Stranger of Sword City
Stranger of Sword City Review
Forgottenlor survived Stranger of Sword City and returns to tell us why the Wizardry-esque JRPG hits all the right notes.
» Continue reading the article...
Wolcen: Lords of Mayhem
Wolcen: An Early Look
Aubrielle takes an early look at Wolcen, the gorgeous new ARPG made in CryEngine.
» Read the article
Do a raffle and give away stuff
Tell us again about the good old days
Bring back RPGDot, to see what it was like
I'm still waiting for that My Little Pony site
I have this brilliant idea (elaborate in a reply)
Let's not, I don't like celebrations
Forum WatchLast of Us: Part II coming by joxer
The ever-popular "Currently Listening" thread by yllaettaevaet
BS of the week by Jaz
[AD] KINGDOM MuOnline | Season 9 | Dynamic x7000 | Opening on December 1 by centralmu
Is Pool of Radiance just unfair, or am I doing something wrong? by wolfing
Friday - November 18, 2016
Civilization 6 - First Update
PCGamesN reports that the first update for Civilization 6 is live:
Civ 6's first update is now live: adds DX12, new map types, and fixes exploits
The Civilization VI Fall 2016 update goes live today. It adds DirectX 12 and Logitech ARX support, plus two new map types, a new multiplayer scenario, balance changes, AI tuning and fixes for a whole host of bugs and exploits. If you didn’t totally ruin a game by playing Tomyris and spamming cavalry to sell, looks like it’s too late.
The update will install itself automatically when you start Steam. Read on for a full breakdown of what's included.
The update adds two new map types, ‘Four-Leaf Clover’ and ‘Six-Armed Snowflake’, which are balanced for four and six players. These will be symmetrical, competitive maps with several starting zones clustered around a resource-rich centre - ideal for incentivising conflict in a multiplayer game, but also playable offline.
The ‘Cavalry and Cannonades’ scenario is added to multiplayer. This is a combat scenario with reduced unit maintenance costs, no strategic resource requirement for units, and which grants a larger starting army and more techs. The goal is to get the most territory after 50 turns.
DirectX 12 and Logitech ARX support have been added, so make sure your drivers are up to date.
A number of nice quality-of-life additions, such as new hotkeys and a notification for Barbarian scouts that have seen your city. Some requested features from Civ 5 also return; you'll now be able to see the next tile a city will claim through culture, and can rename cities.
- Added additional notifications.
- Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
- Added additional Hotkey support (next unit, next city).
- Added the ability to rename cities.
- Added UI to show the next tile a city will grow to.
- Added a visual cue for Barbarian Scouts that are alerted to your city.
- Changed Dan Quayle rankings.
Non-RPG General NewsSP/MP: Unknown
Release: In development
InSomnia - Updated Combat Demo
Farflame spotted a new playable updated InSomnia combat demo:
Updated version of Fighting Arena is released
Hello everyone! After processing first batch of feedback we have received since the first version of Fighting Arena was published, we have introduced a number of fixes, improvements and additions. So today we are giving you an updated build of this stand alone combat playground.
What's new?Here's a comprehensive list of most recognizable features and mechanics that have changed:
- fixed AI for all gunner NPCs engaged in close combat
- fixed animation of rifle attack in close combat
- sniper rifle is added
- the impact system has been tweaked: now enemies will twitch when you hit them in the armour
- Tyrang soldiers armed with sniper rifles / shotguns have been added as possible companions / enemies
- character movements now look smoother
- all execution animations became quicker
- some bugs related to stimulator usage have been fixed
- interface for planning your fight has been updated: now there's a certain limit of enemies / companions you can pick during one fight
- new general music track was added to fight preparation area (written by our own artist and inspired by works of Mark Morgan)
- the effectiveness of using ranged weapons in close combat has been slightly increased
- middle quick slot can be used for grenades and can be reached by pressing G, while first quick slot can be used for stimulators and can be activated by pressing F
- both Ctrl and C buttons can be used to sit
- new types of armours have been added and some fixes to the old ones have been introduced
- aiming logic has been changed, now you can shoot without actually aiming
- both general and aiming interfaces were simplified
- rag doll feature added
- you can now perform all kinds of actions while sitting: attack, reload, heal etc.
InSomniaSP/MP: Single + MP
Release: In development
Path of Exile - Patch 2.4.2
The patch notes for the Path of Exile content update 2.4.2:
Within the next two days we're deploying Content Update 2.4.2 which contains new skills, improvements to master missions and much more. In the meantime, the full patch notes are now ready to view.
- In order to provide a smoother experience at the launch of December's 2.5.0 update, this 2.4.2 update contains many of the improvements intended for 2.5.0. Enjoy!
New Path of Exile Client:
- There are now two Path of Exile game clients. The original DirectX 9 version has been substantially improved. We have also introduced an experimental 64-bit DirectX 11 version which you can now use. This version will become the default for systems that support it at 2.5.0's release.
- To use the 64-bit DirectX 11 client: If you're using the Standalone game client, then run PathofExile_x64.exe. If you're using Steam, right click on Path of Exile in your library and click "Play 64-bit DX11 Version".
- Both the DirectX 9 and 11 clients are substantially faster than the previous version of Path of Exile in high-load situations when CPU-bound. In addition, the new DirectX 11 client has more scope for future improvement as we continue to optimise it over time.
- These improvements are CPU optimisations and thus don't improve performance if your graphics card is the bottleneck.
- We now use D3D9 Ex mode on Windows Vista and above which substantially improves memory usage and game window resize speed under DirectX 9. You can disable this with --nodx9ex if you encounter problems.
- There is a known issue where the 64 bit client will not work if the DirectX 11.1 runtime is not installed. If you have this problem, you will need to fully update your copy of Windows with Windows Update. We will address this issue in an upcoming patch.
- Added new Dexterity/Intelligence skill - Blade Flurry: Repeatedly strike at enemies in a circle in front of you while channelling, dealing damage to and around the struck enemy. The damage is continually boosted while channelling. You unleash an additional strike for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
- Added new Intelligence skill - Scorching Ray: Unleash a beam of fire that burns enemies it touches, and decreases their fire resistance. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.
- Added new Intelligence skill - Blight: Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
- We've revamped the fog system in Path of Exile and changed the environments of many areas to use this new fog.
- Some cloth objects in Path of Exile now have a physics simulation. Over time, we'll be adding more things to interact with this system. Some banners in the Solaris and Lunaris temples can be experimented with for now.
- The chat user interface has been improved. You can now toggle the display of all types of messages and can see how many of each type have arrived while that mode was disabled. By default, users are now subscribed to chats that they cannot see, so toggling it on will show prior messages.
- Server announcements are now shown in a separate part of the chat UI.
- There's now an item filter bundled with Path of Exile that you can select in the User Interface options.
- The sender of a whisper message is now notified if the recipient doesn't receive it because they are changing areas.
- Added explanation text to some advanced terms on item hovers. You can press Alt to see them.
- Removed the Kaom's Path area and modified Kaom's Stronghold and Kaom's Dream to compensate for its removal.
- Navali now has a "Sell Items" option.
- You can now talk to Navali in other people's hideouts to Seek/Seal Prophecies and sell items to her.
- When you are about to apply a Sextant to a map it now previews the radius.
- When hovering over maps on the Atlas, the Sextant mod on that selected map will be displayed in a lighter shade of blue.
- When binding a skill to a button on the skill bar, the auras that are currently active are indicated.
- The Sextant Mod which added Creeping Agony to your maps can no longer be generated.
- The map bosses for the Castle Ruin and Strand maps now have a version of Blade Flurry which matches the player skill more closely.
- Necromancers now have new visual effects for their curses
- Amarissa and Ambrosia in the Caverns of Wrath and Anger now have new visual effects.
- Monsters that start inactive can't spawn certain Nemesis mods any more.
- The damage dealt by the Herald of the Obelisk variation which creates areas of Lightning Clouds can no longer stun.
- Improvements have been made to how Life, Mana and Energy Shield numbers are displayed above the life and mana orbs.
- Caustic Clouds created by monsters now more clearly indicates what area they affect.
- The pirate ghosts summoned during the Reef boss fight are now magic monsters.
- Reduced the size of the Chateau map and increased its monster density to bring it in line with other maps.
- The Orchard Map's signature monster packs are now larger.
- You can now rename your guild in-game.
- Some quests that previously awarded a rare item or a fully-linked item now award a fully-linked rare item.
- Warbands members now drop their signature items already identified.
- Continued to improve and fix issues with the Hall of Grandmasters.
- Added 3D art for the Cybil's Paw and Cloak of Flames unique items.
- The Voidwalker unique item now has the Celestial Footprints effect.
- Item hovers can now scale in width a small amount to dynamically adjust for long stat descriptions that would otherwise spill a few words onto a second line.
- Made improvements to the layout of the Armoury Map.
- Various improvements to preloading have been made.
- Continued to incrementally improve the sound, art, effects and environments.
Forsaken Master Improvements:
- The longest of the Elreon missions is now shorter, with fewer waves of enemies.
- Vorici will now Smoke Mine to teleport to his target when his mission is complete.
- Vorici no longer gives you a mission to kill the target without killing any of the guards.
- On missions from Vorici where you have to avoid killing some enemies, the enemies will have significantly more life, have life regeneration, and are less likely to be attacked by minions.
- On missions from Vorici where you must keep the target on low life, the target will have more life. The length of the timer was reduced to 8 seconds from 10.
- Removed the automatic Ethereal Knives variation of Vorici guards.
- If there is a Den of monsters, Tora will Blink Arrow to the Den when anyone approaches the entrance, even if the mission has not been started.
- In Tora missions where there is no den of monsters, Tora will Blink Arrow to the last target monster killed when the mission has been completed.
- For missions variations that do not complete at Catarina's location, she will teleport via Convocation to the location of the last monster killed or consumed when the mission is completed.
- All of Catarina's monsters that are killed or consumed as part of the mission objective now grant experience and drop items.
- Undead on Catarina missions now move faster. Some Catarina missions with exploding minions no longer require as many exploding undead to be slain.
- For Vorici, Catarina, and Tora, if you complete a daily mission where they teleport, the return portal to your hideout will move to them after any player has received their reward.
- When you die in a Zana mission, you respawn at her map device.
- Removed the timer on Haku Missions where you spawn at the Spirit that required you to click the Spirit before 30 seconds. These instead now have a barrier that you cannot pass until you have picked up the spirit.
- Fixed a bug where The Broken Prince, The Fallen Queen and The Hollow Lady in the Vaal Pyramid Map would still block collidability when dead.
- Fixed a bug where Raised Spectres could get stuck with an infinite duration Shield Charge effect if movement was interrupted via Convocation mid-charge.
- Fixed the "Elemental Hit has +x% chance to Freeze, Shock and Ignite" enchantment that claimed it was for Burning Arrow.
- Fixed a bug with the Avatar of Thunder where he could remain invisible if you travel far away and come back while he is disappearing.
- Fixed various problems with PvP preconstructed characters, such as their passive trees and items.
- Fixed a bug where the Vinktar Square map item had no sell value.
- Fixed a bug where Weapon and Armour Racks would still be collidable after they are opened.
- Fixed a bug where Summon Lightning Golem was not triggerable with Mjölner.
- Fixed a bug where the Stag, Boar and Bear heads clipped with the body armour when worn by a Scion.
- Fixed a bug where the Shaped Canyon Map was using the mod pool of mid-tier maps rather than high-tier maps.
- Fixed a bug where Tormented Spirits could possess a monster that was already possessed by a spirit of the same type.
- Fixed various terrain blocking issues with the Death and Taxes unique map.
- Fixed various unique maps that didn't have corresponding guild tag letters.
- Fixed issues that could allow daily mission portals in hideouts to spawn inside walls.
- Fixed a bug where items in the vendor window have an extraneous divider in their description.
- Fixed a bug where Raging Spirits could sometimes be targeted by monster melee attacks.
- Fixed a bug where the Essence Panicked Rubble monster could be targeted.
- Fixed a bug where the default close key would still close the Atlas even if you've mapped this function to another key.
- Fixed an issue where some Prophecies would give out old versions of maps.
- Fixed a bug where Daresso's voice acting didn't play when you defeated Barkhul.
- When you close a Prophecy dialogue window, it now fades out the audio correctly.
- Fixed a bug where The Scourge would look strange on certain characters.
- Null's Inclination now correctly indicates that it casts all socketed minion skills on kill, instead of just one.
- Fixed various cases of Master mission entrances spawning in inaccessible locations or blocking players.
- Fixed a bug where you could use an Orb of Chance on the Offering to the Goddess.
- Fixed several armour modifiers not affecting armour against projectile hits, or affecting it incorrectly. This included all armour granted by body armours.
- Fixed a bug where players and minions would block Masters from being able to open portals to their daily missions.
- Fixed a bug where Spectral Throw could travel further than intended if used when standing very close to a wall.
- Fixed a bug where you could not take quest rewards if you had any Panel open on the left side of your screen
- Fixed a bug where you could add Oba to your friends list in the Oba's Cursed Trove map.
- Fixed a bug where the Mutated Maw encounted during Tora missions was dealing far too little damage with its Caustic Ground Leap Slam skill in later difficulties.
- Fixed a bug where the damage dealt by the Herald of the Obelisk variation which created areas of Lightning Clouds had too much variance in how fast it could apply.
- Fixed a bug where Strongboxes that detonated nearby corpses would not deal any damage.
- "The Dream Trial" Prophecy can no longer trigger on maps that have the Sextant mod that forces Zana to be present.
- Fixed a bug where the enchantment for "Increased Critical Strike Chance if you haven't Crit Recently" wasn't working.
- Fixed a bug where killing a monster with Soul Conduit via a skill that would trigger a corpse-consuming skill would result in no item drops.
- Zana Atlas quests now work correctly on the Jungle Valley and Arachnid Nest maps.
- Zana quests in maps that relate to inactive monsters no longer grant them effects until they're active.
- Fixed a bug where the boss of the Vault map could get stuck on ledges. He now more effectively slams to get down.
- Fixed a bug where players could get stuck in the Plateau boss room.
- Fixed a bug where Spectral Summoned Skulls from the Essence Mod were unaffected by player auras.
- Fixed a bug where Flame Dash could take you to the other side of locked doors and walls.
- Fixed a bug where players were sometimes unable to move if they had no skills on their skill bar.
Path of ExileSP/MP: Massive
Genre: Hack & Slash
Dishonored 2 - Beta Patch Released
The beta patch for Dishonored 2 has been released and is said to fix some of the performance issues.
When Dishonored 2 was launched, the game experienced PC performance problems on machines with specific configurations. We're working to address some of these with our updates over time, and some will be addressed by driver updates released by our partners.
Today we're beginning the process with new NVIDIA PC drivers (375.95) and our first post-release title update (Update 1.1).
PC users on NVIDIA cards should grab this driver [nvidia.custhelp.com] update before playing.
NVIDIA driver 375.95 Link [nvidia.custhelp.com]
For users with AMD cards, the recommended driver is still 16.10.2. Look for more information from AMD on CrossFire support in the near future. As we have new information on drivers for both card types, we will update our forums.
Additionally, a new title update for Dishonored 2 (v 1.1) is now available via Steam as a Beta update - see below for instructions. Update 1.1 includes a small number of fixes including:
- Mouse improvements, including a fix for sensitivity being framerate dependent
- Fixes an AMD cloth physics issue, which impacts framerates at various points in the game
- Fixes an issue affecting CPU task priority - the game no longer switches CPU task priority
Dishonored 2SP/MP: Single-player
Fallout - The Villains of Fallout
@SugerBombed has an article on the villains of Fallout or watch the video.
So just this weekend I decided to do yet another playthrough of the original Fallout. Why not, right? So I went through the motions, made a goofy character, shot some drug dealers, found a water chip, blew up a pre-war military base, and then , well, I finally got to meet the Master himself: once again. Whenever that moment comes, I always feel like I'm really talking to the bringer of the world's ultimate doom, I feel like just conversing with him is a harder challenge than actually deciding to fight him or rig a nuclear device below the Cathedral, and even more challenging than to just give in and join his army... Why is that?
Is it the fact that he's super-intelligent? The fact that we know that we can't reason with him, we can only use logic and evidence? Is it the fact that he's so charismatic and intimidating? And that leads me to a deeper question... what makes a Fallout villain like this... good? What can we really take away from these guys, and what makes them so interesting to talk to them each time we play through these games? Well, most of them of course. I'm going to be answering all of these questions in this article, while looking at all of the main villains that have appeared in the Fallout series, that being The Master, Frank Horrigan, Colonel Autumn, Caesar, and Kellog.
Hellhunter - Cursed Artifacts
What are cursed artifacts ?
In Hellhunter, "magic" is extremely rare, powerful, and always associated with darkness.
Today we'd like to talk about artifacts, which allow the user to access arcane powers, at the cost of a terrible curse.
There are no free meals in Hellhunter, artifacts require expensive blueprints and rare materials, which are then assembled into the powerful items.
Each artifact will always require each of these gathering methods
- Use the blueprint story to help manually locate materials in haunted houses.
- Hunt specific enemies (e.g. shoelaces created from Kelpie hair)
- Quest rewards
STALINGRAD BOOTS OF TORMENT
"Lieutenant Vasily Maslenkov, was known as the cat with nine lives during WW2’s battle of Stalingard.
One day he disappeared without a trace. Despite major research efforts .. all his platoon could ever find were these pair of worn boots, laying over a pool of blood."
Armor: 5 (medium)
Mobility: 80% (slightly restricted, no noise penalties)
Powers: 50% chance to dodge incoming projectiles
Curse: Rare chance for dark creepers to appear and attack user
Materials: Stalingrad’s outer, Stalingrad’s skull emblem, kelpie hair laces, werewolf sole, Silver eyelets
Hero's Song - Hands On @PC Gamer
PC Gamer got hands on with Hero's Song and like its ambitious, emergent RPG concept.
If my first attempt at Hero's Song had actually been a song, I barely would have had time to reach the second chorus. It took me far less time to die in my world than it'd taken to make it. I spent half an hour creating a world I'd enjoy for this roguelike RPG, weighing the pros of chaotic gods who manifest themselves as swarms of rats and the cons of blonde elf goddesses who bring forests and abundant life. I pored over descriptions of its 10 races and 15 current classes, and scoured webpages with Celtic baby names for my elathi monk.
And so it was, naturally, that I hopped across huge puddle north of the town where I spawned and got killed by two arrows from an orcish archer within seconds. I had a single chance to revive by making a trip through the Underworld, but a swarm of zombies got me as I pushed for the door. Permadeath. Poor Conloach Niocha wasn't even a one-hit wonder.
That's roguelikes, of course. The next five characters I made across multiple servers fared far better, particularly once I learned to lure enemies to where I wanted them. And even though my other characters had the spans between their births and deaths filled with more exploration, crafting, and skill unlocks, that's about as exciting as Hero's Song gets right now. It's so 'Early Access,' in fact, that it flashes a screenwide notice that Pixelmage Games is "just at the beginning stages of our vision" at launch. and it doesn't even take an hour with Hero's Song to see just how true that is.
Hero's SongSP/MP: Single + MP
Release: In development
Battle Chasers: Nightwar - Gameplay Trailer
Battle Chasers: Nightwar has a new gameplay trailer.
Battle Chasers: Nightwar is an RPG inspired by the classic console greats, featuring deep dungeon diving, turn-based combat presented in a classic JRPG format, and a rich story driven by exploration of the world.
Battle Chasers: NightwarSP/MP: Single-player
Release: In development
System Shock - November Update
The latest kickstarter update for System Shock has arrived with a new eta of the second quarter of 2018. Night Dive also announced that they have started work on their vertical slice and to expect some new content in the coming months.
The biggest news is that we've officially started Vertical Slice and will have some awesome stuff to show in the coming months. The purpose of VS (vertical slice) is mainly to answer questions. Often times on a game project, devs don't actually know how long something will take to create. VS is a phase where a slice of the game is created with a few goals in mind:
- How long will it take to create content?
- What should the final visuals look like?
- How should final gameplay feel?
Basically, VS lets us prove out our pipelines and narrow down how the game should and shouldn't play. By the end of VS, we'll have a better understanding of what we can achieve with the time/budget we have, and have a more accurate plan moving forward to create a quality game.
Every month, we'll compile some questions we've been seeing in the community and answer them as best as we can here.
Q: Can I upgrade my backer level?
A: Yup, once we have backerkit wired up and deployed.
Q: Will you be adding paypal funding?
A: This should be supported through backerkit.
Q: What will you be releasing System Shock on?
A: Our goal is to launch on PC/Mac/Linux/XboxOne/PS4 by Q2 of 2018. Not sure if it will be a simultaneous launch, but we'll do our best.
System ShockSP/MP: Single-player
Thursday - November 17, 2016
Jupiter Hell - Kickstarter Live
Jupiter Hell is a turn-based sci-fi roguelike/RPG with modern 3D graphics, by the creator of Doom, the Roguelike. The game is seeking $60K and is off to a good start having already secured a third.
- Classic roguelike! - Turn-based, grid based, procedurally generated environments and permadeath.
- Several difficulty levels and dozens of challenge modes - no matter what skill level, there will be always something more to achieve, something nastier to master
- Dynamic animation system - despite being turn-based, you never wait for the player to move, play as fast as you like and see the animation adapt to it
- Streamlined UI and gameplay - no need for manuals, just jump in. Whether you want the easy way of playing by mouse, or the fast way by keyboard, the game offers both.
- G(l)orious visuals - explosions, blood, dynamic shadows, effects galore.
- Randomness! - from the big to the small, Jupiter Hell will never feel samey - the plot and missions will vary each game, the procedural levels will provide new tactical challenges, and even small finishing touches like background furniture will have variety to give a handmade feel.
- Loot - Raid corpses and plunder secret corporate storehouses for kick-ass new weapons and armour.
FIVE: Champions of Canaan - VR Support
VR Support for the action RPG FIVE: Champions of Canaan is now available:
Kingdom Games releases world’s first Action-RPG video game available for OSVR HDK 2 VR headset
Virtual reality (VR) support for FIVE: Champions of Canaan
Kingdom Games, a leading Austin-based game developer, in cooperation with Razer, announced today the successful launch of their title FIVE: Champions of Canaan featuring universally accessible virtual reality (VR) gameplay using Open Source Virtual Reality (OSVR).
As the next chapter in the FIVE Saga, FIVE: Champions of Canaan is the first Action-RPG game available with VR support of the OSVR Hacker Development Kit (HDK2), one of the best virtual reality headsets available. “I’m pleased to be partnering with Razer,” says James Parkman, Studio Head at Kingdom Games. “Given the high-level of excellence displayed over the years with their PC peripherals, we are happy to partner with Razer on their OSVR initiative and hopefully many others in the future.”
“It is incredibly exciting to be working with Kingdom Games to bring the first arena based action-RPG FIVE: Champions of Canaan to the OSVR ecosystem.” Says Christopher Mitchell, Business Lead, OSVR. “RPGs that offer depth in character leveling and customization are rare in VR today and it is great this is now accessible to all the headsets supported by OSVR including the HDK 2.”
FIVE: Champions of CanaanSP/MP: Single-player
Town of Night - Released
A little dungeon crawler has been released today - Town of Night:
Town of Night is a First-Person Dungeon Crawler inspired by games like Shining in the Darkness, Etrian Odyssey, Diablo and Wizardry.
In Town of Night you play as Corr Algrimm. Hero, Scholar, ladies' man and expert Sword fighter - All self proclaimed.
Corr is visiting the Town of Night, a strange little town that makes money with Dungeon and Monster hunting tourism, to find out where the monsters are coming from.
In Town of Night you can recruit different members to your party to go dungeon crawling like you want to.
Remember to bring Ink and Paper to draw your own map and try not to die.
- 5-10 Hour Campaign
- 6 Different Recrutable Heroes
- Looting and Levelling
- First Person Dungeon Crawling
Town of NightSP/MP: Single-player
Genre: Dungeon Crawler
Colony Ship RPG - Locations Overview
The latest developer update for Colony Ship RPG focuses on locations you can expect in the game. There are some pictures at the link provided showing the new art direction.
Now that DR is out, we return to our regularly scheduled program. So locations...
- 16 locations. Thematically, we can split them into 5 groups: engine (more than one area), "wasteland" (completely destroyed decks, including areas with zero gravity), cargo holds, residential, bridge.
- Most locations will be 'revisitable', i.e. you will have reasons (new objectives) to go back, which will boost reactivity when you get shot in the face.
- Each location is designed to support 3 main paths through the game: brute force, diplomacy, infiltration. Most locations are populated by various small groups and factions, so killing everyone will limit your endgame options, which is fitting.
- Many locations will have multiple levels and the "vertical element". We played with it in DR a bit:
(click to show/hide)
^ For those who didn't play the game, you're looking at the previously visited areas from a higher point you couldn't reach directly.
In the CSG, for example, you would be able to take a safe way through a certain area via the walkways (a toll road) and see the area below (and go down if you see something shiny) or if you're too cheap to pay make your way through the debris below and brave the dangers undoubtedly awaiting the unprepared.
- Most locations are interconnected in logical ways (i.e. not isolated areas), which will create many interesting opportunities for the explorers as well as occasional quest solutions for the gadgeteers.
In the past updates I've briefly introduced the Pit (the Freemen's Camp), the Hydroponics, the Armory, and the Shuttle Bay. The final "cargo hold" location is the Factory - a large industrial complex that was designed to teach the new generation various engineering skills and provide simulated environments to practice them. Today it's an abandoned and thus somewhat dangerous area connecting the Pit with the City. It's been stripped clean from the 'big ticket' items but there's plenty of junk left for the scavengers willing to risk their lives for a few coins.
Colony Ship RPGSP/MP: Unknown
Release: In development
Opinion - How to fix RPG Side Quests
@The Escapist Ben "Yahtzee" Croshaw explains how to fix RPG side quests.
And it occurred to me while we were discussing it that Dragon Age: Inquisition was millimetres away from a logical solution to the sidequest mundanity annoyance. It comes down to two features of that game: the large number of party members, of which we can only employ two at a time while the rest hang around home base braiding each other's hair or something, and all the War Room stuff that allows us to send imaginary soldiers on imaginary quests that return rewards after a specific amount of real time. The same kind of thing Assassin's Creed did from Brotherhood onwards to let you actually feel like you're commanding a big organisation and not just three jackoffs who live in an unusually large house.
So here was my thinking: why not let us send party members that we're not using to complete sidequests offscreen? Not imaginary quests that are solely for completing offscreen, but the actual quests that the player could have completed but were left for too long and the reward is no longer worth it. Not quests we've just been given, so we can fob off all the gameplay; just the ones that in World of Warcraft would be coloured green or grey on the quest log.
I voiced these thoughts and the point was raised that doing the shitty Farmer Dickcheese quests is part of the experience, it's how we get a sense of the path that our character takes as they grow from humble beginnings to greatness. But I would argue that this benefit is lost after our character has achieved a certain level of greatness, and still has old sidequests cluttering up the log that no longer offer any significant growth. The only thing you can do at that point is quietly delete them from the list (if the game even lets you do that), and that doesn't feel like the heroic thing to do. There's no closure. You have to live with the knowledge that the rats might eat all of Farmer Dickcheese's grain and leave him and his family hungry this winter. And that Mrs. Plopknickers will never again see her little boy who mysteriously vanished near the dark forest.
General NewsSP/MP: Unknown
Release: In development
Elder Scrolls Online - Free Weekend and Sale
Elder Scrolls OnlineSP/MP: Single + MP
Torment: Tides of Numenera - Nano Class Video
A new video for Torment: Tides of Numenera which explores the Nano class.
Explore the Nano class - the manipulators of technology and minds in Torment:Tides of Numenera.
The new science-fantasy epic is coming to PC, Xbox One, and PlayStation 4 in early 2017.
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Legrand Legacy - New Kickstarter
Semisoft launched a Kickstarter campaign for the JRPG Legrand Legacy:
- A fully immersive JRPG experience with a rich storyline, great graphics, and an immersive original soundtrack
- Coming to PC via Steam once funded (we have already been Greenlit by the community!)
- 3D models and original assets come together with stylized and gorgeous hand-drawn 2D backgrounds
- Turn-based combat and tactical war scenes that will test not only your skill but also your wits and keep you on your toes
- Recruit NPCs to revamp your Headquarters
- Fully rendered 3D cinematics
Wednesday - November 16, 2016
Dishonored 2 - Reviews
Here are some reviews for Dishonored 2:
- Absolutely nails stealth mechanics
- Wide range of powers and weapons that play off one another
- Smart level design
- Gorgeous visuals
- Loads of replay value
- Tired story
- PC version suffers performance problems
- Having to go back to the beginning of a level because you forgot to save
Verdict: Dishonored 2 is one of the smartest, most well-designed games released this year. If you fancy a challenge, this one is a no-brainer.
Arkane manages to better the already exceptional Dishonored in nearly every way, creating a masterpiece of open-ended design.
So: Dishonored 2 is a fantastic game. It may, in fact, be the best game you really shouldn’t risk buying right now, because right now it’s a technical mess. Yes, I hope a patch comes out soon which fixes a lot of these issues – but yes, I’m also worried that a lot of this is baked into the new Void Engine, and if that’s the case… well, this might be something to look into in a year or two. I’ll keep you updated, but for now, a definite “buyer beware” on an otherwise phenomenal game.
Dishonored 2SP/MP: Single-player
Expeditions: Viking - November Newsletter
The November newsletter for Expeditions: Viking:
Well Met Traveler!
If you're reading this then guess what? You've made it! Welcome to the elite group of people with access to the upcoming Expeditions: Viking Beta in December. The Beta will be running for the majority of the month starting around the 15th of December and ending in the new year. We've got loads of new stuff for all of you to test and we're eager to get your feedback.
"So where's my Beta info!?" You ask? Well for very secret reasons, they're not in this mail, but Beta Access codes for Steam and additional information and instructions will be sent to you in an email closer to the launch of the Beta. That's not all though! With the launch of Expeditions: Viking coming in Q1 of next year, we're going to be giving Newsletter subscribers unique pre-launch and launch bonuses as a big thanks from all of us over here, so stay tuned to the Newsletter friends!
Gather Your Party Before Venturing Forth
Raiding villages and hamlets is hard work if you're just one Viking. Loot and thralls are heavy, not to mention the trouble with trying to row a long boat on your own. That's why you get to bring friends!
Looting a village is good wholesome fun for the whole clan!
But... And there's always a but, isn't there? A number of you keen eyed folks have noticed that when it comes to party management and combat, we've been showing a lot of the same characters. This has led some to believe that your motley hird (that's a joke, right there) wont be as... Motley, as it could.
Well, fear not! We haven't showed you other crew members yet, because YOU haven't made them yet!
Look! We're bringing identical twins on our adventure!
"Wait... What did they just say?" We imagine you saying. Well you heard us! Once you start recruiting mercenaries for your pillaging adventures, you get to create them yourselves!
The story characters will still be there for all the lovely chattiness and banter, but by allowing you to make your own crew members, we're hoping to allow you to create exactly the party that's right for your pillaging needs!
The tool should be good to go for the Beta, and we can't wait to hear what you think of it.
Shiny Things to Look at!
Speaking of adding a bit of character, our Game Designer, Daniel chips in on the importance choice, and how it affects not just your character, but those around you too. We'd go on and on about it, but honestly, it's easier if you just let him do the talking, so click the video below!
Dev Blog video! Clicky clicky!
A special thanks to all of you that watched and commented on last month's Devs Play, we'll make another next month!
So how do we go about planning all those choices? Well, we've included a dialogue tree for a never before shown area from the Britain Campaign: the dungeon of Eoforwic (modern day York). Essentially, all dialogue looks like this, with multiple choices that can lead to many different outcomes.
In this case it also doubles as a nice way to show off a small teaser from the new dungeon tiles. We'll be showing you more of that at a later time.
We spend a lot of time making sure that blindly attacking isn't the only option for an encounter, and while you might not always be able to avoid a fight, we try to make sure that you can at least mitigate it-- if your character is clever enough.
"Because if it can burn, it should be on fire"
- Some clever bloke
We've been working a lot on skills these past weeks. We showed you some of them last month, and we're currently busy sorting out the animations for them, from our mo-cap trip to Warsaw. We'll be talking a lot more about that in the December issue, where we dig into the new skills, their synergy and so on, but for now, a small teaser for at least one of the skills, and what it does.
While setting people on fire may not be the easiest way to make friends, it sure can warm their heart!
Speaking of fires, and player choice, we've also begun adding the places where players leave more of a visible fingerprint on the world.
As stated, we want your actions to matter. Now, you wont be destroying every building you come into contact with, but there will be several turning points in the game, where you decide what manner of Viking you are, and how that affects the world around you.
Wrapping Things Up
That's it for this month, but we'll be back before you know it, with all things Expeditions: Viking. Now remember to keep your eyes open for the Beta key email which will be sent out en mass before the Beta begins.
Fair wind friend, and safe travels!
Expeditions: VikingSP/MP: Single-player
Release: In development
Opinion - ME:A & Fallout 4: An Eerie Resemblance
@SugerBombed Dingo lists 6 resemblances between Mass Effect: Andromeda and Fallout 4.
Happy N7 Day, Dear Reader!
I know it's been some time since I've written to you (a little over three months, to be exact), but I managed to wrangle some free time from my increasinly busy schedule. I write to you today to share with you my observations regarding something I am finding increasingly peculiar--the eerie similarities between Fallout 4 and the upcoming Mass Effect Andromeda. We've seen it go the other way around, what with Fallout 4 "borrowing" the equivalent of the wheel conversation structure, and the inclusion of a rather large group of romanceable companions, and now it seems to have come full circle. Note that these observations are made from what amounts to less than ten minutes of actual footage, but ultimately, I've come up with what I feel are six solid reasons that MEA seems to be taking a page or two out of Bethesda's handbook.
#6: Mysterious Underground Vaults
We all know that part of the magic of the Fallout universe are the sinister Vault-Tec bunkers, called "Vaults" in-game, spread throughout the United States. The vast majority of these nuclear hideouts served as more than shelters, with behind-the-scenes experimentation focusing on the vault dwellers. The experiments ranged in scale, but almost always lead to one thing--the mass death of the residents. Looking at Fallout 4's starting vault, Vault 111, we see the perfect example of this, as only the protagonist and Shawn survive the Vault's experimentation. Despite this, however, Vaults are sought after by gamers for a number of reasons--to find hidden treasures; to discover more about the world of Vault-Tec; or maybe simply to take shelter from raiders and supermutants.
While we know very little about the Vaults in Andromeda, we see a few similarities. If you will recall, we were introduced to the Vaults during the Official 4K Tech Video--they're mentioned by name at the 2:07 mark. Prior to this in the video, however, we see the protagonist and his team exploring what appears to be a vast underground area, searching for hidden information. Upon discovering it, he posits that each point on the map could be a Vault on another world. So we already see similarities in these large, underground structures that have been hidden throughout the game world.
General NewsSP/MP: Unknown
Release: In development
Tuesday - November 15, 2016
Dark Quest 2 - Update 0.72
A new update for the Early Access RPG Dark Quest 2 has been released:
Update - 0.7.2
- Added ambush trigger
- Monsters jumbing out of barrels now play instantly.
- Shaman Master lighting bolt spell range increased by 1 and damage now is 1-2.
- Fixed an issue where monsters with 1 health would test their courage, this only happens for heroes.
- PvP maps are now working.
- Internal changes of how teams work has been improved.
- Added a join party trigger to bring characters from the map under your control.
- Ending your turn in PvP ends your entire teams turn(if you have more than 1 character).
- Orc Shieldmaster now has Attack:3 and Accurancy: 60%
- Added direction for spawned hero in starting location.
- It is no longer possible to search or pickup an item if an enemy is standing on it.
- Description box is now bigger for publishing a map.
- You can now select jpg photos to upload on a published map.
- Fixed an issue with warlock fate being 0 and certain effects appearing at his feet instead above his head.
- Added another magic pot in searching for the dwarf map and the dwarf scene chest is now open and empty.
Dark Quest 2SP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Release: In development
Witcher 3 - Best Mods @PC Gamer
PC Gamer lists which mods they recommend for The Witcher 3.
Torches are the unsung heroes of The Witcher 3, allowing Geralt to see in the many dark places of his world without being forced to see gray for ages as he would with a Cat potion.This mod lets you get the most use of them. Now Geralt can cast signs, ride his horse, climb over ledges, and even block in battle without having to snuff out his trusty flame.
If you're looking for a better weather experience in Novigrad and environs, then be sure to pick up this relatively recent mod. It places a heavy emphasis on fog, but it also brings other treats such as more snow in Skellige and better light rain animations. If you think it overdoes it, the description page has a list of settings you can freely change with console commands.
Witcher 3SP/MP: Single-player
Torment: Tides of Numenera - New Screenshots
@DSOGaming Some new screenshots have been released for Torment: Tides of Numenera.
Techland has released a new set of screenshots for Torment: Tides of Numenera. Torment: Tides of Numenera is a new RPG from inXile in which players' choices matter, and in which morality is not a simple matter of "right" and "wrong".
The game will pack a thoughtful and character-driven story. Its philosophical underpinnings will drive the game both mechanically and narratively.
The game will also feature hand-crafted set-pieces which combine battles with environmental puzzles, social interaction, stealth, and more.
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Conan Exiles - New Screenshots
@DSOGaming Conan Exiles has released some new screenshots in the lead up to its Early Access release.
Funcom released today a collection of new screenshots which captures just how far the game has progressed visually the past few months. In addition, Funcom announced that the game will support NVIDIA's Ansel technology.
Funcom today also announced that Conan Exiles will be available in 11 languages when it enters Early Access in January 2017: English, German, French, Spanish, Russian, Polish, Brazilian Portuguese, Japanese, Korean, Simplified Chinese, and Traditional Chinese.
Funcom CEO Rui Casais said:
"We want to make sure the game is available to as many people as possible from the very start of Early Access. Releasing a game into Early Access means building a community of players around it that helps us as developers realize the full potential of the game. The more people we can include in that process, the better it will be for the game and for the players."
Hellhunter - The Monster Guys Interview
Here's an interview we've recently done with The Monster Guys podcast, they've been a huge influence to Hellhunter and we easily consider them the #1 Cryptozoology podcast out there.
In this 50min interview we talk about the development process, investigation and most importantly, going in depth into the various main enemies!
Matt Chat - On Dungeon Rats
Matt Chat gives his verdict on Dungeon Rats.
A game called Dungeon Rats.
Will Matt review it?
There IS such a thing as a stupid question. :P Enjoy, guys!
Get Dungeon Rats from Steam
or GOG (& support Matt Chat at the same time!)
Legends of Gaming Livestream
SEUM - heavy metal, beer, and arena shooting. Who could ask for more?
Jade Empire: SE - Jade Empire Sequel Never Dead
@Game Informer asked Mike Laidlaw about a Jade Empire followup.
"Jade as a sequel is never dead," said BioWare creative director Mike Laidlaw, who worked as a lead writer on the original.
"There are a lot of people still at the studio who worked on that game and want to get back to it," said BioWare GM Aaryn Flynn. "I think one of the advantages to getting back to it after a long time is not only nostalgia is a very powerful feeling in people, but skipping a generation of hardware is actually really exciting because it feels like it's not an evolution. It's a revolution of what you can do, and I think that's the kind of thing that brings people. What if we were to revolutionize Jade Empire and brought it back in that regard? That's the kind of talk that still happens around the studio."
Jade Empire: SESP/MP: Single-player
Platform: PC, Xbox
Monday - November 14, 2016
Mass Effect: Andromeda - New Alien Race
@PC Gamer they have information on a new alien race for Mass Effect: Andromeda called Kett. There is a picture of the Kett at the link provided.
The good folk at Game Informer have revealed the first deatiled look at Mass Effect: Andromeda's alien bad guys, a new race known as the Kett. Art director Joel MacMillan says in the video that BioWare took a different approach to the creation of this race than it did with the ETs of previous games, in order to adequately differentiate them from the Milky Way aliens we're more familiar (and comfortable) with.
Unlike the "clean, sleek, hard surfaces" seen on the bulk of the races in the Mass Effect trilogy, the Kett have a more "organic" look to their armor and architecture. BioWare went back and forth a bit on just how alien to make them, though. There was some thought given to designing them to be dramatically more alien than the Asari or Turian, but ultimately the decision was made to keep them bidpedal-and clothed, too. ("Definitely the right choice," MacMillan said.)
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
RPGWatch Turns 10 - DOS2 Key Giveaway
Update: This giveaway is closed now.
In our Divinity: Original Sin 2 fundraising campaign, there were quite a number of people who donated money, but did not want the key(s) and mentioned that RPGWatch should give it away instead. So, that is what we will be doing now.
To be honest, we have not received these keys yet from Larian Studios. So, I am not sure when we will get them, but when we do get them I'll send them to the winners as soon as posisble.
This giveaway will conclude our series of 5 giveaways, which will have lasted exactly one month.
And here are Da Rulez:
- You need to be registered at RPGWatch before the 18th of October 2016, to be able to participate.
- You need to reply to this news posting.
- Everybody fulfilling the first three rules, gets one ticket for the raffle. Nobody is excluded.
- If you have a ticket, then for every year that you are registered at RPGWatch you get one additional ticket (we base this on months, so if you registered in October 2006, you get 10 additional tickets, If you registered in November 2006, you get 9 additional tickets).
- If you have a ticket then for every 500 posts you have (at the end of this giveaway), you get one additional ticket.
- We will draw as much tickets as are needed to give away all the keys we have. Once you have won, you are excluded from winning another in this giveaway, unless the number of participants is lower than the number of available keys.
- If your name is drawn in the raffle, we will sent the key to you via PM.
- By default the keys are on Steam only, unless you specifically mention you want a GOG key, in which case we will try (but not guarantee) to get you one.
- The giveaway will last until Friday the 18th of November.
RPGWatch Feature - Stranger of Sword City Review
In one of his first articles as a new team member, Forgottenlor dived into Stranger of Sword City and returns to tell us why the Wizardry-esque JRPG hits all the right notes.
Like in the classic Wizardry games, you have two rows in your party. The back row is only susceptable to ranged, magic, and some special attacks, while the front row takes the brunt of the damage. There are four front row classes: the defensive knight, the tough but not particularly accurate damage-dealing warrior, the more fragile ninja who specializes in killing single targets, and the more fragile samurai who can damage large groups of opponents. In the back is the ranger who specializes in taking down single opponents, the wizard, the priest, and the dancer, who is the only class that can use melee weapons at range and can use multiple consumable items each round. You can go without any of these, since the dancer can be as effective a healer as the priest, though this certainly costs more in terms of gold. Each class gains skills as they level up. Skills can be active, passive, a weapon proficiency, or the ability to use multiple spells. Each time you switch classes with a character you can "equip" skills from the former class. Each character starts with two slots, and gains an additional each time they reach level 13 in any class. The only downside to switching classes is that you start your new class at half of your old classes's level and class level determines hit and dodge chance to a great degree, as well as what level spells you can cast. This makes for a very interesting system that gives character development a lot of depth, allowing you to build all kinds of unusual characters (including ones that are pretty useless.)
Stranger of Sword CitySP/MP: Single-player
Genre: Dungeon Crawler
Zombasite - New Patch and More Reviews
A new patch is available for Zombasite. In addition there are also some more reviews:
Zombasite is an interesting take on the action RPG and is definitely something you can sink your teeth into, the strategic as well as the procedural nature of it all gives it a lot more longevity compared to the usual fare. It’s definitely a thinking man’s game.
Zombasite is a niche title, but that doesn’t mean it’s got a big sign hanging out the front that says “only hardcore gamers need apply.” The folks in its community have put up guides to help familiarize new players with a lot of the various systems, the developer has a manual that lays out the basics, and the game itself is pretty forgiving when it comes to actually playing it and learning everything. It’s easier, too, to figure things out when you’ve got a few people looking at it. Managing a group of post-apocalyptic survivors is more fun when you’ve got a couple of friends around to help you do it, and I found myself getting a little more invested in everything when I was working with couple of people instead of all on my own. While it may be most inviting to those gamers that are looking for an ARPG with a little something different to offer from the usual loot grind, there are enough interesting ideas here that it’s worth a little bit of exploration by everyone.
Given a substantial budget, a bigger team, and a little more focus on user-friendliness, Zombasite could be a real winner, thanks to its unique approach to factions and an overworld that teems with incident. It isn’t a great-looking game and those unwilling to dive a bit deeper below the surface will be tempted to dismiss it as a low-rent ARPG with a hackneyed premise. Soldak could be on the verge of something great if it could abandon some of the more tired conventions of the genre that other games have already left behind.