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Sunday - April 20, 2014
Saturday - April 19, 2014
Friday - April 18, 2014
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Picture Watch

Bound By Flame
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (23.88%)
Thinking about it
  (4.99%)
No. Only on release
  (51.97%)
Never. Early access sucks
  (9.71%)
Not now, not on release
  (3.15%)
What's Original Sin?
  (6.3%)
Vote

Expected Releases

Apr: Forsaken Fortress
Apr: Dark Souls II
Apr: Child Of Light
May: Bound By Flame

Sunday - April 20, 2014

KoA: Reckoning - 70% Off on Steam

by Couchpotato, 07:37

Steam is once again selling Kingdoms of Amalur: Reckoning for 70% off. You can choose either the standard version, or the collectors edition with all the DLC.

The sale is good for another 35 hours. Thanks Dr. A for reminding me.Smile

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

Information about

KoA: Reckoning

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

Details

Zpocalypse - Update#2, Pledge Updates

by Couchpotato, 06:01

Greenbrier Games has posted the second kickstarter update for Zpocalypse: Survival with information about new Pledged Updates, and the next dev dairy about characters.

Pledge level updates, team bios & dev dairy - characters

To start things off we wanted to say THANK YOU to everyone for all the support so far. We can't wait to get this funded and start getting to more of our stretch goals! Also we hope everyone is having a great weekend. We are going to continue our dev diary as promised with information about characters but first a bit of other news.

Alpha Level Updates

First off, we have updated the two physical reward tiers to include Alpha access. We don't know what we were thinking when we put those levels in but of course we would think if you are wanting to get the physical game as soon as possible you probably are also going to want to start trying out the digital game as soon as possible. Due to Kickstarter rules we cannot change the level descriptions once individuals back them. However, we have updated the pledge level graphics at the bottom of the main page.

Additionally, due to popular demand we have added a new pledge level for those interested in only one copy of the game and one alpha access code in addition to what you would get at the Hoarder level. The $60 Prepper level is still a great value if you have a friend who might enjoy the game.

Dev Diary - Characters

One of our first requests for information was on character customization. So let’s delve into the character system a bit. When you start a new game of Zpocalypse: Survival one of the first things you will do is create your starting character for the game. You will begin by choosing your gender. From there you will be able to customize the character using various body types, heads and hair styles. We are also working on a system where you can customize the color for skin, hair and eyes in addition to adding things like facial hair, tattoos, and more.

After this you will select a role. Roles are the top-end descriptor of each character, giving a broad sense of what that character's, ahem, role will be in the game. Roles will define to a large degree what the character's strengths and skills are, though players will still be able to customize their character to make it their own.

Each role can be viewed as a bucket in which a handful of more traditional 'character classes' are held. Over time, as players develop each character, they more clearly define what the character's "class" actually is, in an RPG sense. This definition is done organically through skill and perk choices rather than actually choosing a “class” for the character. When first creating a character, players will be able to choose whichever role they prefer. Characters will fall into one of 3 roles: bruiser, fighter and smartie.

Information about

Zpocalypse: Survival

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

Details

Baldur's Gate: EE - Editorial @ Gamasutra

by Couchpotato, 05:57

Gamasutra has a new blog post with Dee Pennyway about the process of rebranding, and beta testing for Baldur’s Gate: Enhanced Edition. 

Imagine the scenario: a massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for thorough testing. How do you make sure the patch is stable before releasing it?

That’s what we were facing with the 1.2 patch for Baldur’s Gate: Enhanced Edition. Well over six-hundred changes needed testing, and after a summer spent in development limbo our players were beginning to wonder if the game would ever see another update. We needed a way to get those people involved, we needed to do the kind of intensive testing that was necessary but beyond our limited resources as a small company, and we needed to make it fun for everyone.

We started by calling it an Open Beta about two weeks before we launched the event. We were surprised to see a great deal of negativity toward the term, which is understandable; if you’ve been waiting for a patch to fix a major bug, the last thing you want to see is a months-long testing process before it’s released, and that’s what people think of when they hear about an Open Beta. So okay, we went back and looked for a better way to present it.

In the end we settled on The Road to v1.2. We wanted to make it clear that this wasn't just any beta. We wanted to tell people, This is the light at the end of the tunnel, this is what we’re working toward, and this is your chance to be a part of it.

The community jumped on board immediately. We were amazed by the enthusiasm and precision of the feedback we received. On our forums, people talked about The Road to v1.2 as though it were an event, not just a beta test. It was great to see the community get involved so readily.

Information about

Baldur's Gate: EE

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

Details

Invisible, Inc - Interview @ Indie Game Insider

by Couchpotato, 05:54

Game Designer Jason Dreger is interviewed by Indie Game Insider about his game Invisible, Inc. Some of the topics include the games name change, and stealth tactics.

Can you tell me a little bit about the basic premise of the game and what has changed since showing Invisible, Inc. at PAX Prime?

So when we started it we knew we wanted to make a stealth game, like a stealth tactics game — tactical espionage as we call it. It’s really easy to put a lot of combat features into a tactical game, even if you mean it to be stealth; I feel like it is probably overdone. So we’ve been spending a few months trying to really double down on stealth. The current build that we are working on is even more extreme in the stealth aspect [than the playable build at PAX East]. Things like there is no more health, one hit and you are down. We are really focusing in on that and seeing if we can push it that far.

Last time I saw the game it was known as Incognita. Now it is Invisible, Inc. Can you tell me about the rebranding of the game?

Sure, so whenever we would talk about it with our friends and media 80% of the time they would forget what the name was. They’d be like, “What is it that you’re working in?” and we’d have to remind them. The other 20% that would remember would say something like “Incognito” or something similar so it was just too much trouble that we were dealing with in marketing to get that straight. Coming up with a name that was easier for people to remember was important for us.

What is the background and lore behind Invisible, Inc. right now?

So Incognita is still in the game. It’s this artificial intelligence. It’s this dystopian, corporate future and you’re working for an agency that is investigating the corporations, and it’s been really hard to get in. You get this message that’s from the inside; someone has information they want to give you. So you bust in and you rescue them, but it turns out it’s this hard drive, this AI, and you install it and it takes over your base computer. It’s sort of holding you hostage and telling you it knows how to deal with the corporations and it is sending you on these missions to complete its main mission. That is the start of the game.

Information about

Invisible, Inc

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

Details

Dark Souls II - Editorial @ IGN

by Couchpotato, 05:48

IGN has a new article for Dark Souls II where they discuss how you can make the game harder than it already is. So it's not for the faint of heart, or casual gamer.

Increasing the difficulty of Dark Souls 2 may be accomplished through several methods. Players seeking even greater challenges may employ Bonfire Ascetics, the Covenant of the Company of Champions, and many other methods to their advantage.

Information about

Dark Souls II

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

Details

Fractured Reality - Funding Canceled

by Couchpotato, 05:44

Ross Tunney has cancelled his kickstarter Fractured Reality after funding has crawled to a stop. He released a few messages in the comment section with more information.

Ross Tunney 

@Gabriel - Above all else, we're not relaunching this project. KS campaigns are very predictable, and the first week gives a strong impression of how the campaign is going to pan out. I didn't cancel the project because it's hard; I cancelled it because it isn't getting the attention it needs to get off the ground. But hey, I don't expect you to understand.

I'm just one man, and this project has had be stretched way too far.

For the record, the ONLY reason that I started work on Reboot before I cancelled this campaign was because I had trouble bringing it down (security issues)! It wasn't an act of disrespect to you guys, since this campaign obviously wasn't getting funded.

So yes, I am sorry to see you go Gabriel, but I can't please everybody.

@Sector - Thank you. I agree whole-heartedly, regardless of some people's attitude towards the decision. I know what you mean about the logo- it was a TERRIBLE experience with a freelancer that further highlights the cons of running a game studio like this. FR needs a proper, full-time team working on it, otherwise it's not going anywhere.

This is one of the reasons KS is so great! We developers can test the water before we sink too many resources into it. FR has hit a roadblock for now, and honestly, I'm happy to be returning to the realm of 2 dimensions.

Thanks for your continued support dude :)

Information about

Fractured Reality

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

Details

Neo Scavenger - New Beta Test for Modding

by Couchpotato, 05:40

Blue Bottle Games has released a new beta build ready for testing for Neo Scavenger. The current build will allow users to help the developer test out modding.

New Test Beta: Modding!

I've just finished uploading new test beta 0.987b, which now supports modding! It also has a handful of fixes to issues discovered in the last build. I've also promoted the previous 0.986b test build to default build status.

Information about

Neo Scavenger

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

Details

Raven's Cry - 25 Hours Message

by Couchpotato, 05:36

TopWare Interactive released a new "Message in a Bottle" on the Raven's Cry website.

"Each message in a bottle will provide you with background information and glimpses into the world of Raven’s Cry and its development. We’re going to start by letting Christopher speak for himself and give you a look at his captain’s log for the first time ever. You’ll also get an idea of the wide variety of gameplay options awaiting you in Raven’s Cry." The newsletter announcing this also has an indication of how much gameplay to expect from Raven's Cry, saying: "Dive into in a sweeping storyline – 25 hours of gameplay that will forever change your image of the Caribbean and the world of pirates."

Source: Blues News

Information about

Raven's Cry

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

Details

Hyper Light Drifter - Preview @ Games Abyss

by Couchpotato, 05:32

Games Abyss has posted a preview of Hyper Light Drifter from a Pax Prime demo, and they call it a pixel-lover's paradise if you're a fan of these type of games.

My time with Hyper Light Drifter, while brief, was enough to remind me why I backed the project to begin with and why it has been on the receiving end of such high praise.  From the simple graphics to its minimalist soundtrack (care of Fez's Disasterpeace), Hyper Light Drifter was one of the best experiences of PAX East 2014. It does not rely on my strong emotional ties to the 8/16-Bit era to achieve its level of greatness. Instead, it plays out like a tribute to all I loved as a young gamer and elevates it to places I never thought possible.

Information about

Hyper Light Drifter

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

Details

Heart Forth, Alicia - Update#5, Mac and Linux

by Couchpotato, 05:25

Alonso Martin shares information about the Mac & Linux stretch goals. and new game tiers in the latest kickstarter update for Heart Forth, Alicia.

Mac &Linux Stretch Goals, New Tiers , Wii U and Vita news

Two stretch goals conquered, and 150% funded less than 3 days in! It’s nothing short of amazing. To celebrate this awesome milestone, we have some equally awesome news for everyone:

Mac and Linux ports will happen at $120,000

We held off on talking about these earlier because we still hadn’t secured the resources and people we’ll need to make this possible. Working out the PS4 port opened the doors for moving onto other platforms, and Mac and Linux ports are the most immediate step in that direction. This means that dear Alicia will be coming to a Mac or Linux near you!

Wii U and Vita

Vita and Wii U ports are platforms that we’re absolutely interested in porting to, and we’re working out ways to make it happen. We’re not yet able to say for sure we’ll be able to port the game to those platforms since we still need to secure a deal with Sony and Nintendo. We’re looking into getting those. But believe us when we say we’re looking forward to these ports as much as you are. It would be a dream come true to have our game running on those platforms!

New Tiers and Add-ons

Something else that we’ve received a lot of questions about is the opening of new tiers, both for the high-level design pledges and a PS4-only tier at the ground floor. We’re working on the logistics and exact details of both, and they should definitely be implemented sometime next week. On the same note, we’re also going to implement add-ons at the same time for people that just want the Talebook or poster without the full expense of their associated tiers and rewards within.

We’ll have more stretch goals if we get there, but hopefully these are enough to start everyone’s weekend off the right way! Have a good one!

Information about

Heart Forth, Alicia

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

Details

Neverwinter - Curse of Icewind Dale

by Couchpotato, 05:20

Perfect World Entertainment announce the next expansion for their F2P MMO Neverwinter is called Curse of Icewind Dale, and it will be launching on May 19th.

We’re proud to announce that Module 3: Curse of Icewind Dale, the third free content expansion for Neverwinter, will be live on May 13, 2014. We’re excited for you to experience all the new features being introduced with Module 3 including two new adventure zones, Dwarven Valley and Icewind Pass, and all new open world PvP.

Information about

Neverwinter

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

Details

Shroud of the Avatar - D&D #1 Contest

by Couchpotato, 05:16

Richard Garriott is holding a new contest for Shroud of the Avatar.

D&D #1 represents one of the earliest known computer role playing games. Originally created and refined between the years 1975 – 1977, this game is one of the few true founding efforts of the entire computer gaming genre. Interestingly the ascii based “tile graphics” are a clear forerunner of what followed in Ultima and many other computer role playing games, and thus remains relevant to the genre’s history.

Richard has been eager to see this simple BASIC program, resurrected in a modern usable form, but remaining true to the original in as many ways as possible.

To achieve this end, Richard is offering a bounty of Shroud of the Avatar pledge rewards for the best reincarnations of D&D #1!

Starting April 15th 2014, just past one year into the development of Shroud of the Avatar, and running for 1 month through May 15th, Richard via Portalarium will be accepting submissions of D&D1 Resurrections in each of two versions. Submissions may be a Unity Version, and or a no-plug-in Browser Version. Winners will be announced shortly after the submission deadline.

Information about

Shroud of the Avatar

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

Details

The Red Solstice - Update#18, 24 Hours

by Couchpotato, 05:13

Ironward has posted the next update for The Red Solstice with news everyone has less than 24 hours to help extend the funded game with the next stretch goal.

EVAC in 24 hours!

This is it, the last 24 hours are upon us! Thanks to unbelievable support from all of you and to some big bucks backers stepping in we are now just a bit over 8000$ shy away from our 75.000$ stretch goal that would add the Mac version of the game plus two new advanced gameplay modes!

If we manage to reach the 75.000$ stretch goal during next 24 hours we will be announcing a special surprise reward for ALL of our backers! Let's try and do it marines!

Information about

The Red Solstice

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

Details

Transistor - Hands-On Preview @ Dual Shockers

by Couchpotato, 05:09

Dual Shocks had the chance to play a demo of Transistor from Pax Prime 2014, and wrote a new hands-on preview for all of us to read.

Coming off the high anticipation from Bastion, fans of Supergiant Games can rest easy knowing that even from just a brief excursion through the world of Transistor, I already can’t wait to take a more extended trip. Coming off the demo from this weekend’s PAX East 2014, the game already shows exceptional polish, style, combat, and most of all, dedication to new ideas and a world that’s just waiting to be explored through the eyes of Red. Luckily, with the game officially set to release on May 20th, it won’t be too much longer for us to wait until we can hop back into Transistor‘s tech-infused world with Red – and the wait will be worth every second.

Information about

Transistor

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

Details

Saturday - April 19, 2014

GOG - Mac Versions & Language Packs

by Couchpotato, 07:49

GOG.com has a new post on their website with information about new mac versions, and language packs for various D&D games they sell on site.

Mac versions, new language packs for D&D games and others

Good news, Mac gamers! All of our classic Infinity Engine games from Hasbro are available for Mac OS X. You can now play Baldur's Gate: The Original Saga, Baldur's Gate 2 Complete, Icewind Dale Complete, Icewind Dale 2 Complete, Planescape: Torment, and the non-infinity engine but still a D&D classic, Temple of Elemental Evil on your Mac! There's more: all of the above games, as well as some others receive additional language packs, today. In total, we're adding over 50 new language versions to 15 of our classic games!

Information about

GOG

Details

Skullforge: The Hunt - Kickstarter Updates# 5 & 6

by Couchpotato, 06:00

OMC Games has released two more updates for Skullforge: The Hunt. The game has only managed to get $930 of the $20,000 goal. If you're interested please think about backing, or help spread the word.

Update #5 - Skullforge: The Hunt is Coming to Linux!

Good morning everyone.  I hope you've had a good day.  Looks like recent changes have been positively received and that's encouraging.

Originally, I was worried that converting over to Linux systems would be a bit more trouble, but after some investigation it seems that it won't be so hard to get it done.  In light of that, we'll be adding a Linux version to the funding goal.  That's right, no stretch goal required.

Ultimately, the goal is to get the game on as many systems as possible.  We just have to be careful as our manpower is limited.  I don't want to promise something we can't deliver.

Update #6 Podcast #1 Exploring the Island of Sorova

Welcome to the first Skullforge: The Hunt podcast.  In this episode, Heather and I will be talking about exploring the world and what you can expect in your journey through the island.  We hope you enjoy it.

Information about

Skullforge: The Hunt

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

Details

Bound By Flame - Images Of The Heroes

by Couchpotato, 05:54

Spiders studios sent a new press release for Bound By Flame to remind everyone of the games release date, and share a few images of how your characters change.

IMAGES OF THE HEROES IN BOUND BY FLAME!

Your choices will determine your destiny… and your appearance!

Bound by Flame, the new RPG developed by Spiders studios, is set for release on PlayStation®4, PlayStation®3, Xbox 360® and PC on May 9, and a series of exclusive images now provides another tantalizing glimpse of what’s in store! The game hero takes center stage in these screenshots, and players can create and play him before launching into an epic quest in pursuit of the Ice Lords. All your choices in Bound by Flame will therefore impact on your adventure and also on your hero’s appearance!

You therefore play a mercenary of the Freeborn Blades, who is possessed by a flame demon at the start of the adventure. When you start a new game, you are free to choose your character’s look: gender (which will affect some of the dialog, particularly with companions and potential romances), facial features, ethnicity and hairstyles.

But your character customization doesn’t end there; you will find and create new items of armor during your quest using the ingenious in-game crafting system. Not only will this have an impact on your combat tactics using the bonuses you have been granted but it will also alter your appearance, because each armor item can be customized with various extras, i.e. shoulder pads, knee pads and a range of other protective features, each having a particular style. The combinations are infinite, so each character will be unique!

Last but not least, you will be faced with many choices and dilemmas during your adventure. Depending on your decisions, you can perform heroic actions to reject the demon’s influence or be consumed by the power of the flame by allowing yourself to be controlled by the demon’s will. This demonic influence will be shown in the different stages of your transformation, and you will become increasingly demonic and less human! These screenshots illustrate all this using a selection of characters you can create and play in Bound by Flame!

Information about

Bound By Flame

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

Details

CD Projekt RED - Quo Vadis Berlin 2014 Panel

by Couchpotato, 05:49

CD Projekt RED gave a speech at Quo Vadis Berlin 2014 about why it makes sense to be independent. A lucky attendee managed to film it, and got permission to post it.

Biz Development Talk about:
"Why it makes sense to be independent"

Michal Nowakowski (CD PROJEKT S.A.)
Marcin Iwinski (CD Projekt Group)

This video is meant to give everyone who could not visit Quo Vadis 2014 a chance to watch this great presentation.I have permission of CD Projekt RED and Quo Vadis to publish this video on YouTube. Big thanks for that!

Information about

CD Projekt RED

Details

Pillars of Eternity - Interview @ PC Gamer

by Couchpotato, 05:45

Josh Sawyer is interviewd on PC Gamer to talk about world-building, magic, psychic warriors, and more for Pillars of Eternity. Here is a small sample of the interview.

PC Gamer: Memorable party characters are a big part of why people love Infinity Engine games. Do you have a favourite of the Pillars of Eternity companions?

Josh Sawyer: Well, there’s the one I’m working on now, Pallegina. We like to write our companions relatively late in development because it gives us time to react to stuff in the world. She’s cool because she has an interesting character arc and conflict. The game takes place in Dyrwood, which is a super European setting, and feels kind of like the Dalelands from Forgotten Realms. It’s very continental European, and it’s full of regular dudes and ladies going about their business. But one of the nearby countries, the Vailian Republics, are kind of like black renaissance Italians who have colonised this area. So her character is from that culture and she’s sworn to protect her homeland. But she thinks she can do it in more effective ways than she’s being told to.

Visually, she’s an interesting character, because she’s godlike. The godlike in this world are kind of like the planetouched in Forgotten Realms. She has aspects of a bird as part of her features. So she has feathers growing out of her face, and golden bird-like eyes. She’s very striking-looking and interesting, and she’s just been really fun to write. We have a lot of cool characters and a bunch of different writers are working on them, so it should be a neat mix.

PC Gamer: What kind of fantasy RPG standards or cliches are you trying to avoid or subvert?

Josh Sawyer: I just try to avoid doing things that I don’t personally like. For example, the class balance stuff was done because I’ve made a bunch of these games, and I’ve been playing D&D for most of my life, and I keep seeing very strong trends towards behaviour that I don’t think makes players happier. It doesn’t give them as much choice as the systems claim to give them, and I think we can do a better job. If someone wants to make a brilliant, weakling fighter, that is a build that is viable in our game, and it’s rewarded within the conversations and the fiction of the world. That’s not something that’s really true of playing Dungeons & Dragons.

If you want to make a muscle wizard, who is mighty and powerful and a stupid idiot, you can do that. Mechanically what happens is that you’ll do a lot of damage, but their durations and areas of effects will be very small. Then in conversation they’re total idiots. [laughs] You can bully people and you can pick them up off the ground and slap them around. It’s not like I’m setting out to subvert stuff. I play tabletop games with a lot of people who have really great ideas for characters, but mechanically they’re shitty characters. So when I try to fix that stuff, it’s not because I think it’s inherently better, but that it gives more opportunities to players to create more diverse characters, and feel rewarded for doing so.

Information about

Pillars of Eternity

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

Details

Chaos Reborn - Kickstarter Funded

by Couchpotato, 05:42

ulian Gollop is happy to announce his kickstarter game Chaos Reborn has managed to get funded. The game managed to earn $210,854 of the $180,000 goal.

We Did It!

Chaos Reborn has been funded with just 34 hours to go on the clock. Thank you to everybody who backed the project and promoted it. Thanks to my team for working after hours to make the prototype possible, and providing all the art and publicity material during the campaign. And thanks mum for being such a vocal supporter!

I will be posting a final update before the campaign closes with instructions about how you can continue to support the game and get rewards, including the possibility to contribute with paypal.

Single player

I have posted a lengthy explanation of the single-player Realms of Chaos mode on the Chaos Reborn website.

Animation in Progress

I have also posted some initial creature animations  by our animator, Jason Pickering.

Information about

Chaos Reborn

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

Details

Elder Scrolls V: Skywind - Development Video

by Couchpotato, 05:35

The developers of the Morrowind mod Skywind have released their second Development Video to show the progress of the ambitious mod.

The second episode of Skywind's Developer Diary series. Take an inside look into our most recent progress for the project and learn how YOU can help. For more information about the project, visit us at http://tesrenewal.com/

Information about

Morrowind

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

Details

Might & Magic X - Mac Version Now Available

by Couchpotato, 05:32

Limbic Entertainment has posted news the Mac version of Might & Magic X: Legacy has finally been released. So good news for Mac gamers you can now play the game.

Steam Mac version now available!

Hello adventurers!

Today we are pleased to announce you the official release of Might & Magic X – Legacy on Steam for Mac! Since one piece of good news deserves another, the DLC “The Falcon & The Unicorn” will be automatically unlocked for all mac players!

We would like to apologize for the delay of this version and thank you for your amazing support on this title!

Enjoy your time in the Agyn Peninsula,
Your MMX Team

Information about

Might & Magic X

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

Details

Heart Forth, Alicia - Update#4, Stretch Goals

by Couchpotato, 05:27

Alonso Martin has posted the fourth update for his funded Metroidvania RPG Heart Forth, Alicia with a few shout outs, and gives us a tease of the games stretch goals.

Kickstarter Shout Outs & Stretch Goal Tease

Wow, almost through our first two stretch goals! Amazing stuff. We’re really surprised to see things moving along so well still, so thanks so much for pushing us forward!

Stretch goals

We have some exciting news for a whole bunch of people that have been asking for ports, and we're going to spill it tonight after we break our challenge dungeon stretch goal at $90,000. Keep your eyes on the campaign page or your inbox for an update in the next few hours. Can't wait to tell you guys what it is!

Information about

Heart Forth, Alicia

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

Details

Final Fantasy III - Possible PC Release

by Couchpotato, 05:21

Siliconera has information that Square Enix might release Final Fantasy III on the PC. So what do you guys think about this?

Before the Nintendo DS remake, Final Fantasy III was the least accessible game in the series since it was only available for Famicom in Japan. Now Luneth, the silvered haired Final Fantasy III protagonist is everywhere. Square Enix brought Final Fantasy III to DS, iOS (pictured), Android, PSP, and Ouya. Next, Final Fantasy III is coming to PC. A rating by Germany’s USK board leaked the news

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Square Enix

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Battle Brothers - Combat Demo Released

by Couchpotato, 05:16

Overhype Studios announces you can now download the combat demo of their SRPG  game Battle Brothers. Here are the detailS on how to download, and play the demo.

Combat Demo Released!

It’s done. Finally! Get out your party hats as it’s time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers. You can download it here!

Just keep a few points in mind when you give it a spin:

  • It’s pre-alpha, meaning it is an early release of a product still in development. Everything in the game right now can be improved and most probably will for the final game.
  • It’s a combat demo. It only reflects part of what the final game will be about and doesn’t cover the strategy part at all. The final game will not consist of a few scenarios but have an open worldmap. Read more about it here in our dev blog article on the worldmap.
  • The demo can be hard. This is intentional. Every scenario can be consistently beat with the right strategy. That said, the game isn’t properly balanced and if you find something clearly out of balance or plain stupid, let us know.

The demo requires an OpenGL 3.0 compatible video card and Windows XP, 7 or 8. If the game refuses to run on your rig and gives you a shader error, update your video drivers!

We’ll take the easter weekend off to recover a bit and lose the crunchtime-related rings around our eyes. Come monday we’ll be back and look forward to your feedback and the inevitable myriad of technical problems. Let us know in our forums how you feel about the game, about any ideas you have and about any bugs you encountered. Thank you guys for your support, and enjoy the game!

Information about

Battle Brothers

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

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Wasteland 2 - New Beta Update

by Couchpotato, 05:11

The promised beta update for Wasteland 2 has been released, and should automatically download on Steam, but keep in mind it's a 4.7 GB update.

You can also check out the the full changelog on the games Tumblr page.

Wasteland 2 Early Beta Update #39080 Notes

High Profile Fixes:

The Titans have been released!  A new area is available.

The vendor screen has been completely redesigned!

Tutorials have been added

New Mark Morgan tracks

Large balance pass on weapons and dropsets across the world

Large armor penetration pass on weapons and armor class pass on enemies

Many optimizations and compatibility fixes

Tons of new ambient tracks and in-world sounds added to all AZ levels

Ag Center/Highpool/Prison now unlocked from start

Ag Center and Highpool can both fall now

Reduced loading times across all scenes

HOTFIX: fixed infinite loading issue in certain areas

Information about

Wasteland 2

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

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ArsTechnica - Steam Sales Figures

by Couchpotato, 05:04

Jhwisner sent news about two new articles were ArsTechnica has data on Steam sales. I will post what he sent to save me time. Allow me to say thanks Jhwisner. 

ArsTechnica managed to produce some apparently decent estimates of total ownership/sales totals on Steam.   A few Devs have confirmed the accuracy with the author - some publicaly so.  Imporant takeaways from this are pretty positive for PC gamers in general and PC RPG gamers in general.  

Here's some interesting tidbits:

Skyrim - 5,942,000
Fallout: New Vegas - 2,630,232
The Witcher 2 - 1,725,513*
FTL - 1,651,734*
Dark Souls: Prepare to Die Edition - 1,368,606

*Only represents steam sales totals as DRM free versions without Steam integration are on offer on sites such as GoG. 

Link - http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/

Second article contains an expanded top list - expanded to 100 games (page 2 of article)

Link - http://arstechnica.com/gaming/2014/04/steam-gauge-addressing-your-questions-and-concerns/

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Steam

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Dead Crusade - Kickstarter Cancelled

by Couchpotato, 04:55

The Kickstarter for Dead Crusade was cancelled by Aesthetic Games. They posted a new update with more information about funding, and the games future.

Kickstarter Canceled and Farewell Video

We have some good news and bad news. 

The Bad News: After 15 days we have decided to cancel the Kickstarter campaign for Dead Crusade. It has not been an easy decision to pull the project from Kickstarter, but we do not see the project getting funded at this point and would prefer to not mislead our fans and backers. A lot of sacrifice and effort went into making this Kickstarter possible, and we would prefer to not drag things out or have the project look bad.

There are a number of reasons we believe the Kickstarter did not succeed, and I wanted to take a moment to explain a few in detail. 
  • The Video: There is a saying for Kickstarter projects that if you do not immediately impress or captivate the viewer within 10 seconds, there is a good chance they are unlikely to finish watching let alone pledge to your project. When knew when putting our Story Cinematic video first we were taking a risk in boring people who wanted to see the heart of what we had to offer. We received many comments from people saying how they would have never realized how far along the game was or how much effort went into its development by watching the initial 2-3 minutes. We knew this was a risk, but genuinely thought the story elements would give a great look into the backdrop of the game and pull people in. We removed this footage and reworked the video to appeal to more of a mass audience some days later, but it was to late. 
  • Old vs. New: Because we were in a transition period of moving the project from the older Unreal Engine 3 to the new Unreal Engine 4, and also because we were planning to revamp our entire combat system to better reflect our vision for the game using new tools, we were forced to show more of our initial prototype build. This caused tons of confusion, despite various watermarks with both written and verbal explanations. Many viewers could not tell the difference between the two, assuming they were all one in the same, which sparked allot of heated debates. We ended up removing almost all Unreal 3 footage from the reworked video to help avoid confusion and put the emphasize on Unreal 4, which to us felt like losing months of work.
  • Gameplay Footage: Another likely mistake of the presentation was showing our early combat gameplay, which was harshly judged and assumed an accurate representation of the final product. Considering how much we planned to revamp it, improve it, and make it more in line with a `survival` horror setting, it was definitely a mistake on our part to show it in such a rough state. We felt it would give confidence to backers to see that we can produce functional gameplay systems in a short amount of time, as well as give them a early glimpse into the games development. 
  • Marketing and Social Media: We are first and foremost developers, not marketing specialists. Because we announced the game the same day as we launched our campaign, all major marketing and advertising efforts began the day we launched. We firmly believed that most traffic would come through Kickstarter itself once our ranking improved, and the game would `sell itself` so to speak. In retrospect, Kickstarter only generates a very limited amount of traffic on its own, and the rest is earned through massive media and networking efforts- some of which can be expensive. Your first few days are critical to the success of your campaign, and you want as many people talking and showcasing your game as possible to help build momentum as things begin to slow down after the initial launch hype is over. 

The good News: Due to the massive amount of feedback we received (both good and bad) we have a much clearer understanding of what went wrong and more importantly, how to do things right if we are able to attempt a re-launch in the future. Sadly, we cannot say at this time when or if that will happen, as without any funding we cannot proceed with the games development at this time. But it does not mean the project has been canceled!

We wanted to thank everyone who believed in the project and showed there support by backing us. It really proved to us that despite lack of exposure, the game was still well received! We put together a farewell video as a tribute to everyone who supported us these past few weeks. For all our fans, we hope you enjoy it and sorry things did not work out with the Kickstarter!

Information about

Dead Crusade

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

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Diablo III: Reaper of Souls - Interview @ Player Attack

by Couchpotato, 04:50

Player Attack has posted a new interview with Lead Character Artist Paul Warzech at Blizzard about how he created Diablo III: Reaper of Souls.

Warzecha is one part of a team that specialises in taking relatively sensible elements and blending them into one fantastic outcome, and he's quick to point out that - generally - creating a new character class, monster or boss really is a group effort.

"Usually once we've got stuff down that we like, we'll get together with our monster strike team. We've got somebody in from every different discipline, we'll have a designer and we'll have somebody from story in there who can kinda help shape that from that aspect. We'll hit back and forth on [the character idea] until we're all pretty happy with stuff."

But! The process can vary - considerably - depending on just which monsters are on the proverbial drawing board that day. Inspiration can strike from anywhere, says Warzecha. Sometimes, that lightning will spark something in the writing department, leading the lore nerds to draft out a description of a monster that fits the story perfectly. Other times, it will land squarely at the artists' table, prompting creative drawings and sculptures that then need to be woven back into the history of Sanctuary. Still other times (like with the new character class, the Crusader, introduced in Reaper of Souls) it's a matter of an obvious niche appearing in the game, even if that niche is purely cosmetic. "There was nobody of that silhouette in Westmarch," we're told, matter-of-factly.

"Sometimes you come up with something that's just So Cool that we're just like "Y'know what? We've got to build this". Then, we'll sit with story - "Hey, this is what we were thinking, is there a way to work this into lore?", because #1: It's just cool; and #2: Maybe it works for gameplay in a way that it fills a void that needed to be filled."

Information about

Diablo III: Reaper of Souls

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

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Friday - April 18, 2014

Risen 3: Titan Lords - Trailer & Pre-order

by Myrthos, 22:42

Here is a Risen 3 trailer, which might be interesting eventhough it is a CGI trailer:

If you like to pre-order based on this  or just because you know you will like it, you can do that at the DeepSilver site.

Source: Blues News

Information about

Risen 3: Titan Lords

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

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FireFlower Games - Two RPGs on Sale

by Myrthos, 22:37

Fireflower games has atwo RPG's on sale:

 

 

 

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FireFlower Games

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The Red Solstice - Funded

by Myrthos, 22:33

With close to 48 hours to go, The Red Solstice Kickstarter campaign has reached its goal of $50.000.

We are left speechless as we have reached our main funding goal with 48 hours to spare! Thank you, thank you so much everybody for supporting, sharing and playing the Alpha last few days! You are all amazing and we are making this game for you!

Can we reach the stretch goal?

With almost two days left for our Kickstarter campaign we have enough time to try and continue fighting to reach our first stretch goal? Can we make it? With your amazing support we think we can! So let's double the efforts marines, share few more times with your friends, consider some of the additional reward Add-Ons and higher level reward tiers and what's even more important try out the Alpha that is available to everybody right now for the remaining hours of Kickstarter campaign!

You can also find news on a new critter, Ripjaw, and..

Our CEO and lead game designer Hrvoje Horvatek will be doing an AMA at Reddit today at 5PM EST / 11PM CET! Be there and get your questions ready as he will answer almost anything about the game and our development process :)

Information about

The Red Solstice

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

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The Mandate - Post-Funding Update #37

by Myrthos, 22:28

Update number 37 of The Mandate brings us news on mod support, the Osmani action and community designs.

First things first, back when we ran the Kickstarter we announced a series of mini-stretch goals. We had one each at $550k, $650k and $750k and are happy to report that we have now passed the $750k threshold. This means that everybody who backed minimum $25 or more will also get the digital add-ons strategy guide, art bible and character pack #3 at no additional cost! 

Furthermore, since we fully expect to hit the $800k stretch goal (extended mod support) during 2014, we decided to go ahead as if this stretch goal was already met. Having more powerful mod tools will be useful not only to modders after launch but also help developers before launch since we invest in more robust tools that save us time. We have a lot of respect for the time and effort put in by mod communities to extend the lifespan of games like Mount&Blade, Elder Scrolls/Fallout, Total War, X3, Torchlight and many others. We look forward to seeing what kind of mods will pop up for The Mandate as well as total conversion projects for <insert your favourite sci-fi universe>.

Information about

The Mandate

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

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Dark Souls II - Editorial @ PC Gamer

by Couchpotato, 12:16

PC Gamer has a new article with Peter "Durante" Thoman the man who made the DSfix mod where he talks about the ports of Dark Souls I & II.

Dark Souls 2 PC port: mod god Durante's verdict

In 2012, Peter "Durante" Thoman wrote the popular mod DSfix for Dark Souls: Prepare to Die on PC, fixing its locked 1024x720 resolution and other issues. In 2013, he released a similar fix for Deadly Premonition. We asked Durante to analyze the PC port of Dark Souls 2 in a series of articles.

After an initial outing on PC which was barely serviceable—rendering at 1024x720, locked at 30 FPS with unusable mouse controls—From Software and Namco Bandai have a lot to prove with this sequel. For Dark Souls 2, PC was reportedly considered a major target platform from the start. In this article, I'll first investigate the technical quality of the port compared to Dark Souls: Prepare to Die Edition and the console versions of Dark Souls 2. Then I'll have a closer look at the options included in the game and analyze their impact.

A Good Port

Dark Souls 2 on PC is a massively improved effort compared to its predecessor. It renders at any resolution a given system supports, its framerate varies smoothly up to 60 FPS, it performs well even on modest systems—more on that topic later—and it comes with a wealth of graphical options. The following table summarizes most of the improvement

Information about

Dark Souls II

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

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