Avadon 2: The Corruption
Avadon 2 Review
Fluent has taken the time to review the recently released Avadon 2: The Corruption.
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Realms of Arkania: Blade of Destiny HD
Realms of Arkania: Blade of Destiny HD Review
The remake of Blade of Destiny was plagued by a large number of bug upon release. Fluent checks out if the current state of the game is worth playing.
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Poll WatchDo you Kickstart?
Yes, I've supported a bunch!
Yes, but only 1 or 2.
I'm waiting for the right project.
No! No finished product, no money!
No - but only because of my tight budget.
Friday - December 13, 2013
Fate - Now Available on Steam
The classic ARPG Fate is now available on Steam for 40% off.
Play (or Re-play) This Classic Dungeon Crawler!
During the golden days of action RPGs, FATE was a powerhouse, winning runner-up for PC Magazine’s Role-Playing Game of the year. Popular enough to spawn 3 sequels, this was one of the premier dungeon crawlers of its time. Now is your chance to enter the legendary town of Grove and experience the original for yourself!
Hello, traveler. Journey to the outskirts, where the Old Wood meets the Dungeon Gate. Battle vicious creatures, collect unique weaponry, learn powerful spells and glory will be yours.
Rise and test your worth! Step forward and determine Your FATE!
- NEW Steam Trading Cards – Fans of old (and fans of new) can enjoy this never-before-seen art!
- NEW Steam Badges – 6 levels for you to collect, hoard and show off.
- NEW Steam Emoticons – Oh, you’re old school all right, throw a little FATE into your chat to prove it.
- NEW Profile Backgrounds – FATE up your profile with these beautiful works of art made especially for Steam players.
- Gameplay – It’s quick, immersive and classic.
- Procedurally generated levels – Explore limitless caverns, dungeons, mines and tunnels. What will you find?
- Economy - Buy and sell items… or try your luck with shopkeeper!
- Pet - Choose a dog or cat and evolve it into more and more powerful creatures. Rawr.
- Street Cred – Up your gamer street cred by playing this classic game and show those hipsters what for!
Diablo III: ROS - Closed Beta Now Available
Blizzard also announces today that the closed Beta for Reaper of Souls is now available to select players.
Reapers, and Westmarch, and Crusaders, oh my—the Diablo® III: Reaper of Souls™ Closed Beta has begun!
Invitations to this next phase of our public test are now being delivered to nephalem worldwide. If you've been invited to the Closed Beta, we'd love to hear all about your adventures on the forums, watch your live streams, and see screenshots and videos of your experiences in Sanctuary. Please keep in mind that Reaper of Souls is still in development, which means that all content in the Closed Beta is subject to change and isn't necessarily representative of the final game.
Information aboutDiablo III: ROS
SP/MP: Single + MP
Release: In development
Wasteland 2 - Lets Play Videos @ RPS
Wasteland 2′s beta is officially go! Well, for backers anyway. I booted it up the second Steam finished prying it from some server’s synthetic grip, and I realized something: I was nervous. My expectations were riding extremely high, and I couldn’t help but fear that inXile’s return to post-apocalyptic role-playing’s roots would let me down. What I’d seen up to that point had my head ready to explode like a gerbil full of uncooked rice (and also a blood sausage), but maybe it wouldn’t all come together. Maybe it was pure promise and no execution. All bark, zero bite.
I was worried over nothing. Wasteland 2′s irradiated peaks and valleys are pretty rad so far. I have some minor quibbles (the interface is awkward, enemy AI can be really dumb, some bugs and glitches), but there’s quite a lot to like here. Watch me play through a few early sections below. Oh, and fair warning: slight spoilers ahead. Nothing too major, though.
Information aboutBound By Flame
Release: In development
Shroud of the Avatar - Selective Multiplayer
In a follow-up session to my earlier interview with Richard Garriott, we discussed the asynchronous multiplayer technique being discussed for Shroud of the Avatar, known as Selective Multiplayer.
A system which allows people to play offline in an MMO setting, even on a consumer tablet, such as an iPad is a rather bold goal. Take a read, and see what you think.
Fallout: NV - Lanius Crossroads
If your a fan or the previous short films, and web series based on Fallout:NV then your in for a treat. Encryption Films and Dracogen INC announce Lanius Crossroads.
“FALLOUT: LANIUS CROSSROADS” ANNOUNCED
New Mirco-Short to launch in 2014
Perth, Western Australia- (December 11th, 2013) ENCRYPTION FILMS and DRACOGEN INC. are proud to announce ‘FALLOUT: LANIUS CROSSROADS’.
‘FALLOUT: LANIUS CROSSROADS’ is a new ‘Micro-Short’ from the award winning team behind ‘FALLOUT: LANIUS’. The film will launch in early 2014, being released to Crowd Funders first. It is expected that a larger project will be announced sometime in 2014.
The film is a small offering, designed to thank both the gaming and Fallout communities that have supported the team. Director Wade K. Savage commented, “This little film is our way of saying thank you. It’s a more Classic Fallout adventure – and we know Fallout Fans new and old will love it”.
No release date has been announced, as the team is currently working on a myriad of different projects. “What we can say” Savage continued “Is that this film will connect to a much larger picture. When we are ready to speak about it, you will know everything there is to know. Including if we do another crowd funding campaign”.
“FALLOUT: LANIUS” was launched in august and smashed 100,000 views in 24 hours. It was covered globally.
The new film has been announced by their Official Facebook Page (https://www.facebook.com/FalloutLanius).
“FALLOUT: LANIUS CROSSROADS” is a blood soaked high concept action adventure short film, based on the 2010 video game "Fallout: New Vegas".
In the Mojave Desert a Mysterious Vaulter takes on a wandering band of Caesar’s Legion killers. But who survives the encounter - will be left up to more than just fate.
Information aboutFallout: NV
Platform: PC, Xbox 360, PS3
Diablo 3 - Patch 2.0.1 Now Available
Blizzard announces that Patch 2.0.1 is now available for anyone that wants to test it.
Patch 2.0.1 PTR Now Available
Patch 2.0.1 is currently in development and now available for testing on the PTR. To learn about major changes included in 2.0.1, please see the official PTR patch notes. For information on how to participate, copy over characters, and provide feedback, read on below!
How to Participate:
To participate in the public test, you must have a Diablo III game license attached your Battle.net account in good standing (i.e. it hasn't been suspended or banned). In addition, you will also need to download and install the Battle.net desktop app.
Information aboutDiablo 3
SP/MP: Single + MP
Genre: Hack & Slash
The Witcher - 5 Years Later Review
Overclockers Club has posted a new review for the original Witcher, and as the name of the review implies it's five years late.
In 2007, the video-gaming world was introduced to Geralt the White Wolf by CD Projekt RED with its first game, The Witcher, which is based on the literary work of Andrzej Sapkowski. Since then the developers have released an Enhanced Edition of this game and The Witcher 2: Assassins of Kings (plus an Enhanced Edition of it), with The Witcher 3: Wild Hunt targeted for a 2014 release. As some gamers may only be discovering the series with the latest game, we are going to take a look at where it began.
Witchers are warriors who have undergone training and mutation to make them the most effective monster hunters possible, as they are the only defense humanity has against these monsters. Or at least they were, as new groups have formed to protect the people, supplementing and replacing the Witchers, whose numbers have been dwindling due to time and war. Sometimes though, it still takes a professional monster hunter to get the job done.
The Witcher is a role playing game filled with complex characters with secrets to hide and lies to share. Geralt, having lost his memory, is exposed to all of these anew as he struggles to recover that which was taken from him. Fortunately his friends have not forgotten him, so there are helping hands along the way.
The Witcher has an M rating for blood and gore, violence, nudity, strong sexual content, and strong language. Trust me, it has earned that rating, so if you should not be exposed to such content, you should probably not be reading this review.
If you have never played a Witcher title before, but are now interested in the franchise for any reason, is its origin story worth your time and money, or should you save both for something else? About time we find out.
Information aboutThe Witcher
Astral Terra - Update #8, Dwarf Concepts
Tethys Interactive has posted a new update for Astral Terra talking about a Steam update, dwarf concepts, and new team member.
Greetings All and Happy Hump Day!
We are down to the final 3 days of our Kickstarter campaign! Thanks again to all who have stuck with us during the 40 days we were here and to all of those just finding about us and continuing to back, share and get involved with us despite the campaign outlook.
We are up to over 8,800 Yes votes and are sitting at #64 of the Top 100! Please continue to help spread the word about our Steam Greenlight page! We are so hopeful that Astral Terra may be Greenlit during the next round if we can keep the momentum going. Help us get there! Every vote counts!
Who doesn't love Dwarves?
As mentioned in Update #6, we had been trying to narrow down the next playable character race for Astral Terra. Due to the overwhelming feedback shared by the community here and on Steam, we decided on DWARVES! Our character concept artist Marius Andrei has been busy since our announcement with character concepts that we wanted to share with you! Here are a round of concepts for the male dwarf (female concepts to follow). Our next update will include the final color version.
Information aboutAstral Terra
SP/MP: Single + MP
Release: In development
The Shadow Sun - Release Date Announced
Ossian Studios has a short post announcing the release date for The Shadow Sun.
Get your sword, spell book, and iDevices ready! In exactly one week from today, on December 19, 2013, The Shadow Sun will be released in the Apple App Store worldwide!
Information aboutIndie RPGs
Release: In development
Might & Magic X - Meet the Team & Retro Mode
There are two more update for Might & Magic X in the last few days. The first update is part of the meet the team articles were we are introduced to Sound Designer Jan.
Screeching doors, the thump of a lever that slides into the correct position. A dead enemy falling to the ground. The delightful *ding* of leveling up. The sound of wind bustling through the leaves as your party strolls around, looking for new adventures - sound is an essential ingredient for immersion. But who makes the sounds for MMX, and how? Jan, sound designer and sound engineer, started working for Limbic Entertainment at the beginning of November. He talked to me about the sounds he makes for MMX, and what can be done to keep game sound from getting boring.
The second update gives a look at the Retro mode of the game.
For those of you who love the pixels, there will be a retro mode in the final release of the game (as mentioned already in this vote article). You will then be able to toggle your graphic mode to pixelated in the graphics options. Check out the screenshots below, but don't search for the retro mode option in your Early Access Version - it's not there yet.
Information aboutMight & Magic X
Release: In development
Torment - Editorial @ Matt Chat Blog
The Matt Chat Blog has an article about turn-based combat, and uses the recent vote for Torment: Tides of Numenera to say,"About Damn Time."
In short, I don’t think turn-based combat is boring or tedious at all. Rather, it’s just that Diablo was so successful that publishers (and many gamers who hadn’t experienced anything else) were suddenly convinced that it was a throwback. That prevented the natural development we’d expect to see in interface and AI design. We’re just now finally starting to see what a modern CRPG with turn-based combat might look like, thanks mostly to X-Com and Shadowrun. However, neither of these games comes anywhere close to the raw passion and craft we got in Baldur’s Gate.
If anyone is in a position to update turn-based combat and make it fun again, it’s Torment’s developers. Fortunately, we are finally back to a position where gamers can and have overridden the publishers to get a new turn-based game that won’t suffer from lower production values. I, for one, am excited to see what the team eventually comes up with.
Information aboutTorment: Tides of Numenera
Release: In development
Fallout 2 - Podcast @ Duckfeed
Information aboutFallout 2
Shroud of the Avatar - Early Access Available
Shroud of the Avatar can now download an early version of the game. Here are the details.
Portalarium Announces Release 1 of Shroud of the Avatar
Fantasy role-playing game from legendary designer Richard Garriott is ready for public viewing; Backers get a chance to gauge early progress of highly anticipated crowd funded game
AUSTIN, Texas, December 12, 2013 — Portalarium®, the Austin-based development studio headed by acclaimed game designer Richard Garriott, announced today the first release of Garriott’s Shroud of the Avatar™ fantasy role-playing game. Backers of the crowd funded project today can log in to their accounts, download the client, create a character and begin to wander and explore the streets of Owl’s Head, the game’s first town open for business. The release comes only nine months since the project was announced by Portalarium in early March.
“We are pleased with our progress,” said Garriott, “and we are excited to show our fans what we’ve created in the short amount of time we’ve been working on the game. It’s still very early in development, and this is not your traditional development model. Since the game is crowd funded and crowd sourced, we feel it’s important to give our community an early glimpse of the game’s progress…earlier than what you’d normally see in traditional game development. But this is important because player feedback at this stage will be utilized in helping us understand any changes we need to make and to possibly reaffirm that we are on the right track.”
In Release 1, players will also be able to converse with non-player characters (NPCs) and try out the game’s dialog system. Players will also be able to equip their avatars with different clothing, armor and weapons and they’ll be able to select a house from the entire list of player houses, even the vast Lord of the Manor estate. There will also be chests of furniture and decorations all over Owl’s Head for players to pick up and outfit their newly established homes. This early release is single player online only. In later releases, the Shroud of the Avatar team will roll out multiplayer online modes.
“These early systems are ready for players to try out and test for us,” said Executive Producer Starr Long. “We hope the community understands how critical they are to helping us make Shroud of the Avatar the game that we all want it to be. Throughout 2014, we’ll be rolling out even more features and systems on a monthly basis for players to try out including crafting, combat, questing, multiplayer and of course many other towns, dungeons and lands to explore.”
Instructions to backers for downloading the Release 1 client, installing and then playing and interacting in Owls’s Head are located here: download, install, play.
After Reset - Funding Unsuccessful
The kickstarter for After Reset has failed to get funded. The developer Black Cloud Studios has a new update with more information.
Our Kickstarter is almost done, and rather than waste your time merely discussing how thankful we are for your support, I’ll simply say that all of us at Black Cloud Studios have been inspired by your love and support throughout the campaign.
Some might view this campaign as a failure, but even though we didn’t collect the $900k needed to complete the development of our game - we did attract more than 1300 classic RPG fans to our cause, and we received two proposals from serious international studios. Sure, one door has closed - but others have opened up to replace it. The game will still be made, but (sadly) it will take much longer this way. We’ll still continue to forward our major website updates, and press releases, to Kickstarter even after the campaign finishes.
So, what comes next? And what does it mean to you, the backer?
Simply put, our plan B at this point is to offer direct backing on our website, adding a few unique features for those who supported us this way (mostly based on community feedback). Backers who pledge over $20 will receive access to our current tech build (available for download by the end of the week), and backers over $35 will also receive exclusive access to a private forum only for 'co-founders,’ where you’ll have the opportunity to participate in polls, developer discussions, and more.
We’re also giving away a few planned ADD-ONs to everyone who directly backs (e.g. feat to learn like Field Weapons Feat which will give you ability to use such rare weapons like the YK42B Pulse Rifle from Fallout 2). Additionally, we’re offering a special thank you for everyone who backed us on Kickstarter for $100 or more, for when you make a direct pledge (and include your KS account name for verification with our analytics):
• Every KS backer of $100 and more will receive the "WAILING WALL" FEATURE for free.
• $275 or more will receive "NAME A WEAPON" FEATURE for free.
• And $525 or more will receive "PERSONAL CHARACTER APPEARANCE" FEATURE for free as well.
You can find out more about these rewards under the ‘Digital Add-ons’ section, below. Naturally, we hope you’ll be generous when it comes to direct backing, but every penny counts - and we know that it’s asking a lot to switch to direct backing, but if we can raise $40-50k and complete the prologue, we’ll be able to show it off on Steam Early Access by Summer of 2014 (since we’re already green lit), and we’re confident that this will give us the momentum we need to secure additional funding. The prologue will include character creation, general game mechanics and stats, and 4-5 areas to explore. This should equate to roughly 1 - 2 hours of actual gameplay, and will require 6-8 months of development to complete (with funding).
Information aboutAfter Reset
Release: In development
Kotaku - Leaked Fallout 4 Documents
Kotaku has a new article about Fallout 4 were they have information from leaked documents. They claim the next game will be set in Boston.
Still upset about that massive Fallout 4 hoax? Here's some good news for you: The next entry in Bethesda's post-apocalyptic RPG series is real, it's in development right now, and, as rumored, it appears to be set in Boston, according to casting documents obtained by Kotaku.
Two weeks ago, a Kotaku reader sent me several documents from a casting call for a project code-named Institute. The casting documents, which I've been able to confirm are real, include scripts, character descriptions, and other details about the next Fallout, and although the word Fallout does not appear in these scripts, there are several references to Fallout's setting and locations. (The casting director for this project also worked on other Bethesda games, like Dishonored and Skyrim.)
This is the first confirmation we've received that the next Fallout game is in the works—although it's been generally assumed that Bethesda Game Studios, the development studio behind Fallout 3, has been working on a new Fallout since completing The Elder Scrolls V: Skyrim back in 2011, Bethesda has yet to announce the new game in any form. In 2012, rumors circulated that Bethesda employees were scouting the Massachusetts Institute of Technology in Boston for an upcoming Fallout game, but other than that, news has been thin.
Thursday - December 12, 2013
Blackguards - Chapter III On Early Access
Daedalic Entertainment announce in a new post on Steam that Chapter III of Blackguards is now available on Early Access.
In this very moments the biggest chapter to date is becoming unlocked for our Early Access audience. The third part of Blackguards is about two times as big as the first chapter was, so be prepared for a journey of epic scale!
Again we are really proud of what we have achieved so far and are eager to hear your feedback, as we are still working hard on the game to shape it the way you told us. So keep up telling us what is on your mind - whatever you like about the game and what you do not like.
As always, you can read about our changes to the game in the changelog below. We wish you a lot of fun with Chapter 3!
Your Blackguards Team
Release: In development
GOG - 2013 DRM-Free Winter Sale
Well it's that time of the year again as GOG.com starts the 2013 DRM Winter Sale.
2013 DRM-Free Winter Sale Begins Now!
600+ games discounted by at least 50%, bundle deals up to 80% off, daily personal deals!
It is here: 2013 DRM-Free Winter Sale on GOG.com! The biggest, the loudest, the most varied, and the most exciting sale we've ever done begins now. How big is it? There are way over 600 games from our catalog steadily discounted by at least 50%. How loud is it? Let's just mention the fact, that we're opening with a triple nuclear blast. On top of regular discounts you'll have daily deals including games presented by YouTube personalities, hot thematic bundles chosen each day by our dear users, offered with up to 80% discounts, and--finally--daily personal deals where you pick one of the special offers available to you, and you only. How exciting is it? Well, you probably get the idea by now. So, there you have it: time to save BIG on the best games in history, available DRM-free for Windows and Mac.
That's not all either you can now also get Fallout, Fallout 2, and Fallout Tactics for free.
Free Games: Fallout, Fallout 2, and Fallout Tactics
All classic Fallout games available FREE for 48 hours!
Holiday season is upon us! If you are a long-time GOG.com user you know well enough--or if you're relatively new to our service, you're about to learn--that we just love offering great games for free whenever it's possible. This year for instance, we've given away innumerable copies of the action-rpg gem Torchlight. Today, we're taking our gifting habit a step further. No, actually make that two steps, as we're handing out a package of three games this time around. For the upcoming 48 hours you'll be able to add Fallout, Fallout 2, and Fallout Tactics to your GOG.com collection, completely FREE of charge. That's $0.00 (or, if you prefer the currency of the nuclear wasteland, 0.00 bottle caps) for all the three classic games in the legendary post-apocalyptic RPG series, until Saturday, December 14, at 1:59PM GMT.
Steam - Arcania & Gothic Pack for 75% Off
Steam is offereing a complete Arcania + Gothic Pack for 75% off.
Buy Arcania + Gothic Pack
WEEK LONG DEAL! Offer ends December 16th
Items included in this bundle
ArcaniA - $4.99
ArcaniA: Fall of Setarrif -$3.74
Gothic 1- N/A
Gothic 3: Forsaken Gods Enhanced Edition -$2.49
Gothic II: Gold Edition - $2.49
Deathfire - Editorial @ Matt Chat Blog
The Matt Chat Blog has a new article about what it takes to achieve kickstarter success, and uses Deathfire as one example.
I don’t want to give the impression that I think Guido did a bad job or didn’t deserve to meet his funding goal. Heck, I pledged the highest to his project than any so far. I really liked the project and was excited about stuff like the Rat Faction and the mysterious complexity he kept referring to in his German games. It’s probably my disappointment with this Kickstarter (and a few others near to my heart that also failed) that led me to try to help him so much. But if he (or anyone else) wants to try for another Kickstarter, I think they’d do well to focus on identifying with their audience as gamers first, developers second. They need to sell themselves well, but also a fulfilling role for the viewers, who (after all) want something more than just a game at the end of this. We want to feel that we’re part of something larger, and the guy values our goodwill and enthusiasm as much as our money.
Platform: PC, Mac, Linux
Release: In development
Wasteland 2 - Post-Funding Update #40
Well if you want to play the Alpha version of Wasteland 2 now is the time according to the latest post-funding update from inXile entertainment.
Building a Better Beta - Right Now!
It’s hard to believe we're finally at a place where we're ready to put a playable version of Wasteland 2 into your hands, but today's the day. What a road it has been to get here.
It has been an enlightening experience learning what is entailed with this new transparent development process. I admit it isn’t easy to release code before it’s complete, as I have hundreds of issues on my list still to be addressed, but it’s time for the next phase. All backers eligible for the beta from your original pledge (that is, any tier of $55 or more except the $60 late backer box) or an add-on can now log in to your Ranger Center account and retrieve your Steam key for the Wasteland 2 beta. You’ll find it at the bottom of your Donations page. I should also note that we've had quite a few requests to offer the game on Steam Early Access, which we will do after our backers have had first crack at it.
PLEASE DO READ THIS UPDATE BEFORE YOU START TESTING
Creating a deep RPG is a unique challenge, in that so many elements need to be working well together, with 95% of the game's underpinnings complete before beta can begin, which is what we've all been working so hard on this last month. Now, however, is the stage of development where the magic happens. With most of the mechanical issues behind us, now we can really start digging deep into the game and finding ways of taking it from good to great. No amount of prepping and planning can replace old-fashioned hands-on playing, testing and iteration time, which is why we are so grateful to have you, our backers, help us hone this process like never before. So thanks once again to all of you for giving us this opportunity to make your game in this new and open way. Your input has been, and will continue to be, critical every step of the way, and Wasteland 2 will be better because of it.
For your convenience while playing, we put together a reference card. This serves as a basic guide to gameplay and the game's interface.
All the game's major systems are now implemented, which allows us to expedite the amount of depth, fun and subtlety that gets in, but this is an ambitious game both in terms of scale and the amount of reactivity we have planned, so please don’t forget that we are not complete, and that there are still a host of issues that need to be addressed.
Bloom - Post-Funding Update #10
In the first post-funding update for Bloom: Memories Studio Fawn details what happens next now that the game has been funded.
What Happens Next?
Hey there everyone, Dani here again. I’m sure you have already realized, but we have officially made it through Kickstarter!! Thank you all so so much for all the amazing support getting us through. Not just the pledges, but the great feedback and all the support spreading the word and everything else you have been doing to help us reach even further than our original goal.
While we fell just $1,500 short of the prologue chapter stretch goal, don’t worry, we will be adding paypal onto our website in the next day or two to continue the campaign for a bit (for those that missed us on kickstarter, or the many backers who simply weren't able to use kickstarter). Basically, things should hopefully work out for the prologue chapter :)
So, what happens from here?
Well, in this next week or so I’ll be sending out surveys and a few messages to collect the details on add-ons and shipping addresses for those that need physical rewards (this might be a little slow, I'm actually in the middle of moving and need to be out of here by the 15th...amazing timing right? :| ).
Then, I will be creating more designs for the small print before finally putting them all up for everyone to vote on before being printed out and sent. Don’t worry, the vote will remain up for a while on our website, so there will be plenty of time to let your voice be heard. I'll be making a small announcement with an update here to let you all know when that is ready.
Of course, between all this we will also be pushing ahead with production on Bloom (since, well, that is the main goal after all). For those who selected the alpha updates, this should begin in a month or two when we have our alpha update system set up and are ready to push more builds out (so we will be sending you messages on that when it is ready).
Release: In development
Pillars of Eternity - Interview @ RPS
Rock, Paper, Shotgun has another interview with Obsidian about Pillars of Eternity talking about the games mega dungeon.
RPS: How long do you think a run-through of the mega-dungeon will take?
Brennecke: I don’t want to say, but it’s probably going to be hours and hours?
Adler: It’ll be pretty beefy.
Sawyer: My direction for designing it has been that the ramp in difficulty goes up faster than you can level while in it. [laughs] So I kind of want the player to hit… You go through, you go down a couple levels, then you go to the next level and you’re like, “WHOA! Okay!” Either it forces them to get really serious about tactics, or they’re like, “You know what? I’m gonna go out to do some more quests, come back, and go deeper down.”
RPS: So it’s something you work through gradually.
Sawyer: Yeah. And we’ve come up with some ideas for mechanics that encourage continuing to return to the dungeon, so that it becomes kind of like a cyclical thing. You go down for a while, you back off, you deal with some things, and then you find a reason to go back down.
RPS: Is there a story surrounding the dungeon? Something huge and labyrinthine like the dungeon itself?
Sawyer: Yeah, yeah. You’ll start to learn [that there's a lot more to it than you first suspect]. Initially it just seems like a cursed, abandoned place. The Glanfathans warn people away from it. But they kind of say, “If you wanna go buck wild in here, it’s your funeral. Go down in there if you want.” As you go deeper you start learning more about what it was and what it is now and what’s going on in it. There’s a mystery. It’ll be a fun mystery to solve and get to the bottom of it.
Information aboutPillars of Eternity
Release: In development
Piranha Bytes - Risen 3 or Gothic 5?
Piranha Bytes was given a new developer award, and a site called PC Games has a new video with Project Director Bjorn Pankratz.
In the video we get conformation of new game, but as usual it seems we wont hear more till next year. Now for those of us that don't speak German here is a small google translation.
Finally a sign of life from the RPG specialists at Piranha Bytes that deal with Gothic 1-3 and Risen Risen 2 plus: have made a name for Dark Waters. The latter has clearly distinguished only by an unusual pirates and voodoo setting of the previous Piranha Games and cut in PC Games test with a very good 86 points . So far, there were only rumors surrounding a new Piranha role-playing game, most recently in September ( PC Games reported ).
For the Essenes Studio today's presentation of the German Developer Award in Dusseldorf is almost a home game. Of course, are also members of Piranha teams, including Project Director Björn Pankratz on site. We have intercepted him before the event and pestered for new information. You can tell Björn that he wants to give more details on favorite, but has yet to mention: "I can not say anything because we all have to wait until next year," he told PC Games. "Only this: It is a lot darker than the last We return again to go back to our roots.."
The last date Piranha Game - Risen 2: Dark Waters - was announced in February 2011 and released in April 2012, a year later. If this schedule is used again, much to be said for a release in spring 2015.
"Back to basics" - it sounds more like a new Gothic? After all, the rights to the series are back at Piranha Bytes after Arcania: Gothic 4 was known developed by Spellbound Entertainment for Jowood. Or want to leave you with a Risen, Piranha Bytes 3, the Palm world of Dark Waters behind and build on the dark-oppressive medieval fantasy atmosphere that dominates the team proven masterly?
So what do you all think? A new Gothic or will it be a new Risen game?
Information aboutPiranha Bytes
Baldur's Gate 2: EE - Review @ Eurogamer
Eurogamer has posted a new review for Baldur's Gate 2: Enhanced Edition, and they give the game a final score of 8/10.
Playing Baldur's Gate 2 once again, it's not difficult to see why this love endures. The game is just so big, so full, and this effort to add even more to it feels like another layer of icing on a luxurious cake, even if it's not the tastiest ingredient in the mix. It's possible to lose a whole weekend and see only a fraction of what this game has to offer. It's a game to gorge yourself on.
So, if you don't want to get your hands dirty and mod Baldur's Gate 2, but you've always wanted a version of the game that looks and plays better than the 13-year-old original, this is for you. If you're a die-hard fan, a completist who absolutely must try new companions and quests you won't find anywhere else, this is also for you. Otherwise, all those mods are worth serious consideration and a heavily modded version of Baldur's Gate 2 is probably going to be as stable as the Enhanced Edition is.
Whatever your choice, you're likely to lose whole weeks inching your way through dungeons in the dark, lost in a game with few frills from an era where the dialogue mattered much more than seeing every conversation carefully animated. Just be prepared for it to be difficult, dangerous, deadly - a relic of a less forgiving age.
It's hard, it's obtuse. It's big, it's beautiful. It's cruel, it's arbitrary. It's an adventure.
Information aboutBaldur's Gate 2: EE
SP/MP: Single + MP
Dex - Harbor Prime Trailer
Dex is a story-driven, 2D side-scrolling RPG with a fresh new vision of cyberspace. It offers a unique visual style and a living city, open for exploration. The game also features non-linear level design, with multiple possible approaches to enemies and obstacles (stealth, hacking, fighting). All of Dex takes place on two distinct planes of existence, which constantly overlap and interact (physical reality and cyberspace).
The main protagonist – a young woman leading an ordinary corporate life – is approached by a legendary hacker named Raycast. She is asked to play a part in the events surrounding the enigmatic AI known as Kether. The reason for her recruitment is her innate ability to move freely through cyberspace, without a “jack” or any kind of implant. The whole story serves as a grinding stone between the heroine (Dex), the local low-life, the hackers (the Grid), the corporations (the Complex), and Kether. Kether is struggling to reach the Singularity, a theoretical “event horizon” when AI will surpass human intelligence. The corporations want to rule Kether, the hackers want it to free itself and lead mankind to a next evolutionary stage – but no one knows what the real outcome will be.
Release: In development
Wasteland 2 - Interview @ VG 24/7
VG 24/7 has posted a new interview talking to Brian Fargo about Wasteland 2.
VG247: What’s the stupidest question a publisher asked you?
Fargo: “Well I had one publisher say, ‘we don’t want to do games based on franchises, we want to do new stuff,’ which, for a publisher to say that just cracked me up because [laughs] their whole business model is re-doing stuff.”
VG247: [Laughs] That’s the antithesis of publishers.
Fargo: “I know, and which publisher would you point to as being a great example of that? This publisher did almost all licensed products so I kind of laughed at that one. There were some who had heard of Fallout, but that was about it. I had other meetings where I’d go in and they were younger. I have no ego about it but they should at least know my product heritage, but I stepped through some of the games I’d done and they weren’t familiar. I asked, have you heard of Interplay?’ and they’d say, ‘not really.’ I just thought, ‘oh boy am I screwed.’”
VG247: That’s absolutely crazy, but how times have changed. Who could have predicted just how aggressively Sony is targeting the indie space today?
Fargo: “That’s one of the other benefits of crowd funding and the indie movement too. For years we wanted people to be recognised for their work as an individual, and so that it had some value. But now you look at Kickstarter with Tim Schafer, Richard Garriott, Chris Avellone, all these people are finally able to utilise their body of work and their name to make things happen. There was no value when you went to talk to publishers. They could care less.”
VG247: But here you are doing it, and making something that feels attuned to the source. It’s clear you’re passionate about it and want to see it sit comfortably alongside what went before. The best part – I think – is that you’ve done it yourself.
Fargo: “We are incredibly passionate about the quality of the writing, the source material, the music and complete variation. There’s nothing worse than playing a game for four hours and then you’re just doing the same thing from there on out. LA is so radically different to Arizona with the cults and the broadcasts. I mean, were going to be serving up odd all the way to the end. [Laughs]”
Gamasutra - Escape Mechanics in RPG's
Gamasutra has a new article talking about escape mechanics in RPG's.
Run Away! Escape Mechanics in RPG's.
Today, I'd like to talk about running away in RPG's. These games give lots of attention to battles, but usually downplay the means of avoiding or escaping them. This is quite different from our everyday lives as well as the natural world, where flight is usually preferable to fight. Combat risks injury and often death, and the defeated generally don't explode with cash and prizes sufficient to justify the conflict in the first place.
Since video game conflicts carry less risk, there's less need for an escape mechanic than in the real world, and some don't allow escape at all. Today I'll be analyzing the approach classic RPG's have taken over the years*, ending with a fascinating new approach in an Indie RPG that breaks a lot of new ground.
A Reason to Run
First of all, there has to be a reason to escape. If your party regains all their health and mana after a battle, and the game autosaves every step of the way, you've got nothing to lose from defeat other than your time. This is how Defender's Quest works, and thus it doesn't need an escape mechanic - just an option to quit or restart the battle.
Most RPG's are different, since they rely on endurance challenges. It's pretty much a given that your party can defeat 5 imps in the early game or even 4 red dragons in the late game. The real question is whether you can get from one save point to the next, surviving dozens of battles and crawling through dungeons without running out of supplies and getting wiped out.
This is where escape comes in. Sure, you can probably take on 2 ogres in the short term, but you can't afford the gradual wear and tear on your party. But what if you can't pull off the escape? Then you'll be forced to fight anyway, and at a disadvantage. This is the fundamental risk/reward dynamic of running away.
Diablo III: ROS - Two More Previews
Here are two more previews for Diablo III: Reaper of Souls.
Reaper of Souls is meant to fix Diablo III. Blizzard may not put it exactly that way, but it doesn't take a lot reading between the lines to realise that they're not entirely happy with how Diablo III came to play out in a number of areas. And that's putting it mildly.
The biggest and most important change is two-fold. The much criticised auction house has been removed, while Blizzard introduce a new system for loot drops. They called it "Loot 2.0" - and the idea is that the loot you find should be more applicable and useful to the player.
I’ve been suitably impressed with what the beta had in store for Diablo III, with a slew of changes the game has become exciting, rewarding and most importantly, fun again. Definitely one to keep watching for how the beta pans out and stay tuned as we’ll be covering more of Diablo III: Reaper of Souls in the future.
Information aboutDiablo III: ROS
SP/MP: Single + MP
Release: In development
Rampant Games - The Forgettable Fight
The Rampant Coyote has posted a new article on his blog called, "RPG Design: The Forgettable Fight."
I really need to go back and re-play Ultima 7 to completion. Many people – including me – cite it as one of the greatest RPGs of all time. I’m not sure how much the rose-tinted glasses figure into this. But part of me wants to answer this question:
Is Ultima 7 such an awesome RPG in spite of the fact that the combat system sucks, or because the combat sucks?
Maybe some people might argue the combat system doesn’t suck, but I’ve never heard anyone really defend it. I remember getting to the point where it was somewhat manageable, but for the most part it was a hideous real-time brawl with little control over what was going on. I have faint recollections of a couple of fights, but none of them were memorable. The best that could be said is that due to the real-time nature, they were over with pretty quickly.
That’s actually pretty core to the question. Because combat sucked and over so quickly, it wasn’t central to the game. It wasn’t part of the “main gameplay loop” as it is in most games. It didn’t dominate the gameplay. It was more often an obstacle (and sometimes one to be avoided) – one of many. In effect, the game played much more like an adventure game with stats. It was more about exploration and problem-solving than fighting.
Information aboutRampant Games
Shroud of the Avatar - Early Access Preview
Tentonhammer has a new preview of the Early Access version of Shroud of the Avatar.
I went up to Austin last week for a first look at the new release and my experience started the same way as many will their first time into the game, in the soon-to-be infamous “chicken room.” Logging in to a single room with a torch, a chair, and a couple wandering chickens was an unusual experience. At first, I looked around trying to figure out if I’d just been allowed in on some sort of inside joke, the sort you find in every gaming community. After a minute or so of being mildly amused and not a small amount of confused, I reminded myself that I had a job to do and I got serious.
The second more serious look was when this room started really making a little sense, and I think shows some seriously deep thought on the part of the developers. In this simple room, you’re exposed to the quintessence of what Shroud of the Avatar is. It actually heightened the experience of wandering the larger world a short while later, which everyone else will have the opportunity to do on Thursday.
I also have a new movie as a bonus for those interested in watching Lord British roleplaying the Avatar.
Wednesday - December 11, 2013
Elder Scrolls Online - Release Date Announced
Zenimax Online has a new post on The Elder Scrolls Online webpage announcing the game will release on the PC 4/4/2014, and on consoles June 2014. They even included a new video about how war works.
Greetings everyone. As we are approaching the end of 2013 and heading into our launch year, I thought I’d take a moment to thank you, our community, for your continued support. I’d also like to give you an update on the game’s development and our launch plans for 2014.
First, thanks to everyone involved in the ESO community: those we met at trade shows, those of you on social media, and those that have had a chance to play the game and provided invaluable feedback through beta testing. I personally am humbled by the intense feelings of excitement expressed to us by the community at large. At shows like PAX East, PAX Prime, Gamescom, Eurogamer Expo, Paris Games Week, etc. – we always had three to four hour lines to play ESO. We know those wait times weren’t easy, and the great patience and enthusiastic reception you showed was remarkable. Everyone here at ZeniMax Online appreciates each and every one of you and your fantastic support of the game.
Game development is coming along very well. We completed major systems development, and are focusing on making this the Elder Scrolls game you expect: polishing the hundreds and hundreds of hours of content, making combat even more fun and responsive, fixing quest issues, and much, much more. In fact, we plan on spending the next few months before launch reacting to the latest feedback from internal and external testers and gameplay data we have collected.
As some of you know, we’ve been in beta testing for about a year now, leading up to our most recent test in late November where we had over 300,000 people in the game over a 48 hour period. We’ve had approximately 4 million people sign up for beta and that number continues to grow. We hope that just about every one of you who have signed up for beta will get an invitation to play sometime between now and the weeks before launch. These tests are very important, not only for gameplay feedback, but also to test our infrastructure. Beta tests can sometimes be a little rough when we are testing some systems for the first time with large numbers of players. So thank you to all who have participated for your understanding and support. It is very much appreciated.
Worldwide demand for The Elder Scrolls Online is extraordinarily high. This means we need to do a staggered rollout of the different versions of the game to spread out the initial service load and ensure an enjoyable, smooth gameplay experience. It is not only a game we are launching – it is a large online service as well, and our number one priority is to ensure a trouble-free, stable rollout for everyone.
We long ago promised that as soon as a version of the game is ready, we will launch it. So we’re happy to announce that the game will launch worldwide for PC and Mac players on Friday, April 4, 2014, while PlayStation 4 and Xbox One fans will see the game arriving on consoles in June 2014.
Again, thank you for your continued support and enthusiasm over the past year. We are very proud of this game and excited to share it with you. We can’t wait to see you in the game in 2014! —Matt
Information aboutElder Scrolls Online
SP/MP: Single + MP
Release: In development
Original Sin - Post-Funding Update #49
Larian Studios has posted a new post-funding update for Divinity: Original Sin with news the Alpha has a release date, and explains they need feedback from backers.
Divinity:Original Sin’s Alpha Dated! Input needed! Live stream!
We keep on getting the same question – when, when, when ? - and we keep on telling you – soon, very soon, very very soon. Well, no more “soons” from us – we’re ready to put a date on the alpha release, or at least a date range ;)
Next to that, this update also contains a list of recent previews from our hands-on event, a call for input for the higher level backers and an invitation to a new live twitch.tv session, this friday, and yes, just because it's friday the 13th!
When is the Alpha coming?
The date is Tuesday December 17th 2013. The date range is next week. If something goes wrong, it might be December 18th or 19th or who knows, it might even be December 16th, but rest assured that it will be next week, unless of course calamity strikes. The exact hour, well that is still to be decided.
Decision time - Live on Twitch
The decision will be made in a live twitch.tv stream on December 13th starting at 17:00 CET, 16:00 GMT, 8:00 PST, 11:00 EST. David & Swen will be playing the alpha, approve, or disapprove things, and then decide if it's ready or not.
Our Twitch.tv channel is www.twitch.tv/larianstudios
What can I expect?
You can check for yourself in this let’s play video from last Friday in which Swen reviews the state of the alpha. Contains minor spoilers, so consider yourselves warned.
We’ll be releasing a first chunk of the world, good for approximately 10 hours of play, known to the team as The Left Side Of Cyseal. (Which is pronounced by some as "Sigh Seal" while others say "See Zay-All"...)
It’s alpha – that means place holders, rude balancing, some missing features, plenty of bugs etc… But, it’s playable, and you can play quite a lot. But you might also get stuck.
Don't plan on playing this if you want a polished experience! Wait for the real thing instead! Even if you're tempted!
Also, you need to be aware that savegames will not be compatible between different versions of the alpha and at first we will limit gameplay to single player. Multiplayer will open up but at a later date.
That's a lot of disclaimers, but we know from experience that we can repeat over and over that something is not final yet still get mails from angry people yelling at us that they want us to fix their savegame because they don't want to lose their hero. For the record, we won't! :)
But, despite all the disclaimers above, we will be very appreciative if you do in fact play the alpha and give us constructive feedback. That's why we decided to spread it to all of you. The group that has played Divinity:Original so far is very limited and we're very much in need of extra opinions on what we did right & wrong and what we should fix prior to release.
Who can play the alpha?
For the moment, Kickstarter backers only. We might be opening up beta access at a later date for people who preorder, but with 20K backers, we’re sure we’ll know what to do on the short term ;)
How will I get access?
You’ll be able to redeem a Steam key via your Kickstarter account on the Larian Vault. We’ll guide you through the process once again once the alpha is actually live.
Information aboutOriginal Sin
SP/MP: Single + MP
Release: In development
Hand of Fate - A New Card Based Roguelike
Hand of Fate is a card based Roguelike that I just discovered on kickstarter. The game is entering it's final hours, and still needs $5,000 to get funded. Here is a trailer and a link to the project for more information.
Hand of Fate is a card based roguelike, in which the player builds a collection of cards into a deck, which is then used to deal out the dungeon floors through which they adventure. Upon entering a combat, all of the cards the player has collected fly into their character's hands as fully modeled 3D assets, and combat begins.
- Tabletop card game brought to vivid life.
- A unique take on roguelike gameplay.
- Visceral action-RPG combat.
- Game changing gear and items make every playthrough unique.
- Hundreds of encounters, items, armour, weapons, artifacts, and mysteries to unlock.
- Unique deck building mechanics let you customise your own adventure, as you seek to defeat the Jack, Queen and King of each suit.
- Discover the mysteries of the world of Hand of Fate, as you complete your collection.
Dragon Age - 75% Off On Steam
Steam is selling Dragon Age: Origins - Ultimate Edition for 75% off. Now is the time to buy it if you never played it, or give it as a gift fo the holidays. Thanks go to Joxer for pointing out the sale.
Dragon Age: Origins
You are a Grey Warden, one of the last of this legendary order of guardians. With the return of mankind's ancient foe and the kingdom engulfed in civil war, you have been chosen by fate to unite the shattered lands and slay the archdemon once and for all. Explore a stunning world, make complex moral choices, and engage in bone-crushing combat against massive and terrifying creatures.
Dragon Age: Origins - Awakening Expansion Pack
The story of the Grey Wardens continues as you are named their commander. Fight new enemies, learn new skills and spells, and explore an all-new area of the world, Amaranthine.
All Nine Content Packs
Extend your adventure with The Stone Prisoner, Warden's Keep, Return to Ostagar, Feastday Gifts, The Darkspawn Chronicles, Feastday Pranks, Leliana's Song, The Golems of Amgarrak, and Witch Hunt. Collect new rewards, gain new party members, and more as you delve deeper into the Dragon Age storyline.
- Includes the 2009 'RPG of the Year' Dragon Age: Origins, the Dragon Age: Origins - Awakening expansion pack, plus all nine additional content packs.
- Critically acclaimed winner of more than 50 awards including over 30 'Best of 2009' awards.
- A tremendous $114 value at one low price.
Information aboutDragon Age
Grim Dawn - Post-Funding Update #33
In the latest post-funding update for Grim Dawn Crate Entertainment has posted a mini-update, and talks about gameplay polls.
Development mini-update and gameplay polls
Some interesting polls have been posted by playtesters on the forum and we're curious to see the results. I wanted to make sure KS backers had a chance to share their thoughts.
Game difficulty: http://www.grimdawn.com/forums/showthread.php?t=11371
Ease of finding quest objectives: http://www.grimdawn.com/forums/showthread.php?t=11375
Also, I just wanted to say, Act 2 is nearing completion! It is still a ways off but we're hoping it will be finished in the next month or two. Zantai is planning to do a livesteam of himself playing through some of Act 2 in the next two weeks. I'll post another update once we have a day and time. We'll also be expanding access to everyone who backed on KS at that time.
Also, here is the latest Misadventures from Zantai if you missed it.
Information aboutGrim Dawn
SP/MP: Single + MP
Genre: Hack & Slash
Release: In development