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Fable: The Lost Chapters
Box Art

Poll Watch

Will you play Grimoire?
Moving to Australia for the first copy
4%

Waiting in my bunker to play it
4%

I upgraded to a 1MB Trident card for it
8%

Oh Yes
6%

Too busy playing Duke Nukem
2%

I'm hiding in my bunker from it
12%

My PC has only 640K of RAM
12%

Oh No
8%

I'll wait for the first patch in 2020
30%

What is Grimoire?
14%

Vote

Wednesday - May 10, 2017

Legends of Ellaria - Pre-Alpha Gameplay Features

by Myrthos, 08:59

Larkon studio have released a video with some of the gameplay features of Legends of Ellaria, using a pre-alpha version of that game.

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Legends of Ellaria

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

Details

Tuesday - May 09, 2017

Prey - Review @ PC Gamer

by Hiddenx, 20:10

PC Gamer has reviewed Prey:

Prey review

I need to get into this office. That's not entirely true. I want to get into this office, and Prey has taught me that where there's a will, there's a way. The door is unhackable, and its keycard could theoretically be anywhere on the Talos-I space station. It's time to get creative. The windows into the office are breakable, but the gap is too small for me to squeeze through. Also, my standard trick of using the Mimic power to turn into a smaller object won't work. There's no window ledge to perch on, and mugs, understandably, cannot jump very high. There is, however, a computer terminal in view of the window. I've got an idea.

I leave and head for a fabrication station, and spend some of my resources to create a toy crossbow and a pack of foam darts. It's a joke weapon, but, in the right circumstances, a legitimately useful tool. Returning to the window, I shoot a dart at the computer's touch screen—specifically at a large square marked "Utility". Bingo. A menu opens, and inside is an option to unlock the door. Another carefully aimed dart, and I'm able to enter.

Prey is at its best in these moments of creative problem solving. Every closed door presents a multitude of possibilities, whether that's transforming into office detritus, hacking a lock, or simply stumbling upon a keycard—like I did, moments later, on a corpse just meters away from the door. It's a first person immersive sim of the kind Arkane specialises in, but nevertheless offers a very different style and experience to the recent Dishonored 2.

[...]

Unfortunately, some sidequests don't quite land, and for a variety of reasons. One—a pretty lengthy revenge tale—just sort of ends, and in some potentially silly ways. Another—this time based around a difficult moral choice, with fairly heavy emotional stakes for both Yu and another survivor—was entirely undercut by having a separate character call in about a critical objective. Repositioning to hear what the caller was saying, I accidentally triggered yet another character's dialogue. In the end, four people were talking over each other about different missions and I was forced to reload and try again.

Many of Prey's issues are a consequence of its broad range of options. Attempting to cater to a variety of play styles is laudable, but also means that Prey isn't as good a stealth game as Dishonored, nor as good a combat game as BioShock. But while the individual parts have problems, Prey is nonetheless greater than the sum of them. Prey is worth playing, mostly thanks to the strength of Talos-I as a setting, and the excellent environment design. It's fun to explore, full of interesting stories, and also looks and sounds great. Frequently, Prey's strengths build to create a tense and compelling atmosphere. And then it usually undermines it all with yet another goddamn Mimic.

Score: 79/100

Prey

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: Released

Details

Matt Chat - Tim Lang talks about Might & Magic IX

by Hiddenx, 20:00

I the second part of the interview with Matt and Tim talk about the New World Computing/3DO days:

Matt Chat 375: Tim Lang on Might and Magic IX

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Tim is back to chat about how a punk rocker with a mohawk got a sweet gig at one of the more conservative gaming studios, New World Computing. We also talk about his game Might and Magic IX and lots of other stuff.

Matt Chat

Details

Divinity: Original Sin II - Game Master Mode

by Myrthos, 17:19

The Kickstarter page for Original Sin II has been updated with information about the new Game Master mode.

Hello, and welcome to Kickstarter Upda- Wait is that Matt Mercer?

Why yes, it is! You see, we promised you a bunch of stretch goals, and while we've enjoyed sharing the progress we've made on most of them, there's one that we've been very quiet about. The big one. The $2 million question, so to speak: What about Game Master Mode?

Well, we've spent the last two years building, tweaking, polishing, and testing it, and we're finally ready to show you what it can do. And who better to put it through its paces than Matt Mercer, Jesse Cox, Dodger, Strippin and Bikeman

Matt (of Critical Role and voice acting fame) will lead some of our favorite streamers in his very own custom adventure, and you’ll be able to see it live TODAY! We’re absolutely thrilled to be streaming it on our Twitch channel later today (9th May) at 4pm PT. So tune in and see what Game Master Mode can do in the hands of a story-telling virtuoso!

Of course, we needed more people to test our new drag and drop tabletop, so Swen swung by some friends in Seattle. This is what happened:

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Divinity: Original Sin II

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

Details

RPGWatch Feature - Divinity: Original Sin II Game Master Mode

by Myrthos, 17:04

I visited larian Studios to check out their new Game Master mode in Original Sin II, which was a Kickstarter stretch goal.

The Game Master mode is integrated into Original Sin II and makes use of the available functionality and game mechanics as offered by the game engine. Up to four persons can play together with one game master. For this you join one of the available campaigns that have been prepared by the game master after which you can create your character.

Character creation is the same as in Original Sin II, which means a classless system where you are free to use one of the predefined characters and tweak it or create a character from scratch. Joining me in the game were, next to the game master, 3 persons from Larian Studios. We ended up with an elven wizard, a lizard rogue, a human dumbwitted farm-boy fighter and a human rich brat pretending to be a battlemage, which was my character.

After creation of the characters we rolled for gold with the 20-sided dice. The amount we rolled would be multiplied by 10. As I was a descendent from rich parents I got to roll twice, but apparently I kind of lost money on my way here as I ended up with just 50 gold. Strangely enough the thief in our party ended up with a lot of gold...

Divinity: Original Sin II

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

Details

Expeditions: Viking - Status Update

by Myrthos, 08:52

A status update about the upcoming patch 1.03 for Expeditions: Viking is available.

Due to our test process, patch 1.0.3 has been in the works since a few days before 1.0.2 went live. Our main focus has been to iron out the rest of the crashes. The fire crash of course was the most common one people experienced. We finally tracked it down and fixed it yesterday. The second-most common crash now appears to be related to campsites. We've been unable to reproduce this bug on our own machines, but we've been asking those of you who reported experiencing it for your savegames, so hopefully we'll find a way to make it crash for us as well, so we can find it and fix it.

Nova and I have been busy hunting quest logic bugs. The most common bug of that nature is the Play Only Once bug which is an annoyingly common mistake where some conversations were set to only trigger once, but also had the ability to not play if certain conditions weren't met. In these cases, if you triggered the conversation before the conditions were met, for example by clicking on a character who did not yet have a nameplate or walking into a proximity trigger that was not yet active, it would still set the conversation as having played and never trigger it again. It's an extremely easy bug to fix, but finding every occurrence of it has proven tricky. Your reports have been invaluable in that respect.

We also found the cause of the negative status effects that never go away. It was caused by adding combat-status effects outside of combat, which were then never cleaned up. That too will be fixed for 1.0.3.

A major focus area for us has been the end of the game. Since this part of the game wasn't available in the closed betas for fear of spoilers, it wasn't tested nearly as well as the rest of the game. The result has been that you've found some pretty severe bugs there, including broken reinforcements in the Homestead defence fight, and the fact that loading a savegame during that sequence would completely break the game.

The upshot is that those bugs have been fixed for 1.0.3.

Thanks Pladio.

Expeditions: Viking

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

Details

Vigilantes - Interrogations

by Myrthos, 08:48

With the release of V16 of vigilantes, interrogations as a means to gain intel on gangs, has been introduced. next to that gang leaders have been added and a gang intel screen, 2 new maps in an industrial setting, hand drawn portraits for the player team, and a number of visual improvements.

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Vigilantes

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

Details

Monday - May 08, 2017

Prey - More Reviews

by Hiddenx, 19:49

Farflame spotted two reviews for Prey:

Gaming Boulevard:

[...]

Conclusion:

Prey is a worthy reboot of a franchise I hope to see more of in the future. The atmosphere is incredible thanks to the gorgeous graphics and impressive soundtrack. Exploring the thrilling space station while discovering the truth step by step really is something different and there are moments you’re completely sucked into the game. Prey has a lot of memorable moments thanks to the enemies and the alien enhancements but is a little too rough around the edges at this point. It’s a great game, one you should definitely try out, but it needs a little more polish to really become legendary good. That being said, it’s a game worthy of your time and money!

Score: 8/10

Starburst:

[...]

Unfortunately there are a few failings that cannot be ignored. At first glance the story seems extremely clichéd and one-note, and it takes quite some time for you to truly get to grips with it. What's more, many of the ideas present are delivered with some unfortunately heavy handed elements which makes it harder to notice the more nuanced ideas at first; a problem which is only made worse when it's later revealed that quite a few seemingly major choices were largely arbitrary in the grand scheme of things.

However, the big ones here stem largely from odd blind spots in the PC port, which are more irritating rather than truly game breaking. The UI for starters features a number of very bizarre elements which run counter to the game's actual functionality, and the game settings can't be saved if the .cfg file they are pathed to features non-Latin letters. Equally, the inventory design itself is excellent, but you bump into oddities, such as how it starts glitching when full and can often outright refuse to stack items in one pile when you automatically grab them. None of these are game breakers (and nothing here even comes close to Dishonored 2's problems) but they're things which start to weigh down on you after a few hours, after you're forced to repeatedly stop and fix what shouldn't be a problem in the first place.

As a result of all this, Prey might not be quite the revolutionary experience some predicted it would be, but nevertheless hits all the right notes to be a great space borne horror experience. If you're starved of Dead Space and looking for something new to satisfy that itch, then definitely take a look at this one.

Score: 7/10

Prey

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: Released

Details

Mass Effect: Andromeda - Can't be fixed

by Hiddenx, 19:41

Guilded is sceptical about the likelihood of Mass Effect: Andromeda getting fixed completely:

BioWare Can't Patch What Sucks About Mass Effect: Andromeda

A lot has been said of Mass Effect: Andromeda in the past few weeks. Whether it’s goofy saddle walk cycles, tired faces, or awkwardly forthcoming trans characters, BioWare’s latest has had its fair share of humiliation since release. And while the Canadian RPG gurus have promised to patch the more laughable issues plaguing Andromeda’s launch, there’s no getting around the fact that this isn’t the game players expected.

[...]

SCOPE & EXPLORATION

Once players get past the technical disappointments in the game’s opening hours, Andromeda’s most glaring and omnipresent problem begins to come into focus: its scope. While the game BioWare promised was grand and sprawling, the game players get is anything but. You’d think a new galaxy would have more than two new alien races, but you’d be wrong. In fact, it’s even worse than it sounds, because Andromeda actually rejects the opportunity to mine its catalog of races by cutting all but four of the classic aliens from the game.

[...]

Thanks Farflame!

Mass Effect: Andromeda

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: Released

Details

Hellpoint - Kickstarter Update

by Hiddenx, 19:21

With 30 hours to go Hellpoint is close to get funded:

48 hours remaining and Meet the Devs

We had a great time with everybody while we talked about where Hellpoint came from and where it's going. We moved to Twitch because Kickstarter Live is a fairly new service that didn't allowed us to stream the game.

However, we discovered after the stream ended that Twitch did not recorded it. It was our first time doing a stream; lesson learned! We loved the experience and will definitely do other stream.

If you have any questions that wasn't answered in the stream or if you missed it, feel free to come chat with us on Discord.

The campaign is now in its final 48 hours, with about 90% of the goal reach! It's going to be very close!

There's 24 hours remaining to the Thunderclap. Hop in if you haven't already!

[...]

Thanks Farflame!

Hellpoint

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

Details

Druidstone - Dev Update #1

by Silver, 14:11

Druidstone has its first developer update which reveals there will be multiple playable characters.

Dev update #1

Welcome back, friend! It's time for the first Druidstone development update! The last two weeks have been extremely busy and productive and we have made some big changes to the game. Let's get started with the biggest of them!

Party-based gameplay. Yes, there will be multiple playable characters in Druidstone! This is something we have been talking about internally every now and then, but until now we weren't sure how this would work exactly. The upsides to having a party of characters are obvious, like more varied and more tactical battles, and as big fans of the good old Gold Box games we have always wanted to get this feature in. But there are also many implications to level design, death mechanics and how the story is told. For example, the levels need to be more spacious (wider doorways, etc.). What happens if a party member dies? What happens if the main character dies? Is there even a main character (are all characters equally important to the story?) Is there inter-party dialogue (yes, please!)? How does the dialogue scripts work if a party member is dead? These are just a few of the issues that need to be carefully thought about.

Anyway, I spent several weeks testing party-based gameplay in a separate development branch, tackling the technical issues one by one and testing gameplay in practice. There are still some issues left, especially related to the story and how its told, but we are confident now that we can tackle them. So party-based gameplay is definitely a go!

Large object support. Multiple playable chars led naturally to another big refactoring in the codebase that I've been thinking about recently. Up until now objects in Druidstone were limited to 1 square in size. That limitation is now gone, so we can have, for example, 2×1 square doorways, 2×2 stairways, etc. Also more importantly we can now have some truly huge monsters! In fact, Juho made a new bad-ass huge monster which we'll save for a future blog post *evil grin*

Script writing. Janne Sundqvist, our part-time writer was also here last week and split our initial synopsis into act structure and began working on the script of the game. The script is going to be our holy book and it's going have all the encounter and character dialogues which really helps the game to come alive. These onsite visits are really great because we can throw around ideas quickly, test them in practice and make sure everyone is on the same page about the vision of the game. Hopefully we can have another session with Janne soon!

Animation rework. In the meanwhile Jyri has been going through all the animations of Leonhard, our man in green. The initial rig, particularly the cloak has proven out to be inflexible for the sort of maneuvers we'd like Leonhard to do, so unfortunately Jyri had to modify the rig, which meant he had to go through all the 54 animation files which Leonhard currently uses and reanimate the cloak. That's a lot of work! But it was better to make the tweaks now rather than later, because the number of animation files surely grows a lot bigger as we add new features to the game.

In other news we unfortunately lost several days of dev time due to bad luck. We had to replace two gfx cards which died recently and several team members have also suffered from illnesses and had to take some time off. I'm still recovering from Norovirus myself, which I can report to be a nasty, nasty bugger!

Ok, that's all for now. Until next time!

Druidstone

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

Details

Kynseed - Now on Kickstarter

by Silver, 13:58

Kynseed, a 2D sandbox RPG, has been listed on Kickstarter with a goal of 30K and has made 8K with 25 days remaining. There is a free prototype to try here.

Features

An Aging World
The land is affected by your choices and deeds. Seasons come and go and affect the world both visually and in gameplay.

Living Things Have Memory and Grow Old
Individuals and animals grow old and eventually die. Families remember your good deeds or wrongdoings for generations.

Unique Life Mechanic
Pay the mysterious Mr Fairweather for powerful upgrades and revivals, at the cost of years from your life! Will you miss out on your child's development to buy that music box that makes dragons dance? Will your business suffer because you bought a pet cat that turns people to stone?

Real-time Combat
Wander from The Path and indulge in meaty combat against various nasty faery tale creatures that guard the materials and loot you need to become the greatest in the land.

Meaningful Relationship System
Build friendship into romance and produce heirs to continue your legacy. Do favours for others and not only gain friendship but also juicy information and gifts.

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

General News - The History of Mimics

by Silver, 13:46

PCGamer takes a look at the history of mimics in videogames.

...

Making a murderer

D&D co-creator Gary Gygax coined the mimics we all know and love (and see in our nightmares) in 1974. Three years later, he gave players a clearer picture of mimics with D&D's Monster Manual, but questions still needed answering. So, in 1983, Ed Greenwood-creator of D&D's Forgotten Realms campaign and many of its monsters-wrote The Ecology of the Mimic, which compiled information from scattered lore into one definitive bestiary. He also made up a lot of new details to fill in gaps in player understanding.

"That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email. "In ways consistent with existing lore, so as to weave new portions of an existing tapestry."

Before the Ecology, mimics were just shapeshifting subterranean creatures that didn't like sunlight. Incredibly flexible hermits, basically. But Greenwood delved into everything from how mimics transform to what potions you can make from their innards (polymorph, obviously). He outlined the two basic types of mimics: big stupid killers and small intelligent fiends. He shared the story of one bold mimic which spent two years as a statue sat square in the middle of town, curiously near a sewer vein "filled to a depth of more than 60 feet with human and animal bones." It's no exaggeration to say he changed the face of mimics forever.

[...]

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Fallout 4 - Intimidation Mod

by Silver, 13:41

@PCGamer Some interesting mods have come out for Fallout 4. The Intimidation mod allows players to tie up and rob pacified NPCs, which you can find at Nexus mods.

I love the Intimidation perk in Fallout 4: it makes sense that even the most psychotic raider might surrender when looking down the barrel of a nasty shotgun, and it lends a little sensibility to NPCs who otherwise seem to have no concept of self-preservation. Even with three ranks in Intimidation, however, your options are limited when it comes to what you can do with an enemy you've pacified.

The Intimidation Overhaul mod gives you a few more choices, as new dialogue options become available when you successfully pacify someone. You can now demand they turn over their caps, turning you into a proper stick-up artist. You can also tell them to amscray, and they'll flee the scene. Once they're running, it no longer matters if you holster your weapon. They'll just keep fleeing, forever convinced of your superiority.
[...]

Fallout 4

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

Details

The Executioner - Now on Greenlight

by Silver, 13:36

The Executioner, a horror rpg about the Royal Executioner failing his sanity roll, has been listed on Steam greenlight. The game demo is available here if anybody wants to check it out.

Finally, we've submitted The Executioner to Greenlight!

If you wanna help us make this grim game available on Steam, here's a direct link to our Greenlight page. Or you can look for it in the recent submissions.

This also count as a reveal of our little teaser trailer. There's some gameplay footage there (we'll add a longer video with more of that stuff soon), but it's mostly mean to embody the game's atmosphere and color. We hope you like it.

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And if so, backer or not, click on that link above and vote "YES"! Let's make this happen together.

Yours, Lesser Evil

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Sunday - May 07, 2017

Ghost of a Tale - Catacombs Raider

by Myrthos, 21:51

In the development update for Ghost of a Tale, Seith talks about the Catacombs, throwing mechanics and the improved loading speed.

The catacombs are the burial ground for soldiers and commanders whose bodies were entombed over the centuries since before Dwindling Heights ever became a prison.

As expected it’s a dark, eerie place. No doubts quite dangerous for a minstrel mouse!

It is whispered there might even be relics of the War of the Green Flame under there. And it’s probably haunted too! Although spiders might make quicker work of explorers than ghosts. But who knows…

One thing is for sure though, the Dying Lights lend a chilly atmosphere to the place. Their spectral blue flames do not give out any heat but they possess the distinctive feature of being virtually eternal. Indeed they cannot be put out by normal means. Which is why they’re often a fixture of pirate ships as even the strongest of storms won’t snuff them out.

Some sailors even say on a calm night while sailing on lake Vaelia you can sometimes catch a glimpse of the ghostly blue lights from long ago sunken ships deep under the waters.

Ghost of a Tale

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

Details

Kingdom Come - Brian Blessed as Konrad Kyeser

by Hiddenx, 10:34

Brian Blessed plays Lord Konrad Kyeser in Kingdom Com: Deliverance:

Kingdom Come: Deliverance presents:
Brian Blessed as Lord Konrad Kyeser

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We're very proud that Brian Blessed took part in Kingdom Come: Deliverance to play the role of Lord Konrad Kyeser, a famous German military engineer who lived in 15th century.

Thanks Farflame!

Kingdom Come

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

Details

Endless Space 2 - Exploring

by Hiddenx, 10:27

Farflame spotted a video about exploring in the 4X-strategy game Endless Space 2:

Endless Space 2 - EXPLORE

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Non-RPG General News

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Astrobase Command - Kickstarter Update

by Hiddenx, 10:22

Farflame spotted a Kickstarter update for Astrobase Command:

Gameplay Overview

Hey Sunshines,

Feedback from the Astrobase Command community is that a gameplay walkthrough interests you the most!

Always happy to oblige, this week Adam our team programmer will walk you through an overview of several in-game features of Astrobase Command.

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[...]

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Vikings - Wolves of Midgard - Review

by Hiddenx, 10:17

GameWatcher reviewed the action RPG Vikings - Wolves of Midgard:

Vikings - Wolves of Midgard Review

This is Ragnarok?

The new action RPG from Games Farm and Kalypso was preceded by some degree of hype, after all, it’s not often we get a Viking themed diablo style ARPG. Vikings: Wolves of Midgard pits players at the central events of Ragnarok, the Norse mythos version of the end of the world. As a warrior you must save your clan and the fight for the Asgardian gods to stem the tide of the Jotun onslaught upon Midgard.

[...]

Vikings: Wolves of Midgard just doesn’t do enough to stand out from games such as Diablo 3 or Path of Exile. While the core of the game is relatively solid and the amount of polish is nice. The game still falls into a classic trap of ARPG’s repetition. The core combat becomes boring very quickly and the level design, progression and enemy AI, flat out doesn’t do enough to keep the combat engaging.

Narratively, Ragnarok should be a great story, full of action, drama and betrayal. In its implementation in Vikings however, the game somehow manages to take a story about Giants, mythical creatures, Gods and the world ending and makes the entire thing an apathetic experience. At the end of the day, Vikings is good, it’s just not that good.

Thank you for the info, Farflame!

Vikings - Wolves of Midgard

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

Details

Praey for the Gods - Name Change

by Hiddenx, 10:07

GamePressure explains why No Matter Studios changed the name of Prey for the Gods to Praey for the Gods:

Bethesda forced Prey for the Gods devs to change their game's name

The IP wars continue. This time Prey for the Gods has fallen prey to Bethesda and ZeniMax, who aren't very happy about the indie game having the word "prey" in the title.

Bethesda has pressed No Matter Studios into changing the name of their upcoming game Prey for the Gods. Yes, you’ve guessed why – it’s because of the word “prey” in the title. Bethesda and ZeniMax wanted to avoid any confusion with their third-person sci-fi action game Prey, coming out tomorrow. That’s why the fantasy action game will now be called Praey for the Gods. The gaming big shot was kind enough to allow No Matter Studios to keep their game’s current logo. In their recent newsletter, the indie developer wrote:

"We could’ve fought this and we did think about it for quite a while. Something like a trademark opposition can be long and depending on how far someone wants to fight it can be very expensive. We didn’t want to spend our precious Kickstarter funds, nor did we want to have to ask for additional funds to fight this in court. Using backer money towards something that doesn’t go towards the development or backer rewards felt horrible to us. Even if we did win we’d have to spend a solid chunk of our funds and in our opinion it wasn’t worth it."

[...]

Thanks Farflame!

Praey for the Gods

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

Details

Locked Up - Now on Kickstarter

by Hiddenx, 09:58

The Kickstarter campaign for the action RPG Looked Up has started:

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Framed for a crime you didn’t commit and imprisoned for life, as the player, you must find a way to escape this seemingly impenetrable facility. It won’t be easy.
Owned by the mysterious CorpX, the futuristic prison is nested in the harsh Antarctic landscape, brimming with defenses. The guards are armed to the teeth, and robots and drones patrol the halls. You’ll have to contend with a whole prison hierarchy that could see you brawling with a nemesis or trading contraband with an ally at every turn.

But underneath all of this, there’s a dark story to uncover, and it will be up to you, the player, to discover the truth about CorpX, and find passage away from this place.

Welcome to Locked Up.

Thank you for the info, Farflame!

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Saturday - May 06, 2017

Vikings - Wolves of Midgard - Review

by Hiddenx, 08:59

Broken Joysticks reviewed the action RPG Vikings - Wolves of Midgard:

Vikings: Wolves of Midgard – a Review

Hack and slash games have been a favorite genre of game of mine for a long time. From Devil May Cry to God of War, they are full of adrenaline fueled excitement and of course, plenty of action and enemies to slay. The newest to the genre is Vikings: Wolves of Midgard and while this may seem like a Diablo clone ready to be forgotten by time, there is a charm and fun to this game that should be given more than just a quick glance.

[...]

Overall, if you are looking for a fun hack and slash action RPG, this will satisfy your craving. Diablo fans will enjoy the gameplay and the Norse setting and story is fun, if not a bit cheesy in the dialogue at times. Try it out, but maybe wait for a sale to pick it up.Unless you are a huge fan of this genre of game, it may be too repetitive and too buggy to warrant buying it at full price.

Score: 3.5/5

Vikings - Wolves of Midgard

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

Details

Phoenix Point - Interview @ RPGCodex

by Hiddenx, 08:50

The RPGCodex has interviewed Julian Gollop about XCOM and Phoenix Point:

RPG Codex Interview: Julian Gollop on Phoenix Point

You designed one of the most enduring games of all time in X-Com and with that has come a good measure and respect for the Gollop name. However, you never really threw your name into the spotlight, a la Sid Meier, Tim Schafer, Warren Spector, etc. Did your ‘name’ get signed away to Microprose or did you simply prefer to stay out of the limelight?

I had no specific intentions with regards to either being in or out of the limelight. I just wanted to make games.

Speaking of names, are there any people who have had a large influence on you and your game design recently or in the past?


Blimey. In the past there would be boardgame/RPG designers such Gary Gygax, Greg Costikyan, Marc W. Millar, and then computer game designers such as Mike Singleton, who made the excellent 'Lords of Midnight', and Sid Meier, of course. Recently Jake Solomon and Ananda Gupta for their work on the new XCOM series.

[...]

Can we expect procedural design approach for both battlescapes and the geoscape?

There will be significant random elements in both the battle maps and the strategic map.

There’s an argument between 2-AP and Time Units. On Reddit, where the poll for this debate ranked low on importance, you said, “There was a slight preference towards Action Points - but the biggest vote was in the middle. I am not sure how to interpret this.” This leaves the question somewhat up in the air. However, I believe the style of the game itself will inform the decision here. XCOM1/2 used the 2-AP system, but it also implemented ‘ability’ usages, sticky cover-shooting, boxy maps, and other boardgame-like elements that seem to benefit from simplified move/shoot sequences. A TU-system, though my personal preference, would not have worked in the Firaxis versions of XCOM, nor do I think the 2-AP system would have worked well in X-Com, all things being the same.

So the big question: Time Units or 2-AP or a mix? Lot of folks chomping at the bit to know this one, ha.

It seems to be a really contentious issue. At the moment we have a nominal 2 action system which is extended by two things. Firstly, if an enemy becomes spotted during movement, then movement is halted, allowing the player to react by either moving or firing. Secondly a range of special actions can extend the number of things a character can do in a turn. These cost 'will points'. Overall its more flexible than modern XCOMs, but still keeps the pace of the game relatively high. My concern with a pure Time Unit system is that it can result in the most optimally effective play being very slow, and ultimately a bit boring. There may be other ways to solve this, and we will experiment some more without a doubt.

[...]

 

Phoenix Point

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

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ELEX - Gronkh Preview

by Hiddenx, 08:42

Björn Pankratz and Gronkh are playing ELEX together for three hours (with comments in German):

ELEX (Preview)

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ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

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Planescape: Torment - Found Artifacts and Oddities

by Silver, 08:27

While Beamdog were developing Planescape Torment EE they uncovered some oddities from the original game which they have displayed on their blog.

During the development of Planescape: Torment: Enhanced Edition the Beamdog team dug deeply into the code of original Planescape: Torment and uncovered a treasure trove of secrets hidden within. Here are a few of the oddities we stumbled across while working with the original Planescape: Torment source code.


Meet the infamous test character, Testocles. Like many cRPGs of its time Planescape: Torment was filled with text, however the conversation mechanics of PST take speech option outcomes to the next level. In Planescape: Torment, the Nameless One can not only gain XP during conversation, but also be granted extra stat points, new abilities, or have his class change between fighter, thief, and mage.


Testocles' dialog text tree is full of choices ranging from the aforementioned ability to make the Nameless One change class to a simple demand that the test character fidget. Here, Testocles fields a demand to view merchant stores for Robert Holloway, a programmer on the original game.
[...]

Planescape: Torment

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

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Friday - May 05, 2017

Rapture at Pale Gate - Chapter 1 Available

by Corwin, 23:56

Indie developer Gnome De Plume Productions have sent me an email and link to Chapter 1 of their RPG under development 'Rapture at Pale Gate'. Here's the relevant section from their email:

 

 

Rapture at Pale Gate's first chapter (Ninety Nine Problems but a Lich Ain't One) has been completed. PC, Mac and Mobile devices (excluding IOS) can be downloaded from

https://www.facebook.com/RaptureatPaleGate/

Just click the play game button on the Facebook page and it will take you to the download section. (If you're feeling generous, liking the page would also be amazing.)

We're now trying to work out if we should continue with the next chapter (A Shadow of His Former Elf), and we're basing it on how much interest/likes we get through the Facebook page and kickstarter messages.

 

Rapture at Pale Gate

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

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