Child Of Light
Child of Light Review
Forgottenlor played Child of Light and decided to write up a review for us
» Continue reading the article...
The Witcher 3: Wild Hunt
The Witcher 3 Review
The fastest gamer of RPGWatch - Maylander - has already finished The Witcher 3: Wild Hunt and reviews the game for us.
» Read the article
For the most part
Really don't know
Maybe a bit
Legends of Eisenwald - Release Trailer by wolfing
ELEX - New Piranha Bytes Game Announced by joxer
Fallout 4 - Cooling the Hype @ TechRaptor by Archangel
Anachronox - Retrospective @Armchair Empire Infinite by Radorin
PoE: The White March - Preview @ High-Def Digest by ChienAboyeur
Monday - June 22, 2015
Original Sin EE - Porting Done Right
HardcoreGamer feels that the way Larian Studios is porting Divinity Original Sin to the console is how it should be done.
Overall, despite the learning curve and arguable setbacks their uncompromising console port entails, Larian Studios has done a great job so far bringing a classical PC-style RPG to the console. In fact, after my time with the game, I would say I almost prefer playing with a controller. Sure, some things get longer to navigate to but when it works, it works well. Many controls are still up in the air too, so some problem controls may not be set in stone just yet. Touting much more content and a new ending, Divinity: Original Sin Enhanced Edition is looking great and better in nearly all ways than the original. I look forward to sinking just as much time, if not more, into it as I did with the old version when Divinity: Original Sin Enhanced Edition comes out for Xbox One, PlayStation 4, and PC/Mac/Linux later this year.
Original Sin EESP/MP: Single + MP
Release: In development
Acaratus - Medieval Steampunk Alpha Trailer
A new trailer for tactical turn-based CRPG Acaratus was published earlier this month, showing alpha footage from the game.
Acaratus is (..) set in a medieval steampunk world where you build your own mecha units (aka battle suits).
You customize them to your play style by adding attachments and building a deck of ability cards. Then explore the vast randomized world map and fight it out on gridbased battles! It's a mashup between Heroes of Might and Magic and Hearthstone.
- Deep tactical turn-based gameplay with medieval mechs
- Explore a vast randomized map with random encounters and surprises
- Construct your battle suits with modular attachments.
- Find collectable cards that fit your play style.
- Fight it out against other players in the battle arenas
The game is going to hit Steam Early Access in February, 2016.
AcaratusSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Niche Gamer - A Brief History of the European CRPG
There's a fairly comprehensive article on Niche Gamer dealing with the history of European style CRPGs examing why they appeared in the first place and how they relate to their American and Japanese style siblings.
European CRPGs are, as anyone who has played any within the past 15 years can tell, markedly different than their American-made counterparts. This difference is seen most strongly in the combat and world navigation systems, which are often very hard to grasp or lack the kind of feedback and ease-of-use that most gamers have been taught to expect. Lacking instantaneous fast travel options, quest markers, and having melee attacks that are often difficult to pull off without hours of practice, many mistake them as having been poorly designed. In reality, they are merely emulating the style of CRPG that existed in the 1980s. A style that, unlike America, Europe did not abandon.
Though Gothic didn’t outsell Morrowind, it did manage to create a strong interest for more of the games in the states. Enough of an interest for several European-based publishers to take a risk and begin sending their games stateside. Thanks to Gothic’s success, and the European CRPG renaissance it kicked off, several of the most beloved CRPGs of the 2000s were made by developers who were not from North America or Japan.
Dark Souls III - E3 Interview & Preview
The Souls games have about as picky an audience as they come. How can Dark Souls 3, the franchise's next installment which was announced at E3 2015, satisfy the divided fans of the first two titles? Also, is archery going to be terrible again? We talked with Bandai-Namco's Michael Chang and Nicholas O'Leary to find out.
and a preview by DaveControl:
Thanks Couch for the link.
Dark Souls IIISP/MP: Single + MP
Release: In development
Sunday - June 21, 2015
Hero-U - Supplemental Kickstarter Ends Successfully
The second Hero-U Kickstarter has succeeded, too:
Hero-U Funded Again – Thank You!
Lori, I, and our entire development team would like to thank everyone who contributed to and shared either of our Hero-U Kickstarter campaigns. Your pledges will give us a solid base for improving and finishing the game. Our total funding between the two Kickstarter campaigns, PayPal donations, and Humble Bundle pre-orders will be slightly under $500,000 (about $450,000 after subtracting fees).
If you pledged to the 2015 campaign, your credit card should have been billed for the amount of your pledge. If you received notice that there is a problem with your payment, please work with Kickstarter and your credit card company to resolve the issue quickly. We were very proud of the backers of our 2012 campaign in that almost everyone honored their pledges – honor and honesty are prized attributes for Heroes!
Chris Fong and I are working with BackerKit to make sure all of you will receive all the rewards we promised. We have a complicated campaign in that we’re combining pledges made in two Kickstarter campaigns, PayPal donations, and Humble Bundle pre-orders. The folks at BackerKit have been very responsive and assure us they will help us make everything correct.
A Stronger Team Thanks to You
Thanks to the successful Kickstarter, we’ve been able to upgrade Aaron Martin (3D environment artist) and Al Eufrasio (animator) to full-time status. We may add an additional animator later if needed.
We are also happy to announce that Judy Feng will be joining the development staff as a part-time contract programmer. Judy is a skilled and experienced programmer who will be helping us out while also working another full-time job. The extra development power will make sure we can do a good job with the custom sections of the game such as the Poobah card game.
Release: In development
Pillars of Eternity - Review#3 @ RPG Codex
It’s a better Baldur’s Gate, with more depth and role-playing that goes beyond playing dress up. Still, it’s Baldur’s Gate, not Torment, Fallout, or even Mask of the Betrayer. Presented with the first and possibly the last Great Opportunity to do something memorable, Obsidian did what they’ve always done – played it safe and went after the BG fans, long abandoned by Bioware.
Pillars of Eternity stays true to the spirit of Baldur’s Gate, which is a nice way of saying that it’s a combat heavy game with crappy combat but pretty backgrounds. I’m happy to report that the backgrounds are spectacular and the combat is every bit as crappy as you remember.
The system's "flatness" is also its greatest weakness, however. The version of D&D that Sawyer is trying to emulate here is its 4th Edition. This system compromised on the fundamental difference in feel between classes to instead use uniformity and universal rules to provide balance instead: while some builds were better than others, all builds were useful. In contrast, earlier editions of D&D have classes which are so underpowered compared to others that comparisons are meaningless. In many ways, PoE completely succeeds in the objective to shed itself of this problem, but it comes at a price: you consistently feel that the changes you make to the characters are fairly miniscule. A huge part of this is thanks to the universality of the abilities the character system bestows upon you. Because most of your abilities continue to be relevant throughout the game, you are rarely that excited to gain new abilities and spells. You might be exited to get access to a new level of Cipher spells for example, since some of these are certainly a step up in power compared to your earlier abilities, but you have no reason to care when you gain further Cipher spells from that same level. Since the Mass Charm that worked so well for you in the last 20 encounters will work equally as well in the next 20, switching tactics is, for the vast majority of encounters, reduced to a matter of style. In dire cases, even gaining access to high levels of spells will yield no excitement, as you sometimes completely disregard newly learned abilities in favor of spamming that Level 2 AoE immobilize you’ve grown so fond of. In other words: you could switch from the aforementioned Mass Charm to a damaging AoE spell and knockdown... but why would you want to?
Pillars of EternitySP/MP: Single-player
XCOM 2 - Impressions @ RPG Site
Alex Donaldson (RPG Site) likes XCOM 2 and considers it as Strategy RPG:
Rebel Yell: XCOM 2 Impressions
It only took a few minutes from XCOM 2's announcment before somebody uttered the fateful words in the RPG Site staff channels: "Should we cover it?" For me, the answer was immediately yes - I always felt our decision to skip coverage of the original XCOM reboot was a mistake - and now we can right that.
But why? Well - when you actually look at it, XCOM's turn-based, grid-driven gameplay featuring permanent death, statistics, hidden dice rolls and skill trees at the forefront isn't that dissimilar to the greats of the Strategy RPG genre - and so here we are.
What a time to start coverage, too - XCOM 2 looks more than a little brilliant.
Most of the improvements in XCOM 2 appear to be evolution rather than revolution - the game looks and moves slicker, while small touches - such as what appears to be a lot more mission-relevant dynamic dialogue from squad members each recorded with the appropriate geographical accent for that character - make the game feel that much deeper.
As alarms blare, I catch a glimpse of a few new elements for this release. Panicked, the human guards unleash a dangerous new snake-like alien beast to help combat the team - and later, I see that same enemy taken down with the sword, a new and appropriately improvised weapon for the more budget-constrained XCOM soldiers.
We also didn't get to see any of the mission preparation, some of where XCOM's larger RPG elements come in to play - but even with those facts noted, it was hard not to be impressed by XCOM's E3 demo. Where the previous game and its expansion played it relatively safe by recreating beloved elements from the classic, XCOM 2 seems to take the best of the series and twist it in an interesting new direction that leaves me excited to see more of what's new and different.
Seemingly slicker, smarter and cooler, XCOM 2 seems to be pressing all the right buttons. We'll be able to find out if it does so as well as its predecessor when it lands on PC - and PC only - come November. XCOM 2 is coming for PC this November.
XCOM 2SP/MP: Single + MP
Release: In development
Enchanted Cave 2 - Rogue-like released for PC/Mac
The Enchanted Cave 2, sequel to a popular roguelike flash game from 2010 by developer Dustin Auxier, has recently been released for PC & Mac.
The Enchanted Cave 2 is an RPG with heavy roguelike elements featuring a randomly generated 100-floor dungeon of monsters and treasure. During a run you'll find both normal treasure and special items called artifacts, with the difference being normal treasures last for that run only, while artifacts and other stat increases, exp, and gold you keep permanently to use on future runs when you successfully escape. The paid versions differ from the flash with 20 more floors + extended story, 4 playable characters, a new game+ feature, longer and higher quality music, higher resolution, and of course more npcs, items and monsters.
- Randomly-generated floors of loot, monsters, and minibosses
- Secret areas hidden in the walls of the cave with loot + plot details
- A thriving town of tourists and eager explorers to talk to and trade equipment
- Over 300 items, equipment, spells, and crafting ingredients
- A soundtrack by the legendary Grant Kirkhope
The Enchanted Cave 2 is absolutely worth a look. It's a huge step forward from its fun but flawed predecessor and features a ton of new features, abilities, skills and more to keep you playing.
The Enchanted Cave 2 is one of those games that pulled me in to the point that I lost track of time, unable to resist taking just one more dive into the cave. It's impressive that it manages to be a relatively gentle example of a dungeon crawler while still having enough teeth to keep from becoming a grind.
Overall, Enchanted Cave 2 offers loads of loot, dungeon strategies, and the tensions of a roguelike, without the punishing forced replaying found in many roguelike games.
The game's free version is available as a flash game on Kongregate. The premium version includes playable characters to choose from, more NPCs, items, monsters, spells, longer music, fullscreen support and is available for PC and Mac on Steam, as well as for Android and iOS.
Enchanted Cave 2SP/MP: Single-player
Platform: PC, Mac
Find of the Day - Broederbund: What makes a good game?
Brenda Romero tweeted the Author's Guidelines by Brøderbund Software from 1984:
What makes a good game?
It's no secret what makes a game stand out as a winner.
Here are some of the key elements we consider when adding a new game to our line:
- The game should have increasing levels of difficulty.
- There should be plateaus for the player to reach, each with a qualitative difference, new elements brought into the play, new 'twists' and challenges.
- When a player suffers a defeat, it should be due to his own actions. Never escalate the difficulty simply by programming in random events a person can't respond to.
- The game should project a"personality". A good way to do this is to work with identifiable objects rather than abstract shapes.
- The game should maintain a consistent point of view. Events and displays should add to the sense of reality, not confuse it.
- The game should make full use of the specific computer's technical capabilities - sound color and graphics.
- Most important of all, the game should be original, unlike anything else on the market.
Quest Heroes - Raw Gameplay Footage
Quest Heroes ist a tactical dungeon crawler with a board game flavor. The devs released a video that shows the current development state of the game:
● A rule set totally compatible with real life board-gaming. We will release a free print-and-play version at a later stage of the development process.
● A not-so-serious medieval fantasy world in which, for instance, the mayors are exploiting zombies to clean out their sewers and sending adventurers to teach them a lesson when they go on strike (even the dead feel entitled to at least one day off per week).
● You manage a pool of heroes: before each quest, you select the members of the party.
● Ultimate party-building freedom. If you'd rather have an adventuring party made up of three wizards and a thief instead of the traditional warrior-archer-dwarf-wizard combo, then go for it! It's totally up to you.
● No frustrating class-based gear limitations. Characters can equip and use any weapon or equipment as soon as they have the required stats, regardless of their class.
● Permadeath. However, there are resurrection scrolls (extremely rare, and usable only right after the death) and you can pick up a dead character's gear, so nothing is ever completely lost.
● Heaps of magic, monsters, missions, skills and items... indeed.
● Randomly generated quests.
● Multiplatform: Windows, Mac OS, Android, iOS.
Join the devs on Twitter to show your interest in the game and help them to find a publisher.
Dungeons 2 - Review @ Brash Games
Steve Dutfield (Brash Games) has reviewed the Dungeon Sim/Strategy RPG Dungeons 2:
(...) You get to build a fabulous intricate network of tunnels, where you can place a brewery, treasury, tinkering workshop, hospital, guard-room and many more plus a host of others you unlock as you progress. As you do you mine gold to buy/upgrade and gather troops and harvest magic to unlock and wield spells to buff your progression and devastate your enemy’s.
To protect your lair is the brute force of the orks, the hired muscle who protect you from attackers who earn experience for levelling up with each kill they make. With each new level they acquire they get a fancier new name, harder to kill and hit harder. For added protection you get to place a guard-room that alerts you to danger and traps which when strategically placed cause devastation, slow them down or blow them into bits.
While all this is going on the game is sprinkled with humour, especially from the dry talking narrator who quotes lines from made up hero’s, books or just informs you about story related anecdotes. It’s actually a great little accompaniment to a well put together, fun and enjoyable game. You will get held back at some points as each level starts off quite slow as you have to build up and establish a new dungeon each time but once you’ve built up a solid force, upgraded a few rooms, levelled up the orks and increased the population you can pretty much steam roller your way through the level.
The main aim of the game involves taking your rag tag militia into the bright, vibrant world outside your cave filled with babbling brooks, colourful flowers, windmills and nature. All of which is trampled underfoot and replaced with lava flowing pools, poisonous swamps and destruction as you hack your way to the objective in the form of capturing a location, rescuing a new ally or killing a hero. This game places you in the evil side of the camp like that older game Overlord and it’s a refreshing change to beat back the pathetic, neatly dressed good guys. (...)
Final Score: 8/10 - Very Good
Dungeons 2SP/MP: Single + MP
Witcher 3 - Review @ gamesTM
Another favorable review for The Witcher 3 - gamesTM:
The Witcher 3 surprised us. Sure, we had been primed to expect to find ourselves let loose in a gargantuan open world, but we can’t be the only ones who, calloused by the characteristic bombast of triple-A marketing, were at least a little cynical about how the fantasy we were being sold ahead of release would look in reality. As it turns out, the game is startlingly close to being everything CD Projekt Red claimed it would be.
That’s most obvious when it comes to the game’s sheer scale. Travelling through thick forests and open plains, small villages and huge cities, you gradually begin to appreciate how staggeringly colossal Wild Hunt’s world is. To say we are impressed by the scale of The Witcher 3 doesn’t quite capture what it is that makes it so brilliant, however. The fact that a game is big does not in and of itself make it compelling. The trick is to leverage that scale in such a way that it impacts on your relationship with the world that you’re exploring in a meaningful way – that is what Wild Hunt achieves and that is what makes it such a fantastic game. (...)
Final Score: 9 - Unquestionably a Game Of The Year contender
Witcher 3SP/MP: Single-player
Saturday - June 20, 2015
Dragon Wars - Review @ The Escapist
At the end of of May Dragon Wars was re-released at GOG. Stew Shearer has reviewed the game:
One thing that I'm really interested in (especially after writing up the history of a whole bunch of them) is old school CRPGs. A lot of my curiosity comes from the fact that I haven't really played many of them. Setting aside the fact that I was born at the tail end of the genre's golden age, I just never had much interest in them when I was younger. After all, why would I waste when my PC time playing RPGs when I already had Final Fantasy on consoles? (Remind me to kick my 15 year old self.)
It makes me sad because, the more I learn about them, the more fascinating I find them and the era that produced them. It was a pioneering time where developers were striving not just to make products, but to adapt complex worlds and rules into gaming experiences unlike anything ever made before. The ambition of that period alone is something that I find to be inspiring. (...)
Luckily, Dragon Wars wound up being a fun and, in places, impressive RPG. Dropping the player into the world of Dilmun where magic has been outlawed, it begins with the player party being placed under arrest under suspicions of spell casting. Thrown into the prison slum of Purgatory, the player has to find a way to escape, bring peace to the land, and defeat the evil wizard Namtar. The story itself is pretty basic as far as fantasy titles go. You're the good guys and there's a baddie. Go forth and smite. That said, it's well-written and the text does a great job of illustrating the game's world where technical limitations prevented the graphics from doing so.(...)
What perhaps sets Dragon Wars apart from other RPGs of this era is just how much effort has gone into giving you choices as to how you proceed and complete the game. Take the opening section where you have to get out of Purgatory. Rather than forcing you into one set method of escape, the game gives you five completely different paths out of the slum that range from selling yourself into slavery to disguising your party as dead bodies to get tossed into the sea. The game, overall, does a great job of giving you moments where there's more than one solution to your problems. (...)
Dragon WarsSP/MP: Single-player
Soma - Preview @ theKoalition
Stephanie Burdo (theKoalition) : Some first impressions from Soma:
SOMA Preview – 10 Seconds Before Death
Frictional Games, the developer behind Amnesia demonstrated SOMA at this year’s E3. The demo followed the same gameplay trailer that had been released by the team earlier this month. The begin portion of the previous gameplay trailer was removed and replaced with a more intriguing conclusion. As I left the PlayStation 4 demo, I had many questions, all of which I cannot wait to have answered after SOMA’s release.
You play as Simon, a man roaming about an abandoned science facility. Simon has a special ability; he is able to hear the last 10 seconds before someone’s death. Similar to the earlier demo, you encounter a wounded mech claiming to be a man named Carl. As I roamed the halls I found a deceased male with the same name as the mech I had just encountered, which left me feeling…confused.
I used the code on Carl’s identity badge to log into the staff computers, opening a door to the main power system. Next to the power switch there was a note that warned me of the repercussions that would follow powering on the system, “there is no turning back”. Following the actions of the earlier demo, I decided to power up the system and take my chances. In doing so, I unknowingly released a frightening and quite frankly, very noisy creature. (...)
Release: In development
E3 - The 10 most exciting PC games @ PCWorld
Another year, another E3 gone by. Between the conference’s first-ever dedicated PC event and the slew of newly revealed PC games hiding among the console announcements at Day Zero’s massive showcases, this was easily one of the most exciting E3s for PC gaming fans ever.
Forget Xbox. PlayStation? Pfah. PC gaming is the real cutting-edge of gaming, and here at PCWorld we covered more than fifty titles prepared to grace computer screens. Even crazier, that wasn’t even all of them. Heck, AMD even announced its new flagship Radeon Fury X graphics card at E3 this year.
In such a swelling sea of games, it’s good to highlight a chosen few that stood out from the rest. These are the PC games that got us personally excited at E3 2015, in no particular order. What were your favorites? Drop a line in the comments.
- Fallout 4
- Master of Orion
- Ghost Recon Wildlands
- Sword Coast Legends
- Deus Ex: Mankind Divided
- King's Quest
- Pillars of Eternity: The White March expansion
- Need for Speed
- Shadow Warrior 2
- Tony Hawk Pro Skater 5
- Rock Band 4
- Mass Effect Andromeda
Friday - June 19, 2015
Steam - Some things you should know about it
Sales and genres
I will start by saying that Steam’s own genre categories aren’t really useful because a lot of games have to be assigned to several genres and the list is limited. User tags, on the other hand, are a bit too vague to be used for analysis, but much more useful when you’re trying to find a game to play.
The average game on Steam does not sell really well, at least not since 2012. While we all heard about breakdown success of some big titles, it doesn’t apply to your average title. “The Elder Scrolls V: Skyrim” has about 8.6 million users on Steam, “Grand Theft Auto V” sold about 2.2 million copies in less than a month, but how does the average game on Steam perform?
It is a bit better if you check the genre distribution with RPGs selling 55,000 copies on an average while Early Access games (that is a genre by Steam’s definition) only sell around 9,000 copies. And while free to play games look lucrative with 330,000 owners on an average, when you consider a rather optimistic conversion rate of 10 percent, you will end up with about 33,000 paying users – not really different from the average paid game on Steam.
Dark Souls II - The Bits That Didn't Work
Dark Souls IISP/MP: Single + MP
Gate of Memories - Official Trailer
A new trailer for Anima Gate of Memories, a game set in the Anima fantasy book series, was recently published.
Anima Gate of Memories is a third person action RPG. The game is mostly focused on combat and exploration, but it will also have a huge roleplaying elements. While it is story driven, it doesn’t force you to ride along rails to complete it. The game gives players freedom to explore a rich world and tackle only the obstacles that they want. This way, each player can visit many diverse places and reach very different endings depending on their choices.
Anima Gate of Memories is based in the international Anima Beyond Fantasy RPG books, and the game is being developed by the same team who wrote them.
More videos to be found here.
Gate of MemoriesSP/MP: Single-player
Release: In development
Serpent in the Staglands - Art Book & Expansion
Whalenought Studios developers Hannah & Joe posted an update about their Transylvanian inspired party-based CRPG Serpent in the Staglands on their Kickstarter page. The contents:
- A video
- Marketing without an easy button
- Expansion announcement -- apparently the expansion it will be automatically added with a big update
- Art book is finished
- The Future, in which they will try to get community members on board earlier
Here's a snippet about the difficulty they face in trying to get the press to review their game:
While we've had and cherished a modest amount of user reviews, marketing continues to be a bit tough — it’s a game without an easy mode, and journalists can’t just jump in and make quick impressions, and we think that makes it difficult to get those early impressions reviews. We hear of a few folks that attempted that and got whiplashed with a learning curve like they haven't seen in years, which though kind of humorous to hear about, does filter the reviewers down to gamers that have patience, which is of course an incredibly slimming population. But learning to play and learning the world is part of the game, and a part we're really proud of.
There's also a demo available for Windows, Mac and Linux, for those of you who want to try before they buy.
Serpent in the StaglandsSP/MP: Single-player
Original Sin EESP/MP: Single + MP
Release: In development
Fable Legends - Isn't Really a Fable Game
IGN let us know that Fable Legends isn't really anything like the previous Fable games.
If you go to the official Fable Legends website and click the "What is Fable Legends" tab, these are the first words you see. The thing is, they don't actually tell you anything about what Fable Legends is at all. In fact, it almost makes it sound like Fable Legends is a direct continuation of the core Fable series, which it couldn't possibly be farther from. I'm not pointing this out because I think there's something devious about it though. I'm pointing it out because even though it has, as near as I can tell, no substantive similarity to Fable or any action RPG of any kind, it's piqued my interest. I actually quite like its novel take on wave-based, co-op PvE, so if you want to know what Fable Legends really is, read on.
Fable Legends is actually two completely different games depending on whether you play the Heroes or the Villain. The Heroes are playing a four player co-op action game where waves of monsters attack them as they make their way through a series of connected arenas. They enter the first arena, kill all the monsters, then move onto the next until they die or reach the end. SImple. As the Villain, you're playing a real-time strategy game, in which you set monsters and traps on the board, and then issue move and attack orders to try and overwhelm the Heroes. Like Evolve, this is 4v1 asymmetric multiplayer, but unlike it, the two sides are playing different genres altogether.
Fable LegendsSP/MP: Single + MP
Platform: PC, Xbox One
Release: In development
The Bard's Tale IV - First Song, Lore and Monte Cook
In this update for The Bard's Tale IV we learn that Monte Cook will join the team at the $1.4 milion stretch goal.
Monte will be taking charge of the design for one of our dungeons with your support. We look forward to working with him to deliver some mind-bending designs!
Furthermore there is this song from Mark Morgan.
And there is some information on the lore.
In a hundred and fifty years even the bravest deeds become nothing more than bard's tales. Most people today in Skara Brae don’t believe Mangar, Lagoth Zanta, Tarjan, or the brave adventurers who defeated them and their horrors were ever more than legends - and those that do still believe keep silent.
Ever since the Church of the Sword Father civilized the land of Caith and chased out the heathen a hundred years ago, the new Skara Brae, built on top of its ruined predecessor, has become a god-fearing town, where it is dangerous to admit to harboring such superstitious notions or knowing anything of the old ways.
Which is unfortunate, because it's starting to look like the trolls and bloodfiends and hobgoblins from all those fairy stories have returned. Terrible things have been happening in Skara Brae - people slaughtered in their beds by unseen beasts, holy sites desecrated, folk disappearing between field and home, statues of the Mad God found in bloodstained back alleys, and the Song of the Maiden heard again for the first time in a generation. And worse, the people most equipped to deal with these old threats have been made outlaws.
Bard's Tale IVSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Deus Ex: MD - E3 previews and more
The full 25 minutes long "E3 World Premiere Demo" of Deus Ex: Mankind Divided has been released.
Note that the video shows alpha footage, was played in God mode to ensure a smooth play-through and contains story spoilers from 18:25 to 22:20.
- Deus Ex: MD is beautiful, brutal and seriously ambitious @ arstechnica
- Deus Ex: MD left me obsessing over cyborg oppression @ The Verge
Deus Ex: MDSP/MP: Single + MP
Release: In development
The Banner Saga 2 - E3 previews and more
Stoic Studio gave a brief presentation of The Banner Saga 2 in E3's last day Twitch stream.
There's also the intro cinematic for you to enjoy, plus 15 minutes of gameplay.
- Video interview by GameSlice
- Video interview by The Technology Tell Apple Channel
- Video interview by Engadget
- The Banner Saga 2 Revealed @ PCGamesN
- Hands on Review @ iDigitalTimes
- Hands-On @ the escapist
- Hands-On Preview @ TechnoBuffalo
- Preview @ TouchArcade
- Preview @ GameSpot
Bullet points (digested from the Twich stream by Infinitron from the Codex):
- A more systemized approach towards caravan management, where you have to make a choice between promoting your clansmen to warriors, or leaving them to generate more supplies and Renown.
- An increased emphasis on cinematics, including "in-engine" scripted scenes during combat.
- More variety in combat, including the addition of destructible barricades on the battlefield.
- A significantly different campaign experience depending on the outcome of the big choice made at the end of the first game.
The Banner Saga 2 is due out in Winter this year.
Source: RPG Codex
Banner Saga 2SP/MP: Single-player
Release: In development
Release: In development
Fallen: A2P Protocol - Major Update #4
The 4th major update for Fallen: A2P Protocol was pushed out.
We wanted to let you know we just pushed another major update.
Here is what you will find:
We implemented 3 new missions/maps. 2 of them with new winning conditions and an interesting twist to the standard missions.
There's much more. Check it out in the Steam community hub.
Fallen: A2P ProtocolSP/MP: Single + MP
Genre: Tactical RPG
Rampant Games - Sequels and Remakes
Rampant Coyote posted a new blog post about the flood of sequels and remakes, and how the press is involved in this:
Games based on existing IP always seem to make up the bulk of the E3 announcements. And yeah, as budgets have risen, so has the ratio of proven titles to new IP. So they aren't wrong there.
But here's the funny thing - and again, this is hardly new this year: The bulk of the media coverage has been on this existing IP, while there have also been quite a few brand new titles announced which have gotten scant coverage. Why? Because [...]
Shenmue 3 - Kickstarter Secures Sony's Co-financing
You didn't really believe a AAA title like Shenmue 3 could be made for 2 million dollars, did you? As it turned out, the Kickstarter was meant to prove there is indeed sufficient demand for a new Shenmue game. On that condition Sony agreed to co-finance the game. As you already know, Ys Net's Kickstarter campaign succeeded within a day. So Sony is officially on board now. Kotaku has some infos:
With Shenmue III, the rest of the money seesms to be coming from Sony. How much? No idea.
"Sony and PlayStation is definitely a partner in this game," said Corsi, "and it's going to be run through third-party production. We're going to help Ys Net get the game done, we're going to be partners on it the whole way, and really excited to see this thing come out in a couple of years."
In an interview with Engadget Sony Playstation's Shuhei Yoshida revealed this whole PR stunt wasn't their idea:
So I want to switch gears a little bit. I want to talk to you about Shenmue and crowdfunding. That was announced onstage on Monday and it's at about $3 million now. So let me ask you: Why did Sony PlayStation decide to allow that crowdfunding announcement as opposed to funding it?
Ah, no, no, no. It's a very exciting project and there are lots of PlayStation fans asking for it. But it's a Sega IP and of course Suzuki Yu-san is the creator. So somehow Suzuki-san was able to work out with Sega to allow them to Kickstart the project. And because we liked the project, our third-party relations team struck a deal to help Kickstart the campaign at the E3 conference. That's great PR.
Shenmue 3SP/MP: Unknown
Release: In development