Game of the Year Awards 2015 - Most Promising RPG
Like every year, you also got to vote for Most Promising RPG of 2016. Check out the details to find out what games we and our visitors think are most promising.
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Game of the Year Awards 2015 - Best RPG
The RPGWatch team and our visitors have cast their votes for the best RPG of 2015. Check out the details to find out what games made it to the top three.
» Read the article
I don't do resolutions
I had them, but failed already
I'm still going strong with mine
I'm still thinking about it
Fallout 4 - Survival Mode Overhaul & DLC Soon by Drithius
Funcom - Conan Exiles Development Diary 1# by Silver
BioWare - The Great Bioware Exodus by CelticFrost
Beamdog - David Gaider joins as Creative Director by CelticFrost
Dragon's Dogma: Dark Arisen - is Capcom's fastest-selling PC game by azarhal
Friday - February 12, 2016
Funcom - Conan Exiles Development Diary 1#
The first developer diary explains a bit more about CONAN EXILES. The video outlines the project which you can expect to enter early access soon.
CONAN EXILES is an open-world survival game set in the brutal lands of Conan the Barbarian. This first developer diary aims to give you a quick introduction to the game, introduce you to some of the developers and give you a quick glimpse behind the scenes.
CONAN EXILES will enter Early Access on the PC in the summer of 2016, with a full launch on both PC and consoles to follow.
Fallout 4 - Survival Mode Overhaul & DLC Soon
@Game Informer They announce that Fallout 4 DLC is incoming along with a reworked survival mode - akin to Fallout New Vegas perhaps?
You've explored the Commonwealth. You've picked a side. You've probably even dabbled (or completed) a second (or third or fourth) playthrough. Your wait for new adventures is almost at an end.
Bethesda isn't ready to delve into details, but the publisher is suggesting our wait for more gameplay is almost at an end. A pair of tweets this afternoon points to an imminent announcement about what's next.
We know you're ready to learn what's coming for Fallout 4 DLC. We're not far off, and we think you'll be excited.
- BethesdaGameStudios (@BethesdaStudios) February 11, 2016
We're also doing a complete overhaul of Fallout 4 Survival mode. Food, sleep, diseases, danger and more. Stay tuned.
- BethesdaGameStudios (@BethesdaStudios) February 11, 2016
Bethesda has promised that the $30 season pass will save purchasers at least $10. Beyond that, we're not entirely sure what's coming.
For more on Fallout 4, check out our review.
The Fallout 4 season pass was short on information, leaving us to speculate based on previous Bethesda Game Studios titles. It seems like we're likely looking at two expansions given the price. However, it's unclear how meaty they will be or if they'll take us to new locations.
We're certainly eager to find out what's next. And we're quite interested to learn more about official mod support.
Fallout 4SP/MP: Single-player
GOG - Consortium Master Edition free
Just head to gog to add it to your account before February 13, 1:59 PM GMT.
Head to Kickstarter to support the sequel while downloading your FREE copy of CONSORTIUM
GOG.com and Interdimensional Games Inc. joined forces and managed to secure a 48-hour time-pocket within which we can distribute as many FREE CONSORTIUM: The Master Edition copies as we like all over Earth! But this disturbance was triggered by another, equally interesting event: CONSORTIUM: The Tower, the sequel to the choice-driven sci-fi simulation, is on Kickstarter and you can help it become a reality with your support! So grab your free GOG copy before February 13, 1:59 PM GMT and then go for a tour through CONSORTIUM: The Tower. Or go at it the other way around. As within the games, the choice is entirely up to you.
The Kickstarter campaign for CONSORTIUM: The Tower ends February 20th.
Internet Archive - Win 3.1 Games available
In 2015, the Internet Archive started the year with the arrival of the DOS Collection, where thousands of games, applications and utilities for DOS became playable in the browser with a single click. The result has been many hundreds of thousands of visitors to the programs, and many hours of research and entertainment.
This year, it's time to upgrade to Windows.
We've now added over 1,000 programs that run, in your browser, in a Windows 3.1 environment. This includes many games, lots of utilities and business software, and what would best be called "Apps" of the 1990s - programs that did something simple, like provide a calculator or a looping animation, that could be done by an individual or small company to great success.
Copper Dreams - Preview and Ruleset Details soon
Whalenought Studios have announced on there website that a Copper Dreams preview will be available February 25th. The ruleset will be pen and paper inspired - details below.
The Candle Burns
On February 25th we are happy to finally unveil our Copper Dreams preview. At that time we will also be starting a series of posts detailing the ruleset and world mechanics we've made that will be used for the game as well as the future Vol campaigns, which to help house their similarities amongst very different campaigns we've decided to name as The Burning Candle ruleset.
Mechanics are designed from aspects of pen and paper we enjoy and thought would synchronize well into various systems that only a computer format can execute on: environmental combat simulations and the use of time on a global and micro level. Time is the focus on a lot of elements, and branches into many of the mechanics we'll be going over.
It's a primarily d8 ruleset that is specifically focused on the adventure part of roleplaying, with an importance on resting and downtime and the repercussions that has throughout. As you progress characters there is less throwing larger and larger piles of dice at opponents and more emphasis on strategic use of items and positioning in an ever dangerous combat mode.
The ruleset encompassed everything from dice rolls, challenge rolls, environmental uses, interactive items, combat, and player management of systems to the implications of the global clock. We're excited to start sharing more on the 25th with our first topic!
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Seven Dragon Saga - Shaping the World
TSI games have come out with a new update about Seven Dragon Saga. This time they talk about there world map goals.
The art team is beginning to shape the strategic map of the Firewind Coast, the setting for our first Seven Dragon Saga game. The water level is laid in, but not colored, and the rest of the color is just blocked in, but you should be able to see where we are headed. Harsh mountains, deadly badlands to the east, and sinister swamps to the far north will provide plenty of areas for exploration.
The lands are several hundred miles east to west, so there are plenty of places to discover ruins, stumble upon dangerous monsters, and uncover artifacts of power. Skills determine what you can discover, and how much effort it is to travel. Players can camp to rest and recover.
The game begins around the large bay in the north, the country of Aphelon, populated by the part draconic Feydri. They had belonged to a much larger, united kingdom, stretching well to the east, but their cousins, the Drakyri offended the dragons and paid the price. Now the mountains are awash in monsters, bandits and rebels, and the farther east is a parched badland, full of melted ruins, and shattered cities. The Drakyri themselves, cling to life deep underground, away from the keen sight and long memories of the dragons.
As we want exploration to be a big part of the game experience, it's exciting to see the land come to life. The engineers are already working on the underpinnings, so it will be great to see the work of the two departments come together. Should be a great year for Seven Dragon Saga.
Seven Dragon SagaSP/MP: Single-player
Release: In development
Thursday - February 11, 2016
The Elder Scrolls - Game Comparison
Candyland has made a video in which the graphics of the games in The Elder Scrolls series are compared.
We compare the graphics of The Elder Scrolls Series – this video only covers the main parts of The Elder Scrolls Series: Arena Daggerfall Morrowind Oblivion and Skyrim. Arena and Daggerfall are available for free. It requires you to install a DOS emulator such as DOSBox, which we used for this video.
The Elder Scrolls
Cornerstone: The Song of Tyrim - Ships April 26
Haven't heard of this one before, but Phoenix Online Publishing let us know that the fantasy RPG Cornerstone: The Song of Tyrim will be available on the 26th of April.
EPIC OPEN-WORLD FANTASY RPG CORNERSTONE: THE SONG OF TYRIMTM SHIPS APRIL 26TH -
PRE-ORDER + DEMO AVAILABLE NOW
Phoenix Online Publishing and Overflow Bring Crafting, Combat, Sailing, Physics-Based Puzzles and More to PC, Mac, and Linux
Boston, MA - February 11th, 2016 - Phoenix Online Publishing and Overflow Games today announced the upcoming April 26th release of epic action RPG Cornerstone: The Song of Tyrim for PC, Mac, and Linux - a sweeping fantasy tale in which combat, crafting, and physics-based puzzle-solving collide. In the game, players will join young Viking Tyrim as he takes on a range of wondrous quests, battles unforgettable adversaries, and experiences the adventure of a lifetime in Nygard, a legendary world of wonder bursting with colorful characters, playable vehicles, and open-world adventures waiting to be explored.
Featuring a complete crafting system that lets you build your own weapons and gear, playable vehicles ranging from ships to windsurfers, and dozens of quirky characters to interact with as you explore eight exotic islands filled with tricks, traps, and treasures, Cornerstone is now avialable for pre-order from the Phoenix Online Store (store.postudios.com), GOG.com, the Humble Store, and other major online retailers.
The Viking men of the village of Borja haven't been seen in years, and Tyrim is determined to set forth and find them: An objective that will send him sneaking deep into the heart of enemy fortresses, combing dank dungeons on a hunt for lost artifacts, and actively taking the fight to the forces of evil as he pursues an increasingly inventive range of quests at the behest of numerous characters. Wielding the young warrior's crafting and combat skills, you'll set sail on trusty galleon the Mad Goat across the seas to uncover the world of Nygard's mysteries, collecting fabulous relics, uncovering forbidden secrets and magic, and ultimately challenging a powerful ancient evil as you quest to bring the Vikings home along the way.
"This is a game that started as a mere dream and expanded to so much more than we could have ever imagined," says Jonathan Prytz, Lead Game Designer and Artist. "Now that we're here, the game is done and we couldn't be prouder of the title! We can't wait to see and hear what people think about it."
"A refreshingly original and unique take on epic, open-world action role-playing, Cornerstone: The Song of Tyrim aims to transport RPG fans to a world of unforgettable fantasy adventures," says Scott Steinberg, General Manager of Phoenix Online Publishing. "The game's one-of-a-kind blend of combat, crafting, and physics-based puzzle solving mechanics, and broad range of playable vehicles and quests, invites players to come along on an incredible journey, the likes of which they've never seen before."
- Epic, open-world blend of action RPG, physics-based puzzle-solving, and combat
- Complete crafting system - build your own weapons, armor, and gear
- Explore 8 exotic islands filled with unique enemies, treasures, and adventures
- Playable vehicles include ships, windsurfers, and more
- Dozens of quirky characters to interact and engage with
- Sweeping score includes live musicians and sound effects
- Fluid and realistic physics bring the action to life
For more information, visit www.POStudios.com.
Dragon's Dogma: Dark Arisen - is Capcom's fastest-selling PC game
MCV reports that Capcom is selling the PC version of Dragon's Dogma Dark Arisen like hot cakes:
The PC version of RPG Dragon's Dogma: Dark Arisen is Capcom’s fast-selling game for the platform thus far.
The title – which debuted on January 15th on Steam – is also one of the publisher’s Top Three best-selling PC releases.
Dark Arisen is an enhanced version of 2012’s Dragon’s Dogma, which launched for PlayStation 3 and Xbox 360 back in 2013.
Capcom does note that though Dark Arisen is its fast-selling PC title so far, the initial sales of the console versions were higher as they benefited from a full marketing push pre-launch.
“We are extremely pleased with the performance of Dragon’s Dogma: Dark Arisen. It is our fastest-selling PC title to date, thanks to an audience eagerly waiting for it, and us delivering to the level of quality gamers were expecting,” marketing director Antoine Molant told MCV. [...]
Dragon's Dogma: Dark ArisenSP/MP: Single-player
Expeditions: Viking - Interview @ Tech Raptor
Tech Raptor has talked to Jonas Wæver, the creative director of Logic Artists, about this game. Here's a quote about honour -among other things:
TechRaptor: Can we have an example or two of some new traits or opinions party members can hold in Expeditions: Viking? The way they intermingled in Conquistador was really cool.
Jonas: The most important trait is each character's attitude towards the concept of honour. Honour was a huge underpinning in Norse society, and whether a character is considered to be honourable or shifty (a nithing!) very often governs how they respond to your decisions. Another very important set of traits is whether the character is superstitious or skeptical, which determines how they perceive religion, folklore, and magic. A skeptical character may be less affected by seemingly supernatural occurrences, while a superstitious character would buy into that sort of thing much more.
Expeditions: VikingSP/MP: Single-player
Release: In development
Siege of DragonspearSP/MP: Single + MP
Release: In development
Van Helsing: Final Cut - State on GOG
The state of Van Helsing: Final Cut on GOG and Xbox is being explained in this article on the Neocore site.
You know, we’ve been cautiously optimistic about the schedule of the release of The Incredible Adventures of Van Helsing: Final Cut on GOG.com, while patching the Xbox One version, but by now it should be clear to you that we have complications (concerning weird science).
And it’s only fair that you guys request The Official™ Answer regarding these things, as it is something you clearly crave, judging by the comments.
But fundamentally, there’s nothing new to tell. We’re still working as hard as we can, like a little steampunk factory. Pun maybe intended, as we have years of experience with Steam so far, but we’re quite new to Microsoft’s Xbox platform with its certification process and to the GOG Galaxy client. Remember, we’re still a growing company, testing is slower than expected, unexpected problems are more unexpected than expected, but still, we firmly believe from week to week that we can finish all the work the next day.
- Yes, we’re working on the Xbox One patch. Achievements will be fixed, that wasn’t the hard part. You’ll get that sweet Gamerscore and hundertprozent, rest assured. But the update will include fixes in multiplayer mode, and that takes time, and we can’t release these fixes separately, as it would require to go through two certification processes, and that would mean more delays. We don’t want that, do we?
- Yes, we’re working on bringing Final Cut to GOG.com, but there are still a few bumps on the road, the game must work perfectly with the GOG Galaxy client, and that takes also time. (If you have the trilogy on GOG, you’re eligible for a free Steam copy of Final Cut in the meantime, we can offer you this much. Contact email@example.com)
- And yes, indeed we’re working on other things as well, but that doesn’t interfere much with said things, our sub-teams are divided smartly and are focusing on single tasks.
Van Helsing: Final CutSP/MP: Single + MP
Genre: Hack & Slash
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Sketch TalesSP/MP: Single + MP
Release: In development
Dungeon Rift - Local Co-op
The local co-op mode for Dungeonrift is now life in the Early Access of the game.
It has been a long work, but second DungeonRift Early Access update is live! We’re happy to finally release local co-op mode (we’ve played it ourselves and really liked the way it plays) as well as fixes for lots of issues we (and our dear players) found since last build. Next update will be more content-wise and we hope it will take WAY less time for us to develop.
We will rebuild our Demo in nearest future for it to make more precise impression of our game.Patch notes:
- Local co-op mode implemented!
- You can join as a second player in “Start Game” menu with the desirable controller;
- Alternative skins for second player’s characters (more skins and skin selection to come in later updates);
- Dead players are revived by opening chest on next level (chest-loot is lost this way);
- 3 new environments with 6 new awesome music tracks;
- Option to switch camera zoom to “toggle mode” (thanks to TheTycoon for the advice);
- Option to disable timer ticking for those who was enraged by it;
- Some control-based glitches have been fixed (thanks to Rachelle for the report);
- Engine upgraded to Unity 5.3 (expect some perfomance boost!);
- Tons of optimizations and little bug fixes for better game experience.
Steam GamesSP/MP: Unknown
Release: In development
InSomniaSP/MP: Single + MP
Release: In development
Victor Vran - Review @ Warpzoned
Warpzoned reviewed Victor Vran and gave it 6 out of 7 lifebars.
The Van Helsing-inspired demon hunter is voiced by the same actor who voices The Witcher. His gruff, monotone delivery works well in this type of role. This does make it hard to get enthusiastic about some of his lines, but that’s the tradeoff for a famous voice. The voice acting in the game is enjoyable overall, with a wide variety of texture and delivery. The actors were fun to listen to and gave more life to the dialogue.
The writing for Victor Vran left something to be desired. The story was fairly generic. In fact, if you have played The Incredible Adventures of Van Helsing 2 recently, you will find that the story is just about the same. It might be that an original story could not be afforded after paying for good visuals, audio, actors, and unique leveling mechanics. It doesn’t detract from this game being fun to play, but was sad to generally have to ignore the story so as not to feel frustrated by how uninspired it was.
Overall, Victor Vran is worth the time investment. If you like games similar to Diablo, Torchlight, Titan Quest, and Sacred, then you will have a great time playing Victor Vran.
Victor VranSP/MP: Single + MP
Wednesday - February 10, 2016
Darkest Dungeon - Review @ Gamesided
Gamesided reviewed Darkest Dungeon and they say that it's an early GotY contender:
Darkest Dungeon Review - Madness, Our Old Friend
The fickle nature of Steam’s Early Access program overshadows the excellence of some of the titles to grace the service. Games development takes its time to get right, even if parts of a finished product are ready for public consumption. Darkest Dungeon is the best example of the process producing excellence, mixing the goal of a completed project with the responsive evolution, in part, by the way of public criticism. It has helped independent developer Red Hook Studios mold an amazing amalgamation of gothic sensibilities with the deconstruction and demonstration of what it truly means to be a warring “hero.”
There’s something that the Darkest Dungeon taps into that isn’t quite replicated. It has a simple art and animation style that projects like a comic infused with gothic sensibilities. It plays like a D&D dungeon-crawling campaign with added house rules to expand upon the base game. It sells itself as a ghost story, hanging onto a narrative drip as you become immersed in a low fantasy horrific world. You feel like a kid who’s stumbled upon the most terrifying choose-your-own-adventure pop-up book but can’t pry away.
Released fewer than three weeks into the new year, Darkest Dungeon has already solidified itself as an early Game of the Year contender.
Divinity: Original Sin II - Here is Bobby!
Swen introduces Borislav "Bobby" Slavov - Larian's new music director:
Music to your Ears
Last year we lost Kirill Pokrovsky, a brilliant composer and dear friend. While Kirill will be a part of every game we make, the time has come to pass the mantle to another musical genius. Since our ambitions for the music in Divinity:Original Sin 2 are very high, it took a while but today we're happy to report that we found the perfect fit for the job.
Today, we would proudly like to introduce you to Borislav “Bobby” Slavov!loading...
Edit by Gorath: Borislav has been an active part of the RPGWatch community for a whole decade. Congratulations to Borislav and Larian Studios for a cooperation which looks like a perfect fit.
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Edge Of Eternity - NPC System
An update for Edge of Eternity shows the new (under development) NPC system in action.
We are working on a intent system for the NPCs that will create realistic behaviors and interact with the environment. It’s an huge thing to create but it’s very important to us. We think it’s important for the journey of our characters and for our players to see how the world lives and that means NPC with credible willpower.
Edge Of EternitySP/MP: Single-player
Release: In development
Epocylipse: The Afterfall - Formally Announced
Razor Edge Games, who are developing the post apocalyptic RPG Epocylipse: The Afterfall, have decided to start the media campaign for their game.
Calling all RPG Gamers: Epocylipse the AfterFall has Arrived
Phoenix, Arizona - February 12, 2016 - It's time to customize your own role playing adventure in a huge open world, non-linear, procedurally generated game. Razor Edge Games introduces Epocylipse the AfterFall, a brand new role playing experience that breaks away from the "kill everything you see mentality" that has now become expected for digital RPG style games. Get ready for a more realistic approach to gaming in an exciting post-apocalyptic environment.
Epocylipse the AfterFall features detailed artificial intelligence, jaw dropping graphics, cinematic camera angles, along with a 100+ hours of gameplay and thousands of locations to discover. Combine this with a totally customizable game rule set, character aging, skill based gameplay and everyone is able to uniquely experience the game and make it their own. These are just some of the features in this dangerous but believable post-apocalyptic world rife with feral humans, mutated insects, toxic plants, where getting your character killed really matters.
Razor Edge Games founder, Mike Weiser, disenchanted with where modern role playing games were going, designed the first tabletop version of the Epocylipse game. In his own words he says, "Early in 2006 I decided to start to write a game that I could play solo or with friends, but also have an unending campaign that would allow me to play on even if they couldn't join me for specific play sessions. I wanted to design an RPG I always wanted to play, one that allowed me to experience the same feeling I had while playing a traditional table top game but without the need for a game master." Epocylipse the AfterFall is a true tabletop game come to life.
Developed by an international group of experienced game designers, cinematic executives and a host of passionate contributors, this game brings forth a new vision of what an RPG experience should be all about. Come discover the old world and explore the new one in Epocylipse the AfterFall.
For more information or any questions about the game please go to http://razoredgegames.com/. For the latest updates on game progress and for access to breathtaking new content, visit our Facebook page at https://www.facebook.com/Epocylipseafterfall/
Release: In development
XCOM 2 - Review Roundup
Here are a bunch of reviews for XCOM 2.
Foibles aside, XCOM 2 is still a wonderfully engrossing strategy game that can very easily leave you spellbound throughout 2016 and beyond. The myriad of tactical options at your disposal - from new soldier classes to the various weapon upgrades - is delicately balanced against the ever-changing extraterrestrial monstrosities. You'll constantly discover new, better ways of honing your craft, and XCOM 2 will happily meet your challenge in kind.
Every once in a while, however, XCOM 2's difficulty surpasses challenging, and becomes unfair. For the most part, enemies abide by the same restrictions we do. But sometimes, they shoot through walls and dodge point-blank shotgun bursts. The cards are already stacked against us in most campaigns, and part of the fun is overcoming those odds--but when the enemy AI ignores the rules, the game loses its appeal. Furthermore, XCOM suffers from certain technical glitches: the action halted during action-camera sequences, and in certain cases, I felt as if the game was overwhelmed. My soldiers' reaction shots didn't trigger when they should have, and enemies' attacks happened all at once, or weren't shown at all.
Everywhere you look, you see the same kind of micro-surgical thinking. The game is always keen to see you moving promptly, acting before it's too late. The aliens are always up to something and there's always a big, red, doomsday-styled counter ticking away at the top of the screen. Why? Many of us, I expect, were guilty of holding off on assaulting the alien base in Enemy Unknown until we'd finished a few extra research projects, or kitted out our squad in just the way we liked. Despite being repeatedly told how urgently the planet required us to complete that mission, we did a bit of grinding first. It was all-out war, but did we really feel the pressure?
Rock Paper Shotgun, Recommended
The Escapist, 4.5/5
XCOM 2SP/MP: Single + MP
BioWare - The Great Bioware Exodus
@Equityarcade, Matthew Loffhagen examines the exodus of Biowares creative talent and what it means for Bioware and the rpg industry at large.
In addition to losing many of its key staff members (including the company's founders, who departed shortly after the release of Mass Effect 3 in 2012), the studio has also announced the cancellation of several new projects in recent years, including Shadow Realms, a game which was intended to see release last year but which was ultimately canned.
All of this upheaval has led many speculators to wonder how much of the original company's creative spark remains intact.
The Canadian developer, known primarily for a long legacy of immersive choose-your-own-adventure style roleplaying games, was sold to Electronic Arts in 2007. Gamers noted that future titles from the studio were far more visually impressive, but lacked much of the depth that BioWare had previously been known for.
With so many key members of the BioWare team leaving for greener pastures, though, the studio's future is uncertain. As EA replace more key staff members, the original creative spark that made BioWare games unique becomes further diluted, as BioWare assimilates further into the EA brand.
Meanwhile, with so many veteran RPG makers moving to work on new projects with different companies, fans of the classics may be pleased to see more games emulating BioWare's storytelling style. Chris Wynn, for example, having left the Mass Effect franchise behind, has already found a place for himself working with Daybreak to produce H1-Z1, a zombie MMO. Similarly, Casey Hudson, the creator of the Mass Effect franchise, has joined the team working on Microsoft's HoloLens peripheral.
While the future of what's left of the BioWare company is anything but certain, it's likely that the next few years will see a variety of high quality games and technologies appearing from various corners of the gaming industry, as artists and writers who honed their creative skills at the legendary developer move on to grace other companies with their talents.
Firewatch - Released
The mystery first person adventure Firewatch has been released:
Firewatch is a single-player first-person mystery set in the Wyoming wilderness.
The year is 1989. You are a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Perched high atop a mountain, it’s your job to look for smoke and keep the wilderness safe. An especially hot, dry summer has everyone on edge. Your supervisor Delilah is available to you at all times over a small, handheld radio—your only contact with the world you've left behind. But when something strange draws you out of your lookout tower and into the forest, you’ll explore a wild and unknown environment, facing questions and making choices that can build or destroy the only meaningful relationship you have.
A Note: Firewatch is a video game about adults having adult conversations about adult things. If you plan on playing with a younger gamer, that might be good to know going in.
- A stunningly beautiful wilderness environment that expands as you explore.
- A tailor-made story: the choices you make shape the narrative and build relationships.
- An edge-of-your-seat mystery.
- Secrets and discoveries to be made over every hill.
- Living, breathing characters brought to life by Cissy Jones (The Walking Dead: Season 1) and Rich Sommer (Mad Men)
- A spectacular wilderness environment by Olly Moss (Illustrator) and Jane Ng (The Cave, Brutal Legend)
- A thrilling story and script by Sean Vanaman and Jake Rodkin (The Walking Dead: Season 1, Poker Night at the Inventory)
- A stirring original soundtrack by Chris Remo (Gone Home)
- Fluid first-person animation by James Benson (Ori & The Blind Forest)
- Gameplay scripting and design work by Patrick Ewing (Twitter) and Nels Anderson (Mark of the Ninja)
- Programming by Will Armstrong (Bioshock II), Ben Burbank (Costume Quest 2, Space Base DF-9), and Paolo Surricchio (Deadpool, Call of Duty Advanced Warfare)
Tuesday - February 09, 2016
Beamdog - David Gaider joins as Creative Director
Game Informer reports the former Bioware writer has been signed on as Creative Director. Baldurs Gate 3 confirmed?
In January, David Gaider surprised Dragon Age fans by announcing his departure from BioWare. Today, we know that he hasn't gone far.
Gaider announced that he has joined Beamdog as creative director. The company has released updated PC and mobile versions of both Balder's Gate games. Gaider was a writer on Baldur's Gate II.
A note on Beamdog's website details his new role:
We're very pleased to welcome David Gaider to the company as our new creative director. Originally we advertised for the position of senior writer, but when David contacted Trent about the position, we upgraded the role.
David is well known for his design and writing work on Baldur's Gate 2, Star Wars: Knights of the Old Republic, and Dragon Age: Origins. He brings 17 years of experience to our little team and we couldn't be happier to work with him. David will lead the writing team and direct new creative endeavors for the company.
With any luck, this might be the first part of an announcement Baldur's Gate fans have been waiting for since the second entry was released in 2000. In 2012, Beamdog producer Phillip Daigle indicated that if the Enhanced Editions performed well that there might be hope for a third game.
7 Mages - On Greenlight
Mobile devices are bringing back the old dungeon crawler subgenre. The dungeon crawler 7 Mages is now on Steam Greenlight:
Assume the role of a mage charged with protecting a village of poor peasants from raids by rogue mages intent on stealing their crops. Pushed to the limit, the peasants pool their last resources and set off to town to hire mages to protect their village. They find you, and your first task is to assemble a company of six other mages to help the poor villagers.
Seven Mages is a grid-based dungeon crawler with a unique turn-based system of combat that allows you to split up your comrades to make the battles more tactical. The mages you control employ various types of powers, including elemental magic, magical maneuvers and unique musical magic.
Besides the crypts at the beginning, players also experience many other environments: they emerge to the surface of the town and into the surrounding forests; they sail on boats, wade through swamps and struggle across frozen mountain peaks. And there will be much more: dragon guts, sea bottom level, Storm city... every level has its own graphic environment. Each environment has unique enemies with different kinds of behavior that tactically change a battles.
Combats in Seven Mages are turn-based. In other words, while movement is free (i.e. in real time) when you are not engaged in battle, the game stops when a clash breaks out and the system switches to a turn-based regime. Here you can do one of six moves: perform magical maneuver with cold weapon, cast elemental spell, play magical song, reequip (or drink potion), move any party member, or defend.
A battle mage can use magic to force the weapon to do things that are against the laws of nature. There is a maneuver that sends your sword far ahead of you to cut an enemy there and then return to your hand. With spear or halberd there is a different maneuver that can extend the weapon (to more than twice its length), hit an enemy that’s two squares away and pull them closer to you (where you can finish them off). Ranged weapons on the other hand can shoot several projectiles at once, and with magic, one arrow can hit more than one enemy even if they’re not standing in a line.
To perform maneuvers or musical magic, you need an item (a weapon or an instrument). The difference between these two types of magic and elemental magic is that the latter does not need any item to cast. Besides the ever-popular fireball that all mages simply must have in their arsenal, there is also a spell that can set the ground around the mage on fire or a spell that calls thunderstorms on remote squares. There are also spells that can show you the strengths and weaknesses of an enemy, give you a hint if you’re stuck on a puzzle or show you a map of unknown territory. And there’s also the option to summon a party member.
Seven Mages also introduce a heretofore unseen method of spellcasting in fantasy games. Instead of weapons, players hold a military drum, a horn or a fiery violin and play a magical song on them. Everyone within earshot feels the effects of the spell and becomes a stronger fighter; their arms and legs come alive with more speed or seas part in front of them. The same tune can be played by several heroes in the party at once, and as the music gets richer, the spell becomes stronger.
The game was originally developed for mobile devices (iOS and Android) and it will hit App Store and Google Play on March 15. Once we get the green light, we will put the same version on Steam in Early Access, and then we will start working on further adjustments of the game for more advanced PC hardware. It means that the Early Access version will be already polished and fully playable. The only difference between Early Access and the full game will be prettier graphics of the PC version, as well as some minor adjustments in texts (we will remove all the 'taps' and 'swipes', etc.). Of course we will reflect any relevant user feedback.
- 14 unique environments
- 28 types of enemies with different fight styles
- 60 spells
- Heavily tactical turn-based combat
- Unique and previously unseen musical magic
- New puzzles and twists in each level
- Retro feeling in high-end graphics
- Dozens hours of gameplay
More info in: 7mages.net
7 MagesSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
General News - Amazon Releases Free Game Engine
Amazon is making a free game development engine available, based on Crytek's CryEngine, which is named Lumberyard. Not only is it free, the source coude is also freely available. Integration with Twitch are already available and an integration with Oculus is coming.
Amazon makes money off the engine as it is closely integrated with Amazon Web Services, which is not free. That said, it is apparently possible for developers to integrate their own server.
Given that the engine uses AWS it is probably suited best for MMO type games.
Wanderer - Development Update
Two weeks ago a new development update for Wanderer was made available.
90% of the work I've been doing over the past two months is on the story front. I've spent 100's of hours at this point writing and rewriting the flow of the narrative, becoming familiar and comfortable with the characters, and fleshing out the history and backstory of the world, and I'm very happy with the result and where the story has wound up going!
It's definitely been an incredibly intense experience thus far, as to stay on schedule we really need to be out of pre-production by the 1st of February, which means all the foundations need to be laid so I can switch gears and focus fully on producing visual assets and animations full time. I absolutely would not be comfortable moving forward on the foundation of a story that I didn't think was coming together like I wanted, so to put it lightly I've been feeling the pressure. Now that I can see the light at the end of tunnel I can feel the load lighten a little bit and it's definitely a relief! :)
At this point, there's not a whole lot I can reveal about the details of the story, because I intend a large part of the game to be going into the experience somewhat blind, much like Rook himself, and experiencing and learning things first hand rather than through exposition. However, I would like to officially reveal something we haven't talked much about yet, which is that Wanderer will feature a second playable character with her own separate story line! Meet VALE Special Investigator Akira Saionji.....
Release: In development
Moon Hunters - On Steam This Month
Moon Hunters is coming to Steam on the 25th of February.
The good news is that the game is only 5 weeks (ed: since the 20th of January) away (for PC on Steam -- Mac and Linux to follow shortly after.. then certification begins on the PS4 version). The even more good news is that everything looks like it's pretty much on track!
It might feel long to you if you've been waiting for a while, but to us it seems like it's looming tomorrow and there's an infinite amount of little improvements we want to make...! We're trying not to panic...!
Moon HuntersSP/MP: Single-player
Release: In development
Project ResurgenceSP/MP: Unknown
Release: In development
General News - GameTrailers has Closed
After 13 years, GameTrailers has now been shut down and everybody at GT has been laid off. I'm sure many of you have used GameTrailers in those 13 years and although there are many other outlets to use, they were one of the very first with game videos on the internet.
Darkest Dungeon - Interview @ Gamasutra
Gamasutra talked with Darkest Dungeon's producer and design director Tyler Sigman and creative director Chris Bourassa about their development process.
How much time have you spent working on the game so far?
Sigman: Chris and I did a lot of prepro via concept meetings and brainstorming sessions, so by the time we kicked off development, we at least had a pretty good idea of what we were trying to do. But we formally began development in April 2013. We Kickstarted in February 2014, Early Access’d in February 2015, and hit full release on January 19, 2016. We originally were aiming for about 18 months of development, but this being videogames, things have a way of stretching out!
Bourassa: We spent a good year or so meeting up outside of our day jobs and talking through the design and structure of the game. I still have those old sketchbooks - they’re packed full of screen layouts, fresh ideas, false starts, and breakthrough ‘eureka’ moments!
What was the toughest part about developing an Early Access game?
Sigman: It’s like a white knuckle rollercoaster ride. We’ve been fortunate enough to have a lot of success, but we’ve had some tough moments, too. Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. Your lows and highs are there for everyone to see. But that’s kind of the point, and DD is a stronger game for having gone through it. I remain extremely bullish on both Kickstarter and Early Access. But my advice is to make sure to swallow your Dramamine before taking the plunge. Community management and live game support are things that take extra skillsets and resources beyond what is already hard enough: making a good game.