Marcus’ path seems entwined with Elisabeth’s - yet he hides secrets of his own that might endanger all Elisabeth fights for.
  • Participate in An Interactive Story: Play through an immersive and interactive story filled with suspense and mystery.
  • A Distinct Visual Style: Explore the world of Snow White and the Huntsman brought to life via a distinctive hand-drawn macabre style with character designs by Abigail Larson.
  • Engage in Strategic Combat: Engage with wisps, goblins, trolls and more via a strategic and visually appealing combat system.
  • Lead Your Character’s Progression: Earn new equipment and select new abilities for your characters throughout the journey.

 

The Huntsman

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

Details

Banner Saga 2 - Review @ Gamespot

by Hiddenx, 09:12

Gamespot has reviewed Banner Saga 2:

The Banner Saga 2 Review

The Banner Saga 2 begins at “Chapter 8” and ends just as its engrossing plot begins to reach a tipping point. It feels like the central portion of an epic novel, torn straight from the binding. It’s a game that looks and feels practically identical to its predecessor released two years prior, but the attractiveness of its presentation--inspired by 1960’s Disney-style animation--and the refined combat system still stand strong, giving it an air of timelessness. The Banner Saga 2 presents a grand mythological odyssey and effectively conveys the hardships of the characters enduring it.

[...]

The Banner Saga 2’s wonderful balance of systems and their effectiveness in heightening the ongoing narrative can still be appreciated if you aren’t familiar with what came before--but much more so if you are. Like the original game, The Banner Saga 2 leaves you holding your breath, completely invested in the world, its inhabitants, and their struggles, anxiously eager for more.

Score: 8/10

Banner Saga 2

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

Details

Zombasite - Some Previews

by Hiddenx, 09:04

Zombasite patch version 0.929 is now available - here are some previews:

The Gamers Longe:

[...]

Overall, though, I'm looking forward to seeing what Zombasite gets with a full version. It's original, unique, and very complex in spite of its basic trappings, and with a few kinks worked out, should be a new classic.

Skewed 'n Reviewed:

[...]

All in all, Zombasite is a fun addition to both the fantasy-action RPG and diplomatic-strategy gaming scene.  The strong usage of both aspects in a single game may hinder the overall enjoyment for some players who are looking for one type of genre experience over another and the learning curve for both aspects may force casual players of specific genres into frustrating and down right unenjoyable situations.  If you are a fan of both genres, however, and are looking for a game that is working on bringing the best of both those worlds together, then Zombasite may be the game you have been dying to get your hands on.

Hardcore Casual:

[...]

If you are in the market for a new ARPG, I’d say give the demo a shot and see if it works for you. I could see this game turning some people away pretty quickly, but I can also see its depth and layered systems sucking people in and really giving them a very deep, interesting experience. I’m going to keep at it for now, because I do want to get a better feel for the interconnected content and how/if it all comes together.

Co-Optimus:

[...]

Though still in Early Access, the framework for Zombasite feels pretty solid. Fans of previous Soldak Entertainment titles will feel right at home with the different character classes, which all appear to have been lifted from Din’s Curse, and the clan management/diplomacy that was in Drox Operative. For newcomers, this is a good place to check out Soldak’s unique take on the action-RPG genre. Be prepared, though, to spend a few hours and a couple of restarts just getting familiar with the lay of the land, or just bring in some friends and have fun.

Zombasite

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

Details

Saturday - April 23, 2016

The Path of Destinies - More Reviews

by Hiddenx, 21:47

More reviews for Stories: The Path of Destinies:

Gamereactor:

Stories: The Path of Destinies

It's not always about the journey, sometimes it's all about the ending.

Playing out like an interactive bedtime story, Stories: The Path of Destinies places you firmly in control of its unfolding narrative, throwing a number of pivotal decisions at you along the way.  Dripping with charm from every pore, Stories showcases a beautifully vibrant art-direction and a witty narrator who is ever present to spout constant one-liners.

[...]

You'll find it pretty difficult to close the book on this fast-paced RPG adventure. Its story after multiple playthroughs may feel a little tedious and encounters may lack challenge, but its charmingly addictive gameplay will see you returning again and again to the gorgeous world of Boreas in an effort to unlock all of the available endings.

Score: 7/10

Gamespew:

Stories: The Path of Destinies Review

Upon hearing the title: Story: The Path of Destinies, many gamers alike may roll their eyes and tut at the unartistic name. However, I implore you not to judge a book by its cover – or rather in this case, a game by its title. Beneath its cliché exterior is something that brings a new light to that age-old classic: choice-oriented storytelling, and jeez does it come in with bells on.

Originally named Stories: The Hidden Path, Stories: The Path of Destinies is an action/adventure RPG built in the Unreal engine by Montreal-based indie developer, Spearhead Games. We follow the story of Reynardo, a clever, anthropomorphic fox with a bit of a hero complex and a touch of bad luck as he gets sucked into a rebellion against the emperor. His major problem is that, not only is he torn by different decisions to defeat the mad monarch that risks his friends and loved ones, but he also has a ton of terrible ways to mess things up and fewer to be successful.

[...]

The concept is not original, nor is Stories: The Path of Destinies‘ mechanics but there’s just something so endearing about it that makes me love the game that much more. I needn’t insult anyone by commenting on its replayability. Safe to say you’ll get about 24 games out of it depending on whether you see it through or give up, and for the current price it’s not a bad deal. For a game that’s well-structured, well-planned and well-designed I could hardly be more thankful that I was fortunate enough to cover it. In such a short space of time Stories has rocketed onto my list of favourite indie games and if that’s not compliment enough then I don’t know how else to phrase it. It’s not perfect, but it is perfectly charming.

The Path of Destinies

SP/MP: Unknown
Setting: Fantasy
Genre: Action-RPG
Platform: PC, PS4
Release: Released

Details

Divinity: Original Sin II - Larian@PAX East

by Silver, 12:51

A new kickstarter update from Larian who are currently at PAX East.

What's new?
The demo showcases some of Divinity: Original Sin 2's new features, including new skills, elemental interactions, and art. Use your Source powers to bless or curse surfaces, and make use of vertical combat to pick off enemies from a vantage point.

demo PAX East
In Divinity: Original Sin 2, you can use ladders, ledges, and floors to your advantage in combat.

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Not going to PAX?
Never fear! Some great channels will be hosting live-streams and videos of the game. Check out the line-up below:

Friday, April 22- HotPapperGaming (YouTube)

Saturday, April 23- Eat My Diction (YouTube)

Friday, Saturday, Sunday (April 22-24) - Bikeman (Twitch, 3 p.m. EST)

Divinity Original Sin is currently 50% off on gog. Also you can vote on the gog hero.

Divinity: Original Sin II

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

Details

Aurion - Video Review @ Polygon

by Hiddenx, 12:05

Polygon has reviewed the Action RPG Aurion:

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Cameroon-made combat game is gorgeous and original.

Aurion

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

Details

Battle Brothers - Update 0.6.0.21

by Hiddenx, 08:53

The Battle Brothers Strategy RPG is getting better and better:

Update 0.6.0.21

This week’s update adds the last batch of natural combat environments. With all terrain on the worldmap accounted for in combat, we can cross another item off of our list towards a finished game!

Swamps received a major overhaul for a much sleeker look, as you can see below. Picking a fight on hilly terrain on the worldmap now actually results in hills in combat, so there is now a benefit to retreating to hills or luring enemies there to make a stand. Finally, snowy forests now look appropriately, and mountains come with their very own new combat environment full of crags and ravines.

With all this done, we move on to work on adding more contracts, having locations like bandit camps being present on combat maps, and doing lots of UI work necessary before implementing certain new features. Because some of those items require longer periods of development and testing, we’ll transition again to have larger but less frequent updates to the game for a while. Depending on what we’re working on, it could be several weeks between those more meaty updates. We’ll keep you updated as we go along.

Changelog

  • Added new swamp combat environment.
  • Added new mountainous combat environment.
  • Added new snowy forest combat environment.
  • Added new hilly combat environments for grassland, tundra, steppe and snow.
  • Changed ‘Swipe’ scenario to use the new forest environment.
  • Changed ‘Early Game’ scenario to use the new swamp environment.
  • Fixed mountains, snowy forests and shores on the worldmap not being linked correctly to their combat environments. Requires starting a new campaign to take effect.

Battle Brothers

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

Details

Banner Saga 2 - Review @ Gameinformer

by Hiddenx, 08:40

Another favourable review for the Banner Saga 2 from Gameinformer:

The Banner Saga 2

Two Tiles Forward, One Tile Back

The world is dark, cold, and unforgiving. In fact, the world is coming to an end. This is the backdrop for the second installment of Stoic’s Nordic tactical role-playing series – a place where lives hang in the balance. Not all will survive in this bittersweet journey through beautifully created caves, marshes, and skybridges, but the grim backdrop exudes a dignified grace. Even as your favorite characters give their lives fending off the never-ending swarms of Dredge and ensuring the civilian-packed caravan makes it to its final destination, Austin Wintory’s tunes combine with the unique artstyle to create a wholly unique experience.

[...]

The Banner Saga 2 carries the banner onward for the series, and while it’s made a few steps forward in creating more interesting tactical decisions and has added some more options for customization, it seems to have taken a step back in terms of making your journey across the world memorable. If you enjoyed the first chapter, you are ready for a great time continuing your tale right where you left off. If you’re new to the series, you should play the original and start the saga from the beginning.

Score: 8.5/10

Banner Saga 2

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

Details

We Happy Few - Preview @ The Escapist

by Hiddenx, 08:33

Lizzy Finnegan (The Escapist) has previewed We Happy Few:

We Happy Few Preview - Are You On Your Joy?

Sometimes, people are scared that they may fade into a crowd, doomed never to stand out, to be special. Sometimes, people are more afraid to stand out, uncertain of the reception they will receive upon declaring any sort of individuality. Both of these are common fears, and both of them are felt throughout Compulsion Games' We Happy Few.

We Happy Few takes place in an alternate-universe depiction of 1960's England, where the townsfolk have invented a happiness-inducing drug called Joy, which simultaneously sedates and inspires euphoria. The happy addicts populate certain areas, but despite the happy pills that they're all taking, the folks are incredibly hostile - and violent - towards "Downers" - those who refuse to take the drug.

You are a Downer.

The first-person survival game pits the protagonist against internal and external forces, with the player focusing on ensuring their character's wellbeing. Multiple factors play a part in your character's survivability. Food and water icons remind you that human beings need to eat food and stay hydrated in order to not die, and a sleep icon reminds you that, even in video games, you are much better off after some rest. In addition to keeping their character breathing by managing their basic needs, the player must also constantly assess their environment.

[...]

In fact, We Happy Few may be the most successfully terrifying horror game I've played in years - and it isn't even a horror game, in both premise and appearance. Without invoking the stereotypical horror icons - zombies, monsters, zombie monsters - it managers to cause a different type of fear - the fear of an actual, believable threat. The fear that human beings are inherently drawn to cliques, and the fear of being forced to conform in order to survive. While We Happy Few is certainly an extreme take on that, it's also a quite relatable one. We all want to belong - but at what cost?

We Happy Few

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

Details

Necropolis - Hands On @ The Outerhaven

by Hiddenx, 08:25

The Outerhaven is impressed with Necropolis:

Pax East 2016 – Hands on Impressions with Necropolis

During the ongoing Pax East 2016 event I was finally able to get some hands on time with the upcoming Necropolis title, which is being brought over to PlayStation 4, Xbox One and PC. Surprisingly where I thought the title was going to be more of the same of say Dark Souls, after playing it I found that it is so much more. And to be honest I’m happy to find out that the game isn’t something that is completely familiar for lack of a better word.

The main difference is that Necropolis is actually more akin to if someone had taken the elements of Dark Souls and Roque Legacy and tossed them in a blender. Sure you have magic attacks, melee as well as survival elements. However what I found that makes the game stand out is the ability to not only pick up weapons that are dropped by enemies after being slain, but the crafting system that allows you to make potions and other items but also the procedural level generation and perma-death. Yes, perma-death, that same feature that makes even the more hardcore gamer to assist their controller or keyboard across the room in a fit of anger when they die. However after playing Necropolis for a while and just like in Dark Souls, I’ve come to accept this. And thankfully perma-death doesn’t mean that once you die that it’s all over. Don’t worry guys, Harebrained Schemes has a plan here.

[...]

 

Necropolis

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

Details

Enderal - English Localization nearly finished

by Hiddenx, 08:03

The English localization for Enderal is nearly done:

English localization is close to completion now. It will feature about 35 talented actors, among them prestigious voices - demo soon :)

Enderal

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

Details

Friday - April 22, 2016

All Walls Must Fall - Cold War Revisited

by Hiddenx, 23:22

Farflame spotted an article about All Walls Must Fall on Killscreen:

All Walls Must Fall to explore the cultural division of Cold War-era Berlin

In All Walls Must Fall, an upcoming isometric action game from newish studio inbetweengames, the Cold War never ended. It’s 2089 and Berlin is still caught in the midst of political powerhouses threatening to push the button. But in inbetweengames’s alternate timeline, the factions of the Cold War have the ability to manipulate time, and are using it to draw out the stalemate.

All Walls Must Fall is a “tech-noir” game, a term coined by James Cameron for his 1984 film The Terminator, “merging classic noir themes with sci-fi, often featuring time travel elements,” inbetweengames co-founder David Hassal told me. He, along with other co-founder Isaac Ashdown, described their upcoming game as “XCOM meets Braid (2008), in cold war sci-fi Berlin.”

[...]

Non-RPG General News

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

Details

Age of Decadence - April Update

by Myrthos, 16:44

Here is the info for the April update for Age of Decadence:

Improvements

- Huge increase to performance in Ganezzar, and minor boosts in other locations.
- Animation speed now goes up to 4x.
- You can now set separate animation speed for combat and exploration.
- If a crossbow is loaded, there's now an icon showing the number of loaded bolts in the inventory screen.
- You can see the weight of equipped items.
- You can now reload crossbows in the inventory.
- Pressing "R" reloads the last used ammo in crossbows.
- Added intro art to Zamedi.
- Added option to hide skill tags in dialogue.
- Added new camera option: follow player character.
- You can set the cameras mode for combat and exploration. For example, the camera can follow the player while moving in real time, and switch to free camera in combat.

Fixes:

- Fixed infinite XP with the Ordu Keeper of Tales.
- Fixed double training from Tiresias.
- Jellyfish artefact properly removed upon ship flight.
- Fixed issue with Rusty and the journal in TG4 if you chose the lore option with Levir.
- You can no longer fast travel out Ganezzar's arena, breaking the quest. Improved cameras for the quest.
- Fixed premature quest ending in TG questline in Ganezzar if you don't kill Faelan, kill Levir and then open the gates for the aurelians.
- Fixed issue with Nasir's Gem quest if you visited the Villa before getting the quest.
- You can no longer accidentally kill Iola in the catacombs, breaking the quest.
- Fixed rare case of Esbenus not being considered dead if killed via "perception" option with Dellar.
- Power tube properly removed on activating blue steel mode in Teron's mine.
- Fixed double combat SP in TG4 fight.
- Fixed minor issues with Zamedi's guardin ending plus double XP if you try to exit during combat once he's dead.
- You can no longer defeat the stone guardians by stair hopping. They will properly follow you.
- Fixed issues with spiking the wine with alchemy in Teron's mine.
- Scoped crossbow in aemolas village now checks for piercing and barbed as well.
- Fixed issue with climbing in Camilla's house if you failed the throwing check.
- Carrinas will now speak to you about the temple when he joins HC as templar.
- You can no longer sell the power armor helmets when you have it equipped.
- Slides buttons properly show next or close depending on if there's another slide after it.
- Fixed issue with traps in TG7.
- Ending a conversation that starts a combat using the numbered keys no longer locks the middle mouse camera rotation until a right-click is made.
- Fixed collision issues with Teron Palace's floor.
- Added some missing thieving SP.
- Fixed several minor issues and typos.

Changes:

- Hellgate's bomb crafting check is 6 (from 7).
- Ganezzar zealot persuasion streetwise check is 12 (from 14).
- Visiting the bandit camp, mining outpost and Darius tomb grants a small amount of SP (3 each).
- Winning the game with Lucius in Teron's tavern grants 1 civil SP.
- Added some civil SP for finding the mantra in Teron's Palace Adventure.
- The plague interaction in Ganezzar grants 1 or 2 civil SP (success and Great Success!).
- Scoped crossbow description mentions the extended range + the new attack.
- Potent poison duration now 5 (from 6).
- Bolas and nets Critical Strike chance based on throwing skill, not CS.
- Tweaks made to training: You only have combat SP to distribute, each combat grants some extra combat SP, new tutorial messages.

Thanks Pladio.

Age of Decadence

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

Details

Witcher 3 - Blood & Wine Screenshots

by Myrthos, 16:26

Here are five new screenshots for the upcoming Blood & Wine expansion.

 

 

Witcher 3

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

Details

I Am Setsuna - Releases July 19

by Aubrielle, 15:26

I Am Setsuna, a Chrono Trigger-esque JRPG by Square Enix, will arrive for PC on Steam July 19.

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The first game from Square Enix's Tokyo RPG Factory, I Am Setsuna, will come to PlayStation 4 and Windows PC via Steam July 19, the publisher announced today.

I Am Setsuna draws its artistic and gameplay inspirations from classic Japanese role-playing games, Square Enix says. The company has specifically called out Chrono Trigger, Square's 1995 RPG for the Super Nintendo, as a key source of inspiration — though it supposedly also draws upon other games from the "golden era of JRPGs."

More.

General News

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

Details

Consortium: The Tower - Stealth

by Silver, 13:32

Consortium: The Tower has released a new update focused on its stealth system which will focus on sight and sound.

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Here is a list of general features we have planned for Stealth:

  • While in "Stealth Mode," your H.U.D. will display the distance of all visible potential combatants, as well as their capabilities such as armour and shielding.
  • You'll be able to mark potential combatants to help keep track of where you last saw them, and your own last known position will also be marked on your HUD in the event you're spotted. This is so that you can keep track of where combatants may be searching for you.
  • Multiple levels of toggleable stealth strength. Each level progressively drains more energy, while achieving greater levels of invisibility.
  • A.I. will be aware of their environment. Meaning, for example, if you recycle an object within a combatant's "pathing," or right in front of them, they may notice and investigate.
  • All sounds will be recognized by potential combatants nearby. Footfalls (not shrouded by Shock Absorbers), weapons fire, or even just the act of accidentally pushing objects around the environment will all cause potential combatants to react and investigate.
  • If you fire your weapon, receive any damage, or so much as touch a potential combatant, invisibility will be temporarily lost.
  • Speak anytime while using Stealth. This goes beyond tormenting potential combatants for your own amusement and can actually be a viable method of pushing them into submission before even showing yourself. Tell them to drop their weapons, interrogate them for information, etc. Only be careful, because depending on their personality and agitation level, some potential combatants may simply open fire when they hear a disembodied voice! "It's a ghost, kill it!"

Consortium: The Tower

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

Details

Unsung Story - Nothing to Show

by Myrthos, 12:22

Couch spotted this editorial byCliqist about Unsung Story and that in the two years of development since the Kickstarter campaign, the devs still have nothing to show.

It’s been over 2 years since the campaign ended and Playdek still doesn’t have much to show the 15,824 people who supported Unsung Story, and backers are furious. Waving around an association with  Final Fantasy Tactics and Vagrant Story veteran, Matsuno might have been enough to get people interested, but Playdek’s vaguely sparse updates and clear lack of focus seem to have burned any goodwill they had with their community. The February 2016 update where they mentioned they hadn’t even been working on Unsung Story certainly didn’t help.

The latest update on April 9th assured backers that the team was finally going to be getting back to work on Unsung Story. Playdek is finally nearing completion of a separate project they had taken on to help with finances. It seems that even with these assurances backers are understandably skeptical. Especially since, when asked how the funding for Unsung Story was being handled they were told that, “roughly $1,500,000 has been spent on various aspects of Unsung Story development,” but were given no screenshots or gameplay footage outside of a short combat demo to back up these claims. It’s worth noting that the combat in the video is using standard square-grids, when one of Playdek’s selling points during the campaign had been the unique use of triangular grids. Add to this the focus on releasing a PvP prototype before a backer release sees the light of day, and things aren’t looking too good for this project.

Unsung Story

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

Details

Expeditions: Viking - Gameplay Presentation Video

by Myrthos, 12:03

GameReactorTV had a talk with Alex Mintsioulis about Expeditions: Viking and were shown some parts of the game.

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Thanks Couch.

 

Expeditions: Viking

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

Details

Masquerada - Kickstarter Campaign

by Myrthos, 11:57

Masquerada: Songs and Shadows is on Kickstarter and with 13 days to go, still could use some more funds. The Kickstarter funds will be used to finalize this tactical action RPG, which features pausable real-time combat.

Masquerada: Songs and Shadows is a colorfully grim song of masked deception, set amid a Venetian-inspired city haunted by the shadows of civil war, misplaced faith and fey manifestations. 

What is a mask? A craftsman would say it beautifies the sight of the human face. A criminal desires the mask for what it conceals: identity, intention, capability. But a mask is more than what we wear. We put up masks around our hearts so none may see what capabilities and intentions - for honour, for faith, for betrayal - lie within. 

In the world of Masquerada, masks are all that, and much more. The masks, now powerful artifacts which are known as Mascherines, bring out the innate destructive capabilities of man into reality. With a Mascherine, the everyman can channel nature’s elements into deadly magic.

Now, magic isn’t just a game for spellcasters. Every battle in Masquerada will be a dance of steel and spells, where players set the pace. Feel the need to pause combat every few ticks and exert granular control over your party members’ positioning? Sure. Or think you’ve got the skills to dive in a la Diablo and set up crowd control in real time? Have it your way.

Our myriad inspirations for Masquerada are owed to superlative, genre-defining titles like Baldur’s Gate, Dragon Age, Transistor, and much more.

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Thanks Goblin.

Masquerada

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

Details

A House of Many Doors - Darkness and Monsters

by Myrthos, 11:47

Harry Tuffs talks about darkness and monsters in this development update for A House of Many Doors.

When you're in darkness, a Noctoscope appears. Keep a close watch through the 'scope. Horrific creatures will slowly fade in, getting closer, extending their claws. If they get too close - well, they can wreak all sorts of havoc.

You can turn your Heartlight back on in order to drive them away, of course. But your Heartlight takes a little while to charge up – and in that time, they might already be upon you. 

Travelling through the House, you should constantly be balancing possibilities. If a scary-looking vehicle starts chasing you, maybe it's worthwhile to slip into shadows and escape. But maybe you'll be attacked by something even worse before you can get your Heartlight back on again, something that can't be fought. Either way, hurry! Think quickly! 

Throughout the course of the game, you can start building towards one tactic or the other. If you prefer to hide in shadows and risk your Sanity, you'll need to increase your Guile and Spirit. If you prefer to fight in the open and risk your life, you'll need Guts and Grit. 

See how deep this rabbit-hole goes? And I'm still at the bottom, digging.

A House of Many Doors

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

Details

Thursday - April 21, 2016

Phoenix Point - Lore Tease

by Silver, 23:14

At the Phoenix Point website some new lore has emerged providing a backdrop for the events of the game.

I never thought the world would end like this. I grew up in the nineteen eighties. I lived through Reagan, Brezhnev, Bush, Gorbachev and the rest. In those days and the days before we believed in a nuclear Armageddon. East against West, Soviets versus Senators where both sides built enough weapons to destroy the Earth many times over. But the world couldn't hold its breath forever. The dollar defeated the bomb and we learned to get along, provided we could smell profit in it. Oil, gas and coal became the fuel of nations. We took out spades and picks to the ground and dug out the heart blood of the land, letting it fill the bellies of our cars, our trucks and our planes. Our machines drank and drank, sending us far from terra firma to feed our addictions. All the while, great black clouds spewed into the sky, bringing about an end we could never have predicted. While the one percent lined their pockets and pretended ignorance, the rest of us bent our backs. We drilled the seabed and found black gold. We bored beneath our homes and tore up forests to fuel the greed of the rich, all the while blind to our fate. As we burned this world, so the sun burned us, melting the poles, raising the oceans, bringing smog and filth to the air for our children to inherit. In the ash, dust and fog, we didn't see them before it was too late. They came from the sea ...

Julian Gollop

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Megamagic - Released

by Hiddenx, 21:50

The RTS/RPG mix Megamagic: Wizards of the Neon Age has been released on Steam:

About the Game

Prepare to delve into a fascinating world where the forces of technology and magic are embroiled in a vicious struggle! Blurring the lines between the RPG and strategy genres, Megamagic recaptures the unmistakable flavour of the 80s in a game filled with pop culture references and magnified by the incredible music by Mitch Murder, composer of Kung Fury and Hotline Miami 2 soundtracks.

Megamagic features a deep combat system that put five different schools of magic at your command, challenging you to unveil the secrets hidden in monster-infested wastelands, neon-bathed cities and shady dungeons alike. Learn new spells and summon the creatures you have beaten, leading a powerful army of grims on your own style. You will need to rely on your ever-growing grimoire, developing your own playstyle as you become the greatest wizard in the world... and the last hope to discover what the sacred institution of the Order is hiding behind their unsullied facade.

Features

  • Action RPG meets Real Time Strategy in a totally new way.
  • Explore an open world and venture into the depths of perilous dungeons.
  • Master 5 different magical alignments: Neonmancy, Vegemancy, Sanctumancy, Fulgomancy and Necromancy.
  • Research and craft 20 spells + 16 grims, each with their own passive and active unique skills.
  • Beat 9 hair-raising bosses.
  • Local multiplayer co-op mode: have up to 4 player companions controlling your grims in battle!
  • Original soundtrack by 80's synth-surfer Mitch Murder.

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Megamagic

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

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Tyranny - Dev Diary #1

by Hiddenx, 20:52

Game Director Brian Heins started a dev diary for Tyranny:

Hello everyone!
This is the first of several developer diaries for our new RPG Tyranny! We’ll be releasing information frequently until the game ships. We’re going to try to keep these updates packed with information and give you details on Tyranny’s game systems, lore, and art in future updates. For this first dev diary, I wanted to talk a bit about the vision for Tyranny.

When we started working on Tyranny, there were several things we wanted to accomplish: make a game that builds on the technology being created for Pillars of Eternity, make the player feel important to the world from the beginning of the game, and focus on choice and reactivity in our quests and systems.

We knew going in that we had a solid foundation to build on from the Pillars team. This meant we didn’t have to worry about things like ‘how will we create areas?’ or ‘how does inventory work?’ Instead, we were able to focus our efforts on building the world and updating the RPG rules for the changes we wanted to make. This allowed us to do a lot with a small team early in development.

A lot of RPGs start you out as the weak or inexperienced character who becomes more important and influential over time. This parallels how your character grows in strength and power as they gain levels, so it’s a structure that works well for RPGs. For Tyranny, we wanted to play with that concept. Does the player need to start off weak in order to feel more powerful later in the game? We decided to make the player important from the very beginning of the game, from the very first interaction with an NPC.

We didn’t want you to be the ‘errand girl of Evil’. If you were just a grunt or a lackey, your ability to influence or change the world would be limited, and your responsibility for the fact that evil won would be reduced.

This required us to design our quests and content to reinforce this at every turn. We didn’t want you being approached by random NPCs asking you to rescue their cat from a tree. Your choices shape nations, and the quests had to reflect that.

Many RPGs are great at letting you be the hero, the beacon of strength and hope for a world facing imminent destruction. They’re not always great at the opposite side of that coin. I am disappointed when I play games where the “evil” choice requires me to act like a psychopath, murdering everyone in front of me. Sometimes that’s fun, but it’s very limiting when it’s the only option. Especially when the game punishes me for making those decisions.

With Tyranny we wanted to create a more nuanced evil. One where the choices players make aren’t so obviously black and white. We wanted to make a game where players were free to take the evil path as far as they want to go, and feel powerful and rewarded for it. Ultimately, RPGs are about the choices players make. With Tyranny we wanted to focus our efforts on making the world react to player choices – both in game systems and in dialogue. By now you’ve probably seen interviews where we talked about your ability to shape the world during character creation, and the alliances you can form during gameplay. These all come out of that goal – making Tyranny a highly reactive game that you can play multiple times. Each time seeing how the world changes as you make different choices.

So that’s the vision for Tyranny: a highly reactive world that you helped the evil Overlord conquer. That’s the setup, it’s up to you to decide how the story plays out.

In our next update, I’ll provide some details about some of the basic game systems.

-Brian Heins, Game Director

Tyranny

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

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Final Fantasy IX - PC Port Analysis @ PC Gamer

by Hiddenx, 20:45

PC Gamer has reviewed the PC port of Final Fantasy IX:

I still have a little trouble believing Final Fantasy IX on PC is real, even as I play it. Unlike Square's other PlayStation 1 Final Fantasys, IX never got a PC port back in 2000. The company's archival practices in the PlayStation era were notoriously spotty, and as years went by and (nearly) every other game in the series showed up on mobile and PC, a modern port of IX seemed less and less likely. But here it is—and given what they had to work with, Square Enix and Silicon Studio Thailand have built a surprisingly good PC port of Final Fantasy IX, which could easily become a great one with a couple patches and help from modders.

[...]

Final Fantasy IX isn't a perfect port, but it's far better than I expected. The audio issue and control bugs should be fairly low effort to patch, and the bigger problems like slow battle animations and low-res pre-rendered backgrounds were likely never going to be fixed without a complete remake.

The overall state of the port makes me hopeful that a small but dedicated mod scene pops up around IX to fix and improve its weaknesses, then to actually mod the content of the game. Final Fantasy IX is one of my favorite games ever made, but I know it has its weaknesses. Modders, if you're reading: that Trance system sure could use an overhaul.

Final Fantasy IX

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

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Siege of Dragonspear - More Reviews

by Myrthos, 12:52

Here are a few more Siege of Dragonspear reviews.

Gamespot, 8/10

Returning home to Baldur’s Gate makes Siege of Dragonspear one of the most enjoyable RPGs that I have played in a long time, both for the nostalgia factor of revisiting an all-time favorite and for the impressively designed and involving narrative that captures nearly everything that fans love about traditional D&D. Even though the engine creaks in spots, the overall experience is everything that a hardcore D&D fan could ask for, and a superb expansion of one of the most legendary franchises in all of roleplaying game history.

Game Revolution, 3.5/5

The more you play Dragonspear, though, the more you realize what the game is truly about: the story. While there are some anachronisms (allies from the first game that seem to have either forgotten you completely or disappeared entirely), it stays mostly faithful as a missing piece to a puzzle.

I will give a comparison from which many will immediately repulse: this is a lot like the Star Wars Prequel Trilogy. Looking past its much-maligned state (which it did everything in its power to earn) that trilogy filled a gap in the story about which many people were wondering. Thankfully, Siege of Dragonspear is a lot higher quality than that comparison implies.

Still though, while I can’t find a reason for Siege of Dragonspear not to exist, and while it completely entertained me throughout its unbelievable 30-hour run time, it comes off more as wholly unnecessary.

And as expected, Niche Gamer gives it a low score of 4/10

All things considered, I cannot recommend Siege of Dragonspear to anyone. Unless you are so incredibly new to Baldur’s Gate that your standards for upholding its lore, keeping battles balanced, and making sense hasn’t set your expectation bar too high, you should completely avoid this expansion.

Combining fan fiction level writing with self-insert Mary Sues, a whiny cast of stereotypical characters, and a plot that tries to be epic but ends up falling flat at the end, Siege of Dragonspear fails at nearly everything it set out to improve upon. Which is sad, since I was so sure Beamdog could pull this off.

Siege of Dragonspear

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

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YIIK: A Post-Modern RPG - Trailer #3

by Myrthos, 12:37

A new trailer video has been posted for the JRPG YIIK.

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Thanks Couch.

General News

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

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Always Sometimes Monsters - Successor Video

by Myrthos, 12:34

Couch spotted this video about the successor to Always Someties Monsters, named Sometimes Always Monsters.

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Sometimes Always Monsters is a game about our life choices, the circumstances that define them, and their inevitable consequences.

You play the author of a widely debated hit. Recently married, pressure to provide for your household mounts. As you seek inspiration to write a sequel, you join a cross country bus tour of like-minded authors.

As you explore the city stops with your new friends, there seems to be no limit to what life may bring you. Fans and strangers invite you into their lives and have their fates changed. Your words echo through the world as you shape the story.

Always Sometimes Monsters

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

Details

Stellar Tactics - Greenlit and Kickstarter

by Myrthos, 12:20

The Sci-Fi sandbox game Stellar Tactics has been Greelit and will be starting a Kickstarter campaign next week Monday.

Sci-Fi Sandbox RPG 'Stellar Tactics' Passes Greenlight With Ease And Readies Itself For Some Deep Space Crowdfunding
The Perfect Fusion Of Sci-Fi & Fantasy!

Monument, Colorado, April 19th 2016: Recently announced Stellar Tactics by industry veteran Don Wilkins only took 11 days to reach its first milestone by getting Greenlit via STEAMTM with the generous help and support of the community at large. Next stop for the massively popular Sci-Fi RPG is crowdfunding via KickStarterTM slated for kickoff this coming Monday, April 25. Stellar Tactics is an ambitious tribute to classic RPGs and challenges you to control an elite team of soldiers to explore a vast and dangerous sandbox universe and to boldly venture into the far reaches of space.

Stellar Tactics offers out-of-this-world gameplay and it shows the game has been in development for the past six years. It looks sleek, polished and impressive, even at its current state of Alpha. A masterful tribute to the RPG genre, the game promises to impress with its immersive narrative, deep strategic turn-based combat and rewarding open world space exploration. Your objective is to control an elite team of soldiers genetically modified and bred for warfare, where your deeds will change the destiny of those you protect, and your actions will reflect in the events that unfold as you reach your destination and you are unleashed into the void.

Stellar Tactics includes finely crafted lore specifically designed to mesh with an open-ended sandbox RPG. Destined to entertain for years to come with episodic content spanning thousands of star systems with story and immersion, the game currently features 200,000+ solar systems and millions of planets to discover.

Story Trailer:

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Steam Trailer:

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Stellar Tactics

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

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ShanePlays - Live Interview Saturday:Torment Team

by Silver, 12:17

ShanePlays has an upcoming live interview that may be of some interest to people so be sure to tune in. It features George Ziets and Colin McComb from inXile.

Hey just a quick heads up that George Ziets and Colin McComb from inXile will be on the show this Saturday talking about Torment: Tides of Numenera.

Folks can listen live locally over the air if they happen to be in the Little Rock area, or online via a streaming link. They can even call in with questions or comments during the show or tweet me, etc.

More info:
http://shaneplays.com/shane-plays-radio-and-podcast/

Call in live at 501-823-0965 or tweet @ShanePlays.

Saturday, April 23rd@ 1:05 PM Central
Little Rock: 96.5 FM
Online: http://965fmtheanswer.com/ + TuneIn & iHeartRadio apps

General News

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

Details

Chronicle of Ruin - New Kickstarter

by Myrthos, 12:15

Chronicle of Ruin claims to combine large-scale army command of a tactical RPG and the combat elements of a JRPG into one. If this makes your heart go a bit faster, you might want to consider throwing some money at their Kickstarter.

Here is the press release:

Beautiful pixel art tactical RPG Chronicle of Ruin launches its Kickstarter Campaign

Philadelphia, PA. - April 19th, 2016 - Dusty Games has launched the Kickstarter campaign for Chronicle of Ruin, a real-time tactical RPG for PC, Mac, and Linux, inspired by Ogre Battle, Final Fantasy VI, and Final Fantasy Tactics. A homage to those timeless classics, Chronicle of Ruin combines the large-scale army command of a tactical RPG and the intimate exploration and combat elements of a JRPG in an epic game unlike anything that's come before it. The 30-day Kickstarter campaign with a funding goal of $36,000 can be found HERE.

Chronicle of Ruin aims to take the best parts of the classic RPGs that influenced it and bring their core gameplay to the present, complete with the visual, mechanical, and technical updates to make it a rich, unforgettable experience for fans and newcomers alike. Some of the key features in Chronicle of Ruin include:

·   TRPG meets JRPG, with a real-time twist -  Experience a unique gameplay fusion of the large-scale army management of a TRPG in with the intimate elements of classic JRPGs, tied together with real-time map control.
·   An Engrossing Narrative -  Journey with a cast of memorable, complex characters through a vividly detailed and morally ambiguous world.
·   An Army at Your Command -  Lead an army that grows from a handful of unseasoned units to up to 50 veteran fighters.
·   Nearly 40 Character Classes - Shape your army as you see fit by managing your units growth among 28 standard classes and 10 unique hero classes.
·   A New Take on Strategic Turn-based Combat -  Battle in a refined version of the classic combat system designed for creating engaging tactical encounters with focused on class interplay, timed, and intelligent management of the game's aggro system.
·   Dozens of Meticulously Crafted Stages -  Adventure through detailed stages that combine the unique characters and compelling stories of JRPGs with the the strategic demands of TRPGs.
·   Deep Character Customization -  Customize each of your units through a wide range of equipment option, hands-on stat growth, and flexible class design so that no two are alike.
·   An Expansive Crafting System -  Outfit your army yourself by crafting everything from mundane consumables to legendary weapons and armor.

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Kickstarter Games

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

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Obsidian Entertainment - Leonard Boyarsky Joins

by Aubrielle, 12:13

Leonard Boyarsky, former lead world designer for Diablo III, joins Obsidian Entertainment.

Former lead world designer of Diablo III, Leonard Boyarsky, left Blizzard earlier this week to join up with Obsidian Entertainment.

According to Boyarsky’s personal facebook page, he left Blizzard earlier last week. On April 11th, Boyarsky appeared in a photo on Facebook posted by fellow Obsidian developer Tim Cain, who jokingly hoped his new co-worker “doesn’t talk too much.”

This is a reunion between Boyarsky and Cain, who have worked together in the past on several major products prior to Obsidian Entertainment. Most notably, Boyarsky and Cain, along with developer Jason Anderson, were co-founders of Troika Games in 1998. Troika would develop three titles before their closure in 2005, which included the cult RPG’s Arcanum: Of Steamworks and Magick Obscura and Vampire: The Masquerade-Bloodlines

Prior to forming Troika Games, Boyarsky worked at Interplay, starting there in 1992 doing freelance work before being officially hired in 1995. His first major title as an art director was the dungeon crawler Stonekeep, before working as the art director on the first Fallout game, designing the famous Vault Boy character and much of the “retro” 1950s art style. He would also work on Fallout 2 before parting ways with Interplay in 1998.

More.

Obsidian Entertainment

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Seven - Game Reveal Trailer

by Silver, 10:58

A new Seven game reveal trailer courtesy of IGN.

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Say hello to Seven, a new isometric-perspective RPG from a group of developers who worked on The Witcher 3.

Seven

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

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