The Nostalgia Files
Autumn: A Meager RPG Harvest
Aubrielle invites us to gather round the fire and talk about what autumn gaming means to us, and why so few RPGs feature cozy harvest time surroundings.
» Continue reading the article...
The Warlock of Firetop Mountain
The Warlock of Firetop Mountain Review
Pessimeister goes in-depth in this Warlock of Firetop Mountain review.
» 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
Friday - October 07, 2016
Mordheim - Review @ GiN
GiN has reviewed the tactical RPG Mordheim: City of the Damned:
RPG Paradise in Mordheim: City of the Damned
Mordheim: City of the Damned is not an easy game. It’s purposefully obfuscated, overtly difficult, especially in the beginning, and specifically designed to be punishing for those who don’t grasp the mechanics at a decent pace. In this game, you will live and die by the RNG- or Random Number Generator, for those unfamiliar with the term. Much in like a tabletop game, a series of poor rolls can end your adventure rather abruptly. So, would rolling the dice for such a game be up your alley? Let’s find out.
Overall, Mordheim: City of the Damned is an enjoyable game- but only if you’re into tough experiences that can, and probably will, test your patience. Fans of the XCOM strategy formula may find a lot to love if you give it time and pick up on the mechanics quickly. Those who are easily frustrated by obfuscated design decisions, painful AI RNG (especially when it comes to looting your fallen party members!), or maybe poor at strategy RPGs in general will want to stay far, far away from Mordheim: City of the Damned. For the audience that can appreciate Mordheim, there’s a large amount of content, multiplayer, and a variety of warbands and campaigns to try out while exploring the dilapidated city. For this reason, Mordheim earns 4 out of 5 GiN Gems.
MordheimSP/MP: Single + MP
Genre: Tactical RPG
General News - Dark Souls 3, Vermintide on Sale
The ever-present Warhammer series dips its toes into a new genre with Vermintide, a game that takes elements of Left 4 Dead and swaps out zombies for hordes of giant undead rat monster things. You can read Alec’s thoughts on the game right here, while it’s currently in a flash deal over at GamesPlanet, where it can be picked up for £13.79 / $17.53.
Source: Rock, Paper, Shotgun
Dungeon Keeper - Get it Free
Dungeon Keeper is free right now, as long as you don't mind using Origin.
Every month EA can be relied upon to dish out a free game from its archives, and this month it's Bullfrog's classic Dungeon Keeper. As always, you'll need to grab it from Origin, but other than that there's no catch: you'll have access to it forever. That's a discount of 100 per cent – pretty good, really.
Directed by Peter Molyneux, the 1997 strategy game is all about building horrendous dungeons. The more resistant they are to looters and hero-characters the better, and if you've ever raided a dungeon in an RPG you'll probably have an advantage.
If you're curious, here's an interesting story from our archives about how Dungeon Keeper has (or had) never been beaten.
Source: PC Gamer
Eon Altar - Second Episode Available
Eon Altar is labeled as a couch co-op RPG where you use your smartphone as a controller.
Eon Altar: Episode 2 – Whispers in the Catacombs
Journeys to Steam on October 6
Level Up Your Couch Co-op RPG Experience with Smartphone Integration
The Brotherhood of Keepers is in shambles, and it falls to you and your group to descend into the depths of the unknown in Eon Altar: Episode 2 – Whispers in the Catacombs, available on PC and Mac October 6, 2016. Developed by Flying Helmet Games, the second episode of Eon Altar continues to refine the couch co-op RPG experience on Steam using your smartphone as your controller.
With over three hours of new story, the adventure continues as 1-4 players journey to the Eon Altar. Will you work with your friends, or betray them for your own means to an end? Each player has his or her own personal information they can choose to share with the group, or keep to his or herself for personal gain.
Included in Eon Altar: Episode 2 – Whispers in the Catacombs:
- Chapter 1 - Together We Fall
- Chapter 2 - The Safehold
- Arena Mode - The Cultist Rising
The Zaquentists have been busy corrupting Destiny Markers to summon a creature of unfathomable power. The clock is ticking—Can you stop them and cleanse the gate before it’s too late, or will you be forced to face off against a creature of nightmare to save yourselves?
Designed to be the ultimate couch co-op experience, Eon Altar is best played on a TV. Using the free Eon Altar controller app available on the iOS App store and Android via Google Play, 1-4 players can sync via wifi to one copy of the game for an epic RPG local co-op experience.
Eon Altar: Episode 2 – Whispers in the Catacombs launches on Steam (PC, Mac) on October 6, 2016.
Steam GamesSP/MP: Unknown
Release: In development
Endless Space 2 - Now on Early Access
The sequel to the 2012 hit Endless Space is now available on Steam's early access. Endless Space 2 brings the best from Endless Legend, including quests, heroes, and a more immersive rulership experience.
Non-RPG General NewsSP/MP: Unknown
Release: In development
The Mandate - Comic, Q&A & Development Update
The Mandate team did not have enough to do apparently, so they decided to make a web comic. Part one out of four is available now.
The universe in which The Mandate takes place is huge! Although the game takes place in space, we should not forget about the people on the planets and the politics that drive these forces as well. In order to introduce this aspect of the story, Amelie, Jan, and Garret sat down and created a web comic!
The series is called “Shadowplay” and will consist of four short episodes.
HERE you can get the first episode “Fringe Connection”!
Furthermore they conducted a Q&A with the devs.
At the beginning of September we set up a Q&A on our forums that focused on the new vision that was presented along with the roadmap for production. (We opened the floor for other questions but wanted to focus on vision and production questions).
The whole Q&A is way too big to post in this update - click HERE to read it for yourselves. (You'll find the answers in the middle of the thread)
And there is a development update.
We're completely focused on the Early Access version of the game. To give you guys a polished experience to enjoy is our number one priority. We have four teams working on different aspects of the game: the Engine Team, the Space Combat Team, the Mission Team and the Sandbox Team. Here’s what they are currently working on:
The Mission Team:
They are currently detailing the story-missions for the clusters in the Penrose Enclave, which consists of five different systems. They are also working on adding new event categories to the event system, which will be distributed later in the game. The new events that we now have cover everything from unique encounters to run-of-the-mill ones. They can be accessed via POI’s (you’ll learn more about them later). There now are a total of 50 event-lines, allowing for over a total of 500 unique dialogue-nodes and options (and more will be written! ;) ).
The Sandbox Team:
On a side note: We now have our great artists Garret and Greg here on site for the next couple of months. This speeds up communication and iteration immensely!
They are working together with the Sandbox Team on creating and integrating assets. In the Mission Team section we mentioned the POIs (Points of Interest).
In order to trigger events, you need to access them via Supply Crates or Information Logs. They are currently floating in space and can be found by the player.
The MandateSP/MP: Single + MP
Release: In development
Styx: Shards of Darkness - Gameplay Trailer
This gameplay trailer for Styx: Shards of Darkness shows the stealth systems in action.
Styx: Shards of Darkness - First gameplay video and Q1 2017 release
Originally expected for the end of this year, Styx: Shards of Darkness will finally arrive in Q1 2017 on PlayStation 4, Xbox One and PC. Patrick Pligersdorffer, CEO at Cyanide Studio, explains, "With this new episode of Styx we updated our engine from Unreal 3 to Unreal 4. This update has brought so much to the Styx series, from graphical enhancements to new gameplay mechanics and features. The engine transition has required some time for our team to adapt to. We're dedicated to providing the best stealth experience possible for players, so in agreement with our publisher Focus, we are delaying the game until the first quarter of 2017."
Styx: Shards of DarknessSP/MP: Single-player
Release: In development
Dishonored 2 - Daring Escapes Video
This Dishonored 2 gameplay video focuses on daring escapes.
When sticking around to fight isn’t the right response to a situation, sometimes you need to have a quick (and stylish) exit strategy. Daring Escapes video highlights some new elements of Dishonored 2’s robust powers system. Choose your path for Emily and Corvo or watch them all.
Watch as Emily and Corvo escape the witches in the Royal Conservatory using all of the abilities at their disposal. Sometimes a rapid retreat demands that a little blood be spilled.
Dishonored 2SP/MP: Single-player
Release: In development
Thursday - October 06, 2016
The Metronomicon - Review @ WGTC
We Got This Covered reviewed the Rythm RPG The Metronomicon:
The Metronomicon Review
When you think of rhythm games, you don’t usually think of RPGs. If you did, maybe the rhythm action genre would be in ruder health than it currently is. With The Metronomicon, L.A.-based indie studio Puuba is looking to try something new, bringing the fast action of the music experience together with the more careful and considered approach of an RPG.
The way the game is played is probably the best place to start when considering The Metronomicon, given that it’s a genuinely new concept. On the left of the screen, your four-character party stands below four individual music tracks. Arrows come down the tracks and in traditional rhythm game style, you need to press enough indicated inputs at the right time in order to trigger an attack. Once this is done, a cooldown period comes into play for that specific character so that you can’t just spam the same attack over and over. At this point, you can tap a button to switch to one of your other characters, picking up the beat and performing one of their actions in the same way.
Score: 4/5 - Great
The task of combining rhythm action and RPG gameplay styles is not one that many developers would have been able to pull off as well as Puuba have with The Metronomicon. As well as a stack of great jams and entertaining gameplay, there’s plenty of polish and enough depth here to keep you stepping back to the dance floor.
The MetronomiconSP/MP: Single-player
Heroes of the Monkey Tavern - Review
The French site Game Guide has reviewed the dungeon crawler Heroes of the Monkey Tavern:
Heroes of the Monkey Tavern is an independent game that wanted to approach the classics of the genre. A nice music, a simplistic but effective gameplay, a classic team of choice, but effective too, rose in stages with a lot of surprises. So yes, I agree, many might find the game too "classically old-school" ... but in fact, this game claims to be a homecoming, drawing on gender grounds. And he succeeded in this respect, as in others elsewhere. Thus, neophytes or nostalgic, if you like "dungeon crawler" Heroes of the Monkey Tavern could be worth a visit. For the others, I think you should take a quick look at the gameplay videos to make you a better idea and who knows ... buy it?
Heroes of the Monkey TavernSP/MP: Single-player
Genre: Dungeon Crawler
Bloodstained: Ritual of the Night - New Publisher
Bloodstained: Ritual of the Night, the promising spiritual successor to the classic Castlevania title for the PS1, is to be published by 505 Games.
Koji Igarashi and ArtPlay Inc. have agreed a publishing deal for their successfully crowdfunded Bloodstained: Ritual of the Night.
505 Games, the folks who helped market both Payday 2 and Virginia, will publish the Castlevania spiritual successor—news which follows Igarashi's recent decision to push the game back to 2018.
When Wes went hands-on with Bloodstained at E3 earlier this year, he noted there wasn't an awful lot to pass comment on—even considering its alpha status. That said, it's worth noting that while Bloodstained asked for $500,000 via last year's Kickstarter campaign, it eventually accumulated over $5.5 million. Naturally, the scope of the project in turn had to change, so perhaps the delay and its pacing is expected.
Either way, the latest developer update discusses 505's involvement, and also sneaks in a wee bit of test footage. If you're a backer, you'll likely find talk of backer portraits of particular interest.
Source: PC Gamer
Bloodstained: Ritual of the NightSP/MP: Single-player
Genre: Metroidvania RPG
Release: In development
Pillars of Eternity - 3.04 Beta Live
Many of us thought that 3.03 would be the last update for Pillars of Eternity, but Obsidian is releasing at least one more patch, and they're currently looking for beta testers for it.
GameBanshee is curious whether we might also see a crowdfunding effort for a sequel soon...
Major Bug Fixes:
(These fixes will be retroactive)
- Brighthollow upstairs will no longer error on transition
- Hiravias and Durance will no longer break party manager in the base game
- Characters put into the stronghold with the Rod of Wind and Thunder will no longer break party manager in base game
- Fighter, Confident Aim doubling on Save/Load
- Engagement is now broken when characters are knocked back
- Personal 'Total Damage Done' no longer comes up as '-Infinity'
- Multiple issues with Glittering Gauntles
- Fixed the Nav around the adra pillar in Elmshore
- Cape of the Cheat will now be rewarded to base and px1 players
- Charming all enemies in a combat will no longer reset combat
- Audio cutting out in the End Slides following the White March
- Skeleton Wizard 'Necrotic Lance' set up as a ray
- VFX that start from character heads (breath weapons, etc..) misaligned
- Korean Loc issue with text getting cut off during Character Creation
- Barbarian, Bash hitting multiple targets with Carnage
- Chanter, Ancient Memory no longer deactivates after casting an Invocation
- Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged
- Cipher, Psychic Backlash hitting the Cipher at the start of combat
- Druid, Fire Stag *Missing gui* in the combat log
- Druid, Infestation of Maggots now does the intended amount of damage per tic
- Monk, Torment's Reach no longer procs off every enemy hit
- Priest, Seal spells no longer activate twice
- Priest, Iconic Projection no longer bypasses DR
- Ranger, Twinned Arrow + Driving Flight accuracy issues
- Ranger, Powder Burns now works as intended with DR Penetration
- Wizard, Wall of Draining no longer increases beneficial spells permanently
- Sabre base damage will drop from 13-19 to 11-16 and are given a +20% damage mod. They should still take the 'top damage' slot but this change should lower them enough to encourage other options.
Pillars of EternitySP/MP: Single-player
Torment - Polish & UI Plus New Video
A new kickstarter update for Torment: Tides of Numenera brings with it a look at the UI and polish improvements being made to the game. A new beta update will be coming and there is a new video highlighting the ninth world.
The conversation screen in Torment is one of the most important parts of the game, because you will be spending so much time using it. As a result, it was critical to make it as polished and enjoyable to use as possible - a goal we have had throughout development. Without a doubt, our conversation UI has gone through more versions than any other interface element for that same reason.
First up, one of the biggest concerns we saw in the beta was that the text scrolling needed to be improved. In earlier versions, text would always appear at the bottom of the interface, which could lead to a lot of extra scrolling or manually expanding the whole conversation screen to read it. As a result, we re-designed this text behavior and engineer Matthew Davey spent many hours re-writing it.
Our revamp for conversation text scrolling now has text appear at the top of the interface rather than appearing near the bottom, so you don't find yourself scrolling nearly as much. When we need to show lots of text all at once, we also added a "Show More" button and a little down arrow indicating that there is more below. Instead of manually scrolling when there's lots of words on screen, now you can just keep hitting the Enter key, Spacebar, or clicking the button, which means that you can focus more on the contents of the conversation rather than getting pulled out of the narrative.
That said, a text box isn't in and of itself the most interesting thing, and for Torment we wanted to do something a bit more special. So, we decided to include additional notifications, audio cues and special effects while you're in conversations in order to highlight key moments.
A great example of this is the new "Item Gained" prompt. All of our items in the game are hand-designed and often written with lots of detailed lore and story elements, and so we wanted it to make it feel like a great moment when you found something interesting. Since so many of these items are given out during conversations or scripted interactions, it made sense to devote a portion of the conversation interface to them.
Things have been busy with Torment beyond just development as well. First, we've got a brand new trailer for the game introducing the Ninth World, you can see that below.loading...
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Wednesday - October 05, 2016
Wasteland 3 - Already over 65% funded
The Wasteland 3 crowdfunding campaign started very well - over 65% of the funding goal has been reached already:
From the creators of Wasteland 2 and Torment: Tides of Numenera comes Wasteland 3! Following the critically acclaimed releases of 2014's Wasteland 2 and 2015's Wasteland 2: Director's Cut, fans have been clamoring for a direct sequel. Now we can bring it to you, with your help!
- A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
- By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
- Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and lots of other content.
- Your Ranger Base is a core part of the experience. As you help the local people and establish a reputation in Colorado, quests and narrative will force you to make decisions on how to lead.
- The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy outcome is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
- Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera.
- Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One.
Wasteland 3SP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Humans and Monsters - On Kickstarter
One of the longest enduring and inhabiting role-playing games - Humans and Monsters is similar to Advanced Dungeons & Dragons RPGs and offers a much, much deeper RPG experience.
- Windows PC Rpg
- Turn-based, strategic combat with over 500 enemies
- Lots of Crafting and jobs
- Huge World to explore
- More than 100 hours of game play
- 100's of Quests
- Buy and sell houses!
- Lots of skills and spells with different domains
- Npcs and Characters have there own story to tell
SO. MUCH. CONTENT. Measured against its production values, this game provides the player with an amount of quality content unmatched, I believe, in any other RPG. The diversity of encounters, spells, quests and, well, just about everything, makes Humans and Monsters a one-of-a-kind complete experience. The combat is turn-based. Humans and Monsters have everything I look for in an RPG: a multitude of quests, an extreme amount of unique and interesting loot, a myriad of monsters to fight (over 500), and a story which, while not exactly Shakespeare material, is quite solid and memorable. In my opinion, this is pretty much the perfect RPG.
Many memorable Characters and Npc's all with there own story to tell. Replay value is very good because recruiting different Characters can change alot of things.
The game is huge, (Play testers have said well over 100 hours) with lots of different areas to explore brimming with content. Especially Bellmonia, the capital of Moryar, it is a joy to explore, and is definitely the best designed city in any computer RPG, with every inch of real estate used to good effect. The combat is turn-based with lots of strategy many magic spells and skills, which is the main reason most people love Humans and Monsters. Compared to the turn-based Gold Box games, there are far more options here when it comes to skills, abilities, spells, items and monster variety, as well as the better AI. Combined with the best encounter design of any RPG.
You will find so many different places to explore, cities, towns, villages, camps, dungeons, caves, towers, lots of hidden areas to find. So many different types of jobs, like fishing, hunting, mining, lumberjacking, alchemy, blacksmithing just to name a few. Buy and sell houses.
Humans and MonstersSP/MP: Single-player
Divinity: Original Sin II - Important Stuff Coming
@Eurogamer they look at the upcoming features of Divinity: Original Sin 2.
Turns out I didn't quite understand - both about competing party members and about other things that either aren't working properly yet, or aren't implemented, in the Divinity: Original Sin 2 Early Access build. I find that out when I speak with the founder and creative director of Larian Studios, Swen Vincke, after my Early Access playthrough. He puts me straight in the hope I can put you straight, too.
"There is something that is missing in Early Access and that is why you're confused," he tells me. "It's party relations and it's scripting for the companions. Currently what you're doing is you're controlling your party members as if you were to control them all in multiplayer - and that will not be the case when you're playing single-player."
Instead, he says, think of them as companions in Dragon Age: Origins or Baldur's Gate; companions with minds of their own.
"Your companions will have their opinions and you will have to influence them," he says. "You will still be able to walk around in the world as [the character] Red Prince if you, for instance, started as Sebille; what you will not be able to do is affect Red Prince's origin's quest. You will also not be able to affect his relationships."
It's an important clarification because it means you won't give the order for conflict in your party, which was the bit I was struggling to understand. The conflict will happen around you in characters with motivations of their own, and it will be up to you to try and manage them. They are designed to clash, and if you handle them badly they may leave and even attack you. But without the party dialogues at the moment, or a relationship gauge affected by it, it's only really half there.
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Infinite Desolation - Sci-Fi Survival RPG
Here is a press release about the indie game Inifinite Desolation, a top-down Sci-Fi Survival RPG.
San Francisco, CA, October 5th 2016: Infinite Desolation by indie game developer Far-Flung Games offers a unique fusion of high intensity top-down action and deep Sci-fi survival RPG, set on a harsh planet that will test your grit. Your escape pod has crash-landed on a desolate planet and your objective is to survive at any cost, using your strength, agility, cunning and endurance to beat the odds, along with an impressive arsenal of weapons and powerful abilities. Danger lurks everywhere. There are many ways to stay alive, but more ways to die…
Infinite Desolation is not the average run-of-the-mill action game. Recently Greenlit via STEAM™, the game features deep character progression, exploration and looting, crafting, day-night cycles, environmental hazards, classic survival mechanics and world-jumping portals. You can choose to play as a Grunt, Psion, Scout, Engineer or Marine. Each playable option is customizable using the S.P.A.C.E attribute system: Strength, Psi, Agility, Cunning and Endurance. Scavenge for oxygen, water, health packs, ammo and crafting materials to ensure your survival. A wealth of weapons is available, from the basic M7 Plasma Rifle to the devastating R-G Launcher, a combined rocket/grenade launcher. To complement your weapons, you can unlock and upgrade powerful psionic abilities, including Speed, Blink, Repulse and Heal. Craft new items to aid in your survival, including a combat drone to fight by your side. Interact with the environment: trigger defence turrets, deploy bridges, activate bases and portals, or rest in shelters to recover. The world is packed with areas to explore, loot to uncover and enemies to kill.
Infinite Desolation includes a Story Mode, which is an engaging single-player campaign in the form of an action survival RPG. Doomed Mode is a battle for the top of the online leader board where you fight an unrelenting horde with all powers and weapons unlocked. In Co-Op Mode, you can fight alongside a friend in a variation of the Doomed Mode.
Infinite Desolation offers a great gameplay experience to fans of action-packed titles looking for the ultimate thrill of a fun game getting better by the day as continues to add new content and additional features prior to its official release.
Indie RPGsSP/MP: Unknown
Release: In development
Dungeons Of Aledorn - Development Update
In the development update for Dungeons of Aledorn some insights are provided on why progress is slower than expected.
Greeting to all the RPG and Dungeons of Aledorn fans. Some time has already passed since our last news. Although we had been working even during the summer it did not go as fast as we wanted. However, now we are able to bring some news regarding both the project and our team.
Unfortunately our main translator Honza Říha has left our team due to personal reasons and we were forced to look for a new one. His work was completely overtaken by Radovan Mikš, the brother of our lead programmer. Radovan should orignally join our team later when the work on AI begins, but now we can also use his experience in translations.
We have also read carefully your opinions and feedbacks after the alpha version and our biggest problem according to you was the poor quality of dialogues. In this matter, we reinforced our team with Johan Justoň who already did a good work on video games before such as Inquisitor. We hope that his help will push Dungeons of Aledorn to higher levels.
The level design has already made a significant progress and we can show you a few screenshots from a brand new village of Condra, the infamous hideout of the pirates in the middle of swamps.
The update also has several screenshots, of which one is shown here.
And it has a video showing the creation of containers, using a Czech interface.
Dungeons Of AledornSP/MP: Single-player
Release: In development
Wolcen: Lords of Mayhem - State of the Game
Now that Wolcen is half a year in early access an update is provide on the state of development.
It has been a little over six months since Wolcen released in Early Access, so we thought it would be a good time talk about the development of the game, and where things are headed.
When the Kickstarter debuted SolarFall Games was comprised of 4 people, and Umbra (oh, nostalgia) was just a playable prototype. Back then, the goal was to make a cool but smaller hack and slash using CryEngine.
But that had to change when the game was funded with almost twice the goal reached in pledges. It was clear players craved for a Hack and slash with deep character customization and beautiful graphics.
Just as the team grew in size, so did the scope of the project. Wolcen is being made into a bigger, and ambitious game than what we had initially planned. We are working hard to turn old mechanics into innovative features like our new passive skill tree, the resource opposition system or the housing system.
Our goal is to make a really great game that can keep players engaged for years to come, the kind of game that we would like to play.
Because of that, as many of you already guessed, the game will not come out in October as it was announced a year ago. At the time we did not fully realize the sheer volume of work that was to come. Videogames are often delayed, and this time is no exception.
We would also like to address the state of the Linux port. Yes, it is still planned, but at this time, the team has to focus on a single platform in order to improve the current alpha. Our small team does not currently have the manpower to maintain two platforms at the same time and we still have to implement core features, fix bugs and improve the game’s stability on the PC version before we can move to Linux.
We will try our best to release a working Linux version as soon as we possibly can, but we might have to migrate to CryEngine V first.
The team is getting ready for the release the biggest patch to date, which will contain the new passive skill tree among may other cool things!
We want to think our backers for their support, they made this game possible, and we hope to accompany them through the journey ahead of us.
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Witcher 3 - Designing a Crafting Economy
CD Projekt RED's Matthew Steinke discusses the economy of The Witcher 3, and how he attempted to bring it to life by resisting exploitation.
The GDC YouTube channel has published a GDC Europe 2015 talk given by CD Projekt RED's Matthew Steinke, who talked about his work designing the game's economy and crafting systems. Much of the talk focuses on Steinke's "scientific" approach to economy balance and the tricks he used when designing an economy that resisted exploits, and his subsequent work on the crafting systems, which forced him to rebalance the entire economy.
There are some points that I believe are worthy of critique, like Steinke's idea that making crafting components weightless would make the inventory system more confusing, but overall it's an interesting talk, if nothing else because of the insight it gives into the game's production:
Witcher 3SP/MP: Single-player
Beyond Good & Evil 2 - In Pre-Production
Michael Ansel confirmed on Instagram that Beyond Good & Evil 2 is in pre-production. There is also some art of a Mammago rhino.
michelancelEndangered species - now saved - Game in pre-production - Stay tuned !
Beyond Good & EvilSP/MP: Single-player
Kings and Heroes - Dev Chat
Industry Games' Kings and Heroes has had a bumpy reception due to performance. The developers talk about the game and how they are addressing performance issues. Start watching at 7.30 to get to the game chatter.
Warren and John from Industry Games return this week to talk about the Action RPG, Kings and Heroes (www.kingsandheroes.com). John and Warren talk about performance updates making the game run smoother than ever before.
Kings and HeroesSP/MP: Single + MP
Release: In development
Tuesday - October 04, 2016
Realm of Darkness - Released
The classic indie RPG Realm of Darkness has been released recently - the feature list looks promising:
Realm of Darkness
Discover an addictive combat system. Over 300 unique types of enemies roam the lands , each capable of posing their own kinds of threats to your adventure. There are hundreds of possible strategies to lead the group to victory, including the use of scrolls and all types of magic.loading...
- Customize your characters anyway you want.
- There are 8 character classes and over 20 useful skills, there are over 100 side quests, crafting skills.
- You will never get bored with Realm of Darkness
- Realm of Darkness is available for Windows based computers.
- Have up to 5 characters in your party at one time.
- Play as a male or female character.
- Customize your characters anyway you want with stat points.
- Improved HD widescreen graphic resolution and details.
- DRM Free! We respect our customers.
- New weather effects: snow, rain, and thunderstorms. Weather isn't just an effect; severe weather effects gameplay stats and skills.
- Additional skills and improved skill balancing.
- Lots of crafting and jobs.
Realm of DarknessSP/MP: Single-player
Dishonored 2 - Focused on Level Design
@Eurogamer they examine how Dishonored 2's levels enable all play styles.
The clockwork level itself is quite impressive. It also seems like a real statement, emphasising that the opulent, Victorian inspired visuals that so characterise Dishonored are more than just set dressing; as you go about the house, you pull levers to reconfigure the environment around you with a satisfying series of clicks, clanks and whirs. Reconfiguring the house, of course, opens up different pathways to your target - in this instance, the renowned inventor Kirin Jindosh. It's a strong reminder that while Dishonored 2 (and the original Dishonored) may not be a puzzle game, it's sure as hell built like one.
I spoke to lead level designer Christophe Carrier at EGX to explore the design ethos behind Dishonored 2 and, indeed, the clockwork mansion. Before we dive into that though, you might want to watch the video first in order to get a good sense for what the level actually is.
As you may have gleaned from our wildly differing approaches to the same level, Dishonored 2 is all about supporting player choice. Players can confront everything head on or sneak around the sides, and then there's also the question of powers to consider; Dishonored 2 allows you to refuse the Outsider's offer of occult magic powers for the first time, allowing you to play the entire game as an ordinary, squishy human.
I asked Christophe how one goes about designing a level with those different approaches in mind - does he start with those people who aren't going to use any powers at all and then layer it up for the people who will? How does one go about building something like that? "Well that's the challenge of course," he began, shifting in one of the NEC's most comfortable plastic chairs, "but to answer your question we don't work with layers. When we make the level, we build the basics first; the main buildings, the balconies and the apartments and then on top of that - well it's kind of a layer [laughs]. While I'm talking I'm realising that it's a layer but we are digging deeper into it and we add or remove things. Entrances, new paths, and of course we had to deal with the no power players to that they have an experience that is as fun as all the other people.
Dishonored 2SP/MP: Single-player
Release: In development
Daggerfall - Daggerfall Unity - On Quests
Daggerfall Unity has made some good progress and is in the process of developing quests for its latest builds.
Fast forward a couple months: 0.3 stable is now tagged on Live Builds page and I've started work on the quest system in earnest. This post is the first in a series documenting the journey from raw bytes to a working feature.
When adding a big new feature, there's always a technical planning stage before commencement. I need to understand which of Daggerfall's binary files are involved in the feature, learn how much is already known about those files (sometimes a lot, sometimes almost nothing), map out the additional details I need to know before I can re-implement that feature, and finally start cutting some code.
Sometimes it takes a few iterations, as writing code to pull apart the binaries is itself a journey where new information is learned. I don't know what I don't know, and often that new information results in a new iteration with better understanding. There's basically a research-implement-compare loop going at all times throughout development of Daggerfall Unity. It can be a bit draining.
Items for example needed considerable research to bridge the gap between "enough knowledge to make an item editor" and "enough knowledge to fully implement items in a new engine". Believe me, there's a huge amount of work needed between having a file spec with lots of unknowns and building a completely functional equivalent. Most of my time is spent somewhere in that gap.
So when starting quests, I set out to learn everything I could about the binary formats and the work others had done before me. I was pleasantly surprised to learn:
- Quests are among the most well-understood formats, thanks to the work of several early Daggerfall hackers (notably Donald Tipton and Dave Humphrey).
- Tools exist to edit live quests, but more importantly decompile the QRC and QBN files to a human-readable source file (thanks to Template v1.11 by Tipton).
- Early Daggerfall modders already had a good understanding of creating quests for Daggerfall - there's an established process.
- Quest files are one of the few cleanly decoupled things in Daggerfall. Unlike items which have template data hard-coded in the executable, quests are nicely self-contained.
Osiris: New Dawn - A Survival Game Done Differently
@GamePressure Osiris: New Dawn recently arrived on Steam early access and is said to be different from the standard survival game formula.
Osiris: New Dawn, a sci-fi survival game for those bored of classic survivals - or at least that's what the developers at Fenix Fire Entertainment claim. The overall premise seems pretty standard, though: after crash-landing on an alien planet, you get to build a colony together with friends, fight off local fauna at day and survive attacks of aggressive monsters at night. On the other hand, your typical survival mechanics - like eating and drinking - will be limited to venturing far off your base. Besides, you will be able to task droids with tedious work, such as gathering resources, thus letting you focus on what's real fun: combat and exploration.loading...
Cyberpunk 2077 - Adds Experienced Personnel
@GamePressure The Quantum Break lead designer and the gameplay producer from Rockstar North joins CD Projekt to work on Cyberpunk 2077.
There's no way you haven't heard that Cyberpunk 2077 is the next big thing from The Witcher 3: Wild Hunt creators, Poland-based CD Projekt RED (unless you are a caveman, in which case you're not reading this anyway). How big the project is going to be we can guess not only from the developers' vague comments and leaked info on possible in-game features, but also from the sheer size of the team. CD Projekt RED are hiring even more people, and they won't settle for just about anybody. One of the studio's latest acquisitions is Quantum Break lead designer, Kyle Rowley, of which he himself informed the fans via Twitter. Also, the team has been recently joined by a new gameplay producer from Rockstar North (best known for the Grand Theft Auto series).
Cyberpunk 2077SP/MP: Single + MP
Release: In development
PC Gamer - Favourite Expansions
PC Gamer has a feature on its favourite expansions.
It's always a bit upsetting when the credits roll on our favourite games. Whether it's those short and sweet adventures that're wrapped up in ten hours or less, or the social life-devouring days-on-end epics-craving more when it's all said and done is sadly part of the process. Of course, that's where expansions come in.
And the best do more than simply extend their base-games' battery life-they develop existing ideas and features, fix what was previously broken, push plot lines in unexpected directions, and add to the original experience in such a way that the expansion stands alone on merit and in its own right. In this list, we've gathered our favourite expansions that've added meaningful mileage to some masterful PC games over the last couple of decades. Enjoy!
Opinion - Steam Should Better Control Early Access
For some titles, early access has been a blessing. Others have made early access look like a disaster...or even a scam. PC Gamer pens their thoughts in an editorial.
It's not surprising that Steam's Early Access program has produced some disappointment. Finished games fall short of our expectations all the time—why would we expect unfinished ones to be less flawed or controversial? But Early Access disappointments have broader consequences: when Early Access games fail, struggle, or their creator does something irresponsible, it harms the integrity of that label for everyone. As a Project Zomboid developer in 2014, "[Early Access] failures tarnish the reputation of the entire model, so a failure (particularly a high-profile failure) is potentially damaging to the very developers who need this model the most."
Two years later, those words of caution remain relevant. An unscientific of PC Gamer Twitter followers suggests, at best, a lack of consensus about the value of Early Access. Early Access' reputation continues to be shaped by its worst participants, and in fact, we're grappling with new and inventive abuses.
Source: PC Gamer
Darkest Dungeon - The Crimson Court DLC
The fiendishly cruel Darkest Dungeon will have its first DLC soon, probably around the beginning of the year. Called The Crimson Court, it will add a new class, and...maybe vampires?
The announcement contains very little information, but what's there—including the creepy-as-hell image below and "The Blood! I must have the Blood!"—would seem to point at the coming of vampires. The DLC will include a new playable class, "but we're keeping the rest of the details close to the chest for now," Red Hook said in an email.
Source: PC Gamer
Darkest DungeonSP/MP: Single-player