Farflame reached out to the devs of Cradle Games to talk about Hellpoint.
» Continue reading the article...
Mass Effect: Andromeda
Mass Effect: Andromeda Review
Maylander reviewed Mass Effect : Andromeda on our forums and we are now publishing it on the front page.
» Read the article
Between 20 and 29
Between 30 and 39
Between 40 and 49
Between 50 and 59
Ancient, like Corwin
Wednesday - April 12, 2017
Pillars of Eternity II - Factions Part 2
Pillars of Eternity 2 reveals all you need to know about the Royal Deadfire Company and the Vailian Trading Company.
Factions of the Deadfire, Part II
If you missed our previous update, we introduced two of the four main factions: The Príncipi and Huana. This week, we'll be going into detail about the Royal Deadfire Company and Vailian Trading Company.
Royal Deadfire Company
(Abbreviated as RDC in some text locations)
The Royal Deadfire Company is based in the aumaua nation of Rauatai but have expanded their empire's reach to their ancestral homeland in the Deadfire Archipelago. While they are interested in the harvest of precious resources from the region, the RDC have a long-term goal of conquering the archipelago and making it an extension of their empire. The Rauataians believe that the native Huana culture is inferior to their own and treat the Huana people accordingly. In contrast to the Vailian Trading Company, the RDC is organized like a naval force. Their titles and behavior reflect that view of the world.
Philosophy and Goals - Rauataians as a cultural group have a long history of trade and conquest. The more hawkish personalities in their government have made steady progress towards a more aggressive "best defense is a good offense" stance in the world, and the leadership of the RDC comes from that mindset. They have flourished through a mixture of intrepid exploration, aggressive conquest, and relentless engineering of their hardscrabble homeland. They believe that through organization and engineering, they can bring civilization to Deadfire.
Relationship with Other Factions -
- Vailians/VTC - They are deceitful, flamboyant, and frivolous, emphasizing form over function. Their pretty words cannot be trusted. Their preference for polymaths over specialists suggests impatience, which can never lead to true mastery.
- Huana - They are super disorganized and (seemingly) passive - it's why they haven't flourished like the Rauataians. They were fractured by the disaster that drove the Rauataians away, and rather than establish a strong nation, most of them drift from island to island chasing seasonal resources. They don't solve problems, so they're beholden to them. What they need is some good ol' Rauataian civilization to set them straight.
- What looks like adaptability to the Príncipi looks like haphazardness to the Rauataians. Like the Rauataians, the Príncipi had to leave their homeland. But rather than establishing a stable country (like their cousins in the Republics), they remained shiftless and aimless, living on ships and in driftwood towns that are one squall away from destruction. They are like children who refuse to grow up.Resources - Rauatai is known worldwide for its cannons. Gunpowder likely originated there, and they still trade in it as well as raw saltpeter. Those latter two items are the primary staples of their trade economy.
Pillars of Eternity IISP/MP: Single-player
Release: In development
Copper Dreams - A Cyberpunk Horror Future
Copper Dreams is getting a ruleset upgrade which will reflect its cyberpunk horror future themes. The full Kickstarter update of the new combat system can be found here. There are plenty of videos demonstrating combat and tables for the new rules.
Movement and Combat Upgrades
Pathfinding returns, now with multi-locations during combat as well as automatic vertical navigation for you and NPCs!
The increasing focus to deliver simulation is what has evolved the ruleset and gameplay. It's of tremendous help being able to adapt these ideas to a bronze-age game and a futuristic one, we can pop these characters in to either universe and see how things would make sense. GURPS became an increasingly influential rulebook, and while things are wholly different in application, we hope to capture that spirit within the systems in the game.
We finished off combat iterations the past few months by enhancing the way players target and roll-to-hit with it, which ultimately led to an overhaul of the ruleset. You can now aim anywhere and roll under your skill with the item to determine how successful you were to getting to your target. All item or skill usages use that model now. Allowing you to aim for things in the environment that we don't outright tell you can make for more interesting puzzles or interactivity. Lights for example can all be shot out now:
With a 3d world, thrown objects that bounce around, it seemed fitting to give the player some agency on where they are actually shooting. You no longer only attack targets, but can also attack anywhere you want, including where you expect targets to be as they are moving. If you do attack targets you can select which body part you'd like to try to shoot, and you'd track that body part until you fire or it's no longer visible. Aiming for anything allows you to lead targets on the move or temporarily unseen (and thus unable to be targeted), or precise location to lay down cover fire for more than one target that might end up down the middle of a hallway or something.
Distance modifiers are no longer just static distance markers as with the original Challenge Target, but influenced by reference points around the projected line starting with nearest to the character attacking. This is all in-code in the game, but that sight-line checks for any nearby objects starting at the character and moves down to the actual target. So the idea for this is if you you have a reference for a target really far away, you can get visual bearings by aligning your shot with any nearby objects. For example aiming a burst fire into a clearing near the side of a building you hear an enemy running into would have that building act as the distance check, not the potentially infinite space behind it.
The crosshair for melee path for slash/thrust or your projectile line is your ideal hit location, and you roll to attempt to hit that location, regardless of or if you have a target in mind. Success means you hit that target precisely (in 3d space), and failure means you deviate it from a variable amount, so it's considered a potential failure in most cases.
Wound penalties and visuals
Another way of indicating health status for player characters and enemies, we're adding various states of wounded movement and idling. In the alpha you'll be limping around if you've taken on particular Greater or Mortal wound, which acts a visual that you're damaged as well as an indicator that your movement speed has been reduced.
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Tuesday - April 11, 2017
Middle-earth: Shadow of War - More Gameplay
Middle-earth: Shadow of WarSP/MP: Single-player
Release: In development
The SurgeSP/MP: Single-player
Release: In development
Mass Effect: Andromeda - The Dialogue System
Gameinformer discusses the dialogue system of Mass Effect: Andromeda:
Is Mass Effect: Andromeda’s New Dialogue System Better?
Spoiler warning: We discuss some minor plot points that occur during the first half of the game. Read at your own discretion.
The original Mass Effect trilogy put us in the shoes of the revered Commander Shepard, giving us agency in making decisions for this hero through a binary morality system categorized as paragon and renegade. With Mass Effect: Andromeda, the newest installment in the series, BioWare introduces us to a new hero and a revamped dialogue system that is meant to be less restrictive and more open-ended.
Is this new system effective? How does it change the Mass Effect experience this time around? Editors Joe Juba and Elise Favis discuss its ups and downs.
Mass Effect: AndromedaSP/MP: Single-player
Planescape: Torment EE - Review
The Zero Review has checked out Planescape Torment: Enhanced Edition:
What Can Change the Nature of a Timeless Classic?
Enhancements, remakes and remasters are an aspect of gaming that, to me, are simultaneously commonplace and incredibly peculiar. For some titles, I understand it. Age of Empires II isn’t a title as readily accessible as it once was – the original title not being available for digital purchase anywhere – and the constant stream of new content and features justifies it as a worthwhile update. For other games, I often question whether or not the update was necessary. Such is the case with Heroes of Might and Magic III¸ where not only is the original game available on GOG, but the improvements are so meager (not to mention that the original game has more content, since the HD version doesn’t include the two expansions), that the HD remake is almost entirely pointless. On paper, Planescape: Torment – Enhanced Edition seemingly avoids all of these pitfalls. How many new things can you add before the hardcore fans – particularly the ones who still have some baggage vis-à-vis Beamdog’s practices in the past – feel as if the essence of the game is gone? How much tinkering with the formula is too much tinkering? How do you make the game feel like a justifiable purchase and not something that is merely a lazy cash grab? The solution was seemingly to hire the original game’s lead designer, Chris Avellone, and have him spearhead the whole thing. That’s how you wind up with Planescape: Torment – Enhanced Edition, a game that doesn’t stray far from its core formula while offering just enough to be considered worthwhile.
It’s classic Planescape: Torment, just made better with a slew of improvements. It might not be worth it if you’ve already got a modded copy, but I would be remiss not to recommend this everyone else.
The Mandate - Not Coming to You Anytime Soon
The development team of The Mandate has shrunk in size given the publishing woes they are having and the lack of funding because of that. According to their most recent update, there still is a small team working on the game and they are asking for your feedback. If you want to have the game finished as soon as possible, answering that you don't want any of the things mentioned in the questionnaire, could help. Although that might not be the game you want to play.
In March we went through difficult times, the team size was reduced to only a core team since January, as consequence of the still ongoing negotiations with our publisher about the remaining funding. We have been working on securing more fundings since the end of 2016. It is still a work in progress and we will follow up with you in upcoming developer's updates when we have managed to close a deal.
Despite having a smaller team, we have focused our efforts on improving the space combat.
Within this context we would like to invite you to answer this survey:
so we can collect more feedback from your side for our next iterations of space combat. The other aspects of the game will remain in our vision for the Mandate. Because of team size constraints, we can only tackle one big chunk at a time. Crew and missions aspects of the game had to be put on hold temporarily, but once space combat is more advanced, resources will be reallocated to work on these aspects of the game.
The MandateSP/MP: Single + MP
Release: In development
Impact Winter - Delayed until May 23
The survival adventure Impact Winter will be released on May 23:
Stuart Ryall, Co-Founder and Designer at Mojo Bones, explains the reasons for this short slippage:
“Unfortunately IMPACT WINTER will now release a little later than expected, hitting Steam on 23rd May 2017. Why the delay? Well, the truth is, IMPACT WINTER has become a LOT bigger than we first expected: a pretty complex beast with lots of different systems and mechanics. Everything is in place, but one of our main priorities in the run up to release has been making sure that the initial stages of the game aren’t too overwhelming and that the overall experience is evenly balanced. Given the scope of the project and our team size it’s taking a little longer than expected. Ultimately, it’s all in aid of giving everyone the best experience possible which is the No.1 priority. On the flip side, we’ve had some really positive feedback from our playtest sessions and the game is shaping up to be something unique, and definitely a lot more than we envisioned all those years ago.”
We thank you for your patience, and see you in the Void on May 23rd!
Impact WinterSP/MP: Single-player
Release: In development
Planescape: Torment EE - Release Day
Today's the release day of Beamdogs's Planescape: Torment Enhanced Edition:
The original Planescape: Torment was released in 1999 to widespread critical acclaim. It won RPG of the Year from multiple outlets for its unconventional story, characters, and amazing soundtrack. Since then, millions of Planescape: Torment fans have enjoyed exploring the strange and dangerous city of Sigil and surrounding planes through the Nameless One's eyes.loading...
Discover an incredibly rich story and a unique setting unlike anything else in fantasy. Defeat strange and alien creatures, engage in rich dialogue, and explore the dark and dangerous Planescape setting in this 50+ hour RPG classic.
This is Planescape: Torment like you’ve never seen before.
"What can change the nature of a man?"
You are the Nameless One, a hulking figure covered in scars and tattoos collected over the course of countless lives—none of which you can remember, but are now coming back to haunt you. You are prodded awake by Morte, a floating skull and keeper of secrets, to embark on an adventure taking The Nameless One from the dirty streets of Sigil into the mysterious Outer Planes and even into the depths of Hell itself.
Portals riddle the planar metropolis of Sigil, providing access to anywhere in existence, but only if you have the proper key. Known as the "City of Doors," Sigil is a neutral ground where demons, devas, and races from across the multiverse gather under the watchful shadow of the Lady of Pain, the city's enigmatic ruler. This is a place where the word is mightier than the sword, where thought defines reality, and belief has the power to reshape worlds.
In your search for answers, you'll find companions matching the bizarre nature of the planes: a chaste succubus who can kill with a kiss, a confused crossbow-wielding cube, a suit of armor animated by a spirit demanding JUSTICE, and more. With these companions and others at The Nameless One’s side, you will explore worlds in search of answers, all to discover that some destinies cannot be escaped and some memories cost more than an even an immortal can bear.
- Enhanced Planescape: Chris Avellone, Lead Designer on Planescape Torment, has partnered with Beamdog to curate gameplay updates, bug fixes, and enhancements to best capture his original vision for the game.
- The Planes Await: Planescape is a setting you've never experienced before, filled with strange magics, strange adversaries, and Dungeons & Dragons locations from across the multiverse.
- Conversations to Remember: Encounter personable items, philosophic undead, and rat hiveminds while walking the planes with the strangest collection of allies ever seen in an RPG.
- Pick Your Path: Character creation is just the beginning. The Nameless One can change his class, alignment, and even gain new abilities based on your choices.
- Remastered Music: The full Planescape: Torment soundtrack has been remastered in-game to add more depth to Sigil and the multiverse.
- 4K Interface: Sigil has never looked this good! The interface of Planescape: Torment has been rebuilt in high definition with tons of new convenience features.
- A Planescape For Today: The Enhanced Edition includes modern features such as tab highlighting, area zooming, combat log, quickloot, and more!
Play It Your Way: Enable Enhanced Edition features as you desire or turn them off to experience Planescape: Torment in its original glory.
- Cast Comprehend Languages: Planescape: Torment: Enhanced Edition is available in English, French, Polish, German, and Korean. Note: Korean translations are text only with voice-overs played in English.
Shock Tactics - Release Day
The turn-based strategy RPG Shock Tactics will be released today:
Shock Tactics is a single player turn-based sci-fi strategy game with tactical combat, exploration, squad management and base building. It is inspired by the space western style of Firefly and tactic games like Jagged Alliance and X-COM.loading...
You are a trailblazer for the first wave of the free Space Pioneers that are exploring an ancient alien homeworld. In their centuries-old struggle with the dictatorship of the Imperial Consortium, this planet is the first real hope of finding a new home for their people.
- Challenging squad tactics combat: Lead your strike team against smart enemies that employ a large array of tactics. Know your enemy, build a strategy, rule the battlefield.
- Exploration is key: The world map is full of mysterious landmarks containing alien technologies and ancient secrets that you can unravel to become strong enough to tip the balance of fate.
- Procedurally generated world map: You never know what you will find when exploring the world. This makes strategic decisions unique for each game session and leads to a high replayability.
- Strike team progression: Harness the power of the alien artifacts, unlock unique abilities and build your group of soldiers into a fierce strike team as you explore the planet.
- Base building: Expand your base with structures to build advanced weapons, develop sophisticated healing capabilities and research alien technologies.
- An immersive story woven into the open world: You are dragged into the struggle for the New World’s future while trying to stay alive in the middle of an escalating war between the Space Pioneers and the Imperial Consortium.
Shock TacticsSP/MP: Single-player
Cosmic Star Heroine - Release Day
The J-RPG Cosmic Star Heroine will be released today:
ABOUT THIS GAME
Alyssa L'Salle was one of the top secret agents at the Agency of Peace & Intelligence on the Planet Araenu. But when she uncovers a horrible conspiracy, she has to go rogue in order to save the day! Can Alyssa save the galaxy when everyone (and everything) is out to stop her!loading...
- The best of classic and modern RPGs!
- Brisk pacing that respects your time! Save anywhere!
- No separate battle screen! Battles take place directly in the areas that you explore!
- 2D visual style straight from the height of gaming's 16-bit era!
- Animated cutscenes reminiscent of the Sega CD & Turbo Duo era!
- Soundtrack by HyperDuck SoundWorks (Dust: An Elysian Tail, Precipice of Darkness 4)!
- Over 100 minutes of music!
- Multi-character combo techniques!
- Innovative turn-based combat system that focuses on flow & strategy!
- Your own spaceship! Recruit new agents to help your home base grow!
Cosmic Star HeroineSP/MP: Single-player
Sacred Fire - Funded!
Sacred Fire has funded and with two days still to go there is time for a stretch goal of further character customization.
100% Funded! Thank you! You did it!
Thank you! You did it! Sacred Fire is funded and it's all thanks to you.
Every single one of you made it possible.
It seems to me like it was yesterday, but we launched the campaign already 25 days ago. It's been 4 weeks filled with hard work, little triumphs, anticipation and not so much sleep. :)
And it was all worth it. There's over 1,100 people who want to see Sacred Fire becoming a reality. We're humbled and thankful.
What's amazing, there's still 3 days to go. So what's next?
It's not just about the stretch goals. The bigger success the campaign is, the easier it is for us to attract talent and partners. This will leave us with more time to make the core experience better, work on polish and balance and add choices and replay value.
We are looking forward to making a great game for you.
We've made a big step in creating a strong and dedicated community. We are excited to see there are people who appreciate innovation and storytelling. Thank you for your feedback, we couldn't have wished for a better community.
Let's make Sacred Fire the best it can be!
To recap, here's the next stretch goal to further enhance Sacred Fire experience.
One of Sacred Fire's strengths is its unique visual style and focus on character creation. It's the deepest and most thought out design aspect of Sacred Fire, as it allows you to develop your own playstyle and create your own hero. So our first stretch goal expands this fundamental part of the game and gives you even more self-expression options with focus on variety of:
- colors, outfits and hairstyles,
- faces, scars and paint patterns,
- jewelry and more awesome beards.
So how far can we go?
The story is yours to tell. :)
Your very happy poetic team,
Andrej & Martin
Sacred FireSP/MP: Single-player
Release: In development
RPGWatch Feature - Planescape: Torment EE Key Giveaway
We have received 4 keys from Beamdog for Planescape: Torment Enhanced Edition that we would like to give away to our visitors.
Here are da rulez:
- You need to be registered on RPGWatch before April 1st
- You need to have at least posted once on the forums of RPGWatch
- If your account matches the first two requirements then you need to add a reply to this news post/thread stating that you want a key
- The winners of a key from the interview (JDR13, Maylander, Pessimeister, HellRazor and Acleasius) are excluded of winning a key again
We will announce the winner on Friday the 14th of April, untill we do, you can still participate.
KotOR - New Game in the Works? (Rumour)
@PCGamer A new Star Wars: Kotor could be in development. It is just a rumour at this stage however.
Here's a rumor, courtesy of industry insider guy Liam Robertson, that BioWare Austin, which was originally created to develop the Star Wars: The Old Republic MMO, is now in the early stages of work on a new Knights of the Old Republic game. Robertson revealed the info, based on his anonymous sources, as part of his Patreon-exclusive podcast last week, the good bits of which were then shared with the rest of us by The Star Wars Game Outpost.
“I’ve learned now that [BioWare Austin is] pretty much now exclusively working on Star Wars games and they’re going to be doing that for the indefinite future,” he said. “What they’re currently working on right now—and I have this on good authority—is a sort of remake/revival of Knights of the Old Republic. I don’t know when this is set to come out, but it has been in development for a little while now.”
The game apparently began as a remake of KOTOR but has now evolved into its own thing, although what exactly that "thing" will ultimately be isn't nailed down yet. Roberston described the project as "sort of like wiping the slate clean," in order to embrace the new Star Wars canon.
Platform: PC, Xbox
Monday - April 10, 2017
General News - Japan learned to love the PC again
PCGamer talks about the return of Japanese games to the PC platform:
How Japan learned to love PC gaming again
From 2010 to 2017, Japan has embraced the PC. Developers talk about the challenges they overcame to make it happen.Dark Souls changed everything. There were Japanese games on PC before Dark Souls, of course, some celebrated like indie darling Cave Story, some infamously messy, like 1998's trapezoid box Final Fantasy 7. But Dark Souls was different. It hit all of videogames like a bomb: on impact we reeled at how boldly it embraced challenge and obfuscation and how badly we had missed this particular flavor of Japanese game design. And then came the shockwave: that design seeped into the brains of players and designers and it stuck, driving a wave of games big and small inspired by the popularity and sales of this strangely new, strangely old game. PC gamers wanted in. 90,000 petition signatures later, FromSoftware said sure, we'll bring it to PC.
Dark Souls came to PC a year late and half broken, and neither of those things ultimately mattered. Today nearly three million PC gamers own Dark Souls, and that demand was a sky-piercing beacon for Japan: a whole lot of people in the West own PCs, and we want to play Japanese games on them.
General NewsSP/MP: Unknown
Release: In development
General News - Saving World Quests
Richard Cobbett of Rock Paper Shotgun talks about the 'world quests' (filler content) and how to make them fun again:
The RPG Scrollbars: Saving World Quests
Previously in this column, somehow not taken up by the industry as of yet, I suggested that the word ‘quest’ was being somewhat damaged of late by the fact that it can be anything from ‘Kill the Great Red Dragon’ to ‘bring me some orange juice.’ I advocated a system where instead, tasks were split between two basic categories – what used to justifiably be called ‘quests’, and the more prosaic ‘shit to do’. I realise now though that I missed an important third category, World Quests, named because scattering mostly pointless crap everywhere is much easier than actually filling an open world.
General NewsSP/MP: Unknown
Release: In development
CRPG Book Project - Release #5
CRPG Book Project
Druidstone - Development Update
Xian spotted the dev-blog of the isometric RPG Druidstone: The Secret of the Menhir Forest. It is developed for Windows by Ctrl Alt Ninja, a group of game designers, programmers and artists who have previously worked on the critically acclaimed Legend of Grimrock games.
All is dark. Your mind is floating in the endless reaches of the great void. Barely visible, mist and dim fading stars in the far distance are the only things you can discern. Then, suddenly something in the darkness stirs… “Your time has not yet come” a deep resonating voice booms. A bright light flashes so intensely that it pierces your mind!
You hear the rustling of autumn leaves. You open your eyes and see an ancient pillar of stone covered in pulsating runes. You are standing in the center of a stone circle in the middle of a clearing somewhere in the Menhir Forest. A woman with skin of purest white steps forward and smiles at you. Her eyes glow blue, like distant galaxies. “What took you so long?”
Welcome to the Druidstone dev blog! This blog is about the development of a fantasy roleplaying game called Druidstone: The Secret of the Menhir Forest which we have been working on since fall 2016.
In the world of Druidstone, the druids of the Menhir Forest possess a great power: the power of reincarnation. When a druid passes on, through some mysterious process his spirit is able to return from the great void back into the world of living and to his former self.
But with every reincarnation the world itself seems to change: where there was only a thicket of bushes in the forest before, there may be a trail or a shrine of stones now. The ancient ruins in the forest change place and the tunnels and their inhabitants beneath the ground are all different. Even stranger, the denizens of the forest do not seem to notice this at all.
Druidstone is set in a vast procedurally generated forest filled with exciting locations to explore and of course encounters, the meat of every RPG. You will meet interesting non-player characters such as the insane Red Priests who worship a being called Oghmu and the mysterious Traveller. You fight deadly bosses and explore ruins and dungeons in an open-world single-player game. Some of the encounters are friendly but many can lead into conflicts which are resolved using a tactical, turn-based battle system on a two-dimensional grid. The game features roguelike elements, so that when you die the game begins anew with different levels and encounters. Some of the encounters even react to you being reincarnated, so even by dying you can gain deeper understanding to the mysteries of the Menhir Forest.
Even though there are random elements in the game, at the heart of Druidstone is an overarching storyline and key encounters which give structure to the game and avoid it being just a gauntlet with random monsters to kill. In fact, we can’t wait to tell you the epic story we have in our mind! In addition, there are the stories you create as you explore the almost infinite space of procedurally generated content.
Release: In development
RPGWatch Feature - Planescape: Torment EE Interview
With the help of some of our members we have asked Beamdog a couple of questions about the Enhanced Edition of Planescape: Torment that is scheduled to be released tomorrow.
JDR13: I read that the EE version will include some content that was dropped/cut from the original release of PS:T. How much did you guys have to improvise to finish the restored content? Was there significant debate over the things you chose to restore?
Alex: Chris Avellone requested to personally proofread all of the text from the original game in order to make some grammar and style corrections. Other than the adjustments that Chris made, there are no other content changes or additions in PST:EE. Instead, we focused on making the game run properly on modern devices, recreating the user interface in native 4K, adding Steam Achievements and introducing a number of quality of life improvement such as zooming, object highlighting, journal searching, quickloot, combat log etc.
Maylander: Were you nervous about changing anything in Planescape: Torment? I know you already worked on Baldur's Gate, which has a bigger audience, but Planescape: Torment leans more heavily on its writing and overall tone. It carries the game to a much greater extent.
Alex: As the Project Lead, I defined the vision of PST:EE long before production and development started. The goal of the Enhanced Edition was to deliver the canon Planescape Torment experience to modern devices, without altering any narrative or gameplay aspects of the original. Therefore, you won't see any new companions, quests, areas, races, classes, kits, items or spells in PST:EE.
S.T.A.L.K.E.R.: CoP - Cryengine Remake
Farflame spotted another S.T.A.L.K.E.R. overhaul project at Gamepressure:
S.T.A.L.K.E.R. to be recreated in CryEngine by a fan
S.T.A.L.K.E.R. games came to be loved by many for their unique atmosphere and the immersive experience of exploring the mutant-infested post-nuclear zone. However, the series has inevitably grown old, especially visually. That’s why a fan decided to recreate S.T.A.L.K.E.R. in CryEngine. The project known as S.T.A.L.K.E.R.: Noises of the Zone has just got a new gameplay video, showing off a fragment apparently taken from the beginning of S.T.A.L.K.E.R.: Call of Pripyat.loading...
S.T.A.L.K.E.R.: CoPSP/MP: Single-player
Prey - Not a sequel
Arkane's Ricardo Bare talked with GamesIndustry.biz about Prey:
"It's not the Michael Bay of games"
Arkane's Ricardo Bare explains why immersive sims are here to stay, and why Prey took its name from a franchise it has essentially no connection to
"It's not a sequel," Bare said. "It's not fictionally connected. It's like, movies and books come out that have the same title all the time that have nothing to do with each other... I would not see it as a Prey game. I would see it as a game from Arkane that is called Prey. The name is a really good name, and that's the part that matters."
That's not to say the game has no proper predecessors. Like Bare said, it's part of a tradition of immersive sims that has been trending upward in the last decade. Bare acknowledged that 2007's BioShock sparked the genre in a big way, but prior to that, Arkane was one of a handful of studios carrying the torch with titles like Arx Fatalis and Dark Messiah of Might & Magic. When asked why the genre fell out of favor for a stretch, Bare said it was at least partly because immersive sims are just really difficult to make.
Thank you for the info, Farflame!
Release: In development
Sunday - April 09, 2017
Pamela - Version 0.1.3.8 is live
A new version for the Early Access game Pamela has been released:
Patch: PAMELA v0.1.3.8 is Live! Big Performance, Stability, & Saving Improvements
<Please note! This update will cause existing world save files to be deleted! Several corrupt objects were previously causing saves to be corrupted, which have now been fixed.>
Happy Friday, Sleepers!
We’ve got a juicy update for you this week, with a wide array of fixes and improvements across the board. The main highlights with this update are performance improvements, saving/loading stabilization, and item rarity overhaul.
As far as optimization goes, we’ve done a pass over several backend systems, reducing the overhead of items in the world, and streamlining some scripts to run only when specifically needed. We also fine-tuned lighting layers, meaning that objects which do not need to receive sunlight are much cheaper to render.
Saving and loading has gotten another handful of fixes; many of you were experiencing your bases disappearing when reloading after the last update, which should now be fixed. Unfortunately this means that we need to wipe saves with this update to ensure everyone’s got a clean slate, without corrupt files.
Last but not least, we’ve reworked the way item rarity is calculated. With our new system, spawn rates are much more controllable and reflect item rarities properly. This should result in much more logical dispersion between common and rare items, and seemed to be a great change from our internal testing.
Those are just the highlights; as always find the full Changelog below. We’ve received several crash reports in the week since the last update, which we are actively looking into and working with Unity to track down. We apologize for those of you still experiencing these crashes; if you have not already, please send your crashlogs (located in steamapps/common/PAMELA/) to support @ nvyvestudios.com so we can look into your unique issue.
Have a great weekend, hope you all enjoy the update. Let us know your experience in the comments!
Release: In development
ELEX - Preview @ Destructoid
Farflame spotted Destructoid's ELEX preview:
ELEX is odd and janky, but totally open
Do whatever you want
Breath of the Wild has given me a whole new appreciation for open-world games. I love the amount of freedom you have in tackling the quest (or not bothering with it) and the order in which you can tackle it. While games like Grand Theft Auto and the more recent Elder Scrolls games give you snippets of that, they tend to hold your hand throughout their main questlines, which inevitably makes the player want to rebel against the set path.
Much to my surprise, ELEX is possibly more open-ended than Zelda. You’re given total freedom to explore any area of the game. If you see a distant mountain, you can travel to it. If any of the NPC’s look at you wrong, you can kill them. If you feel like giving the middle finger to the main quest, go right ahead. The game world will compensate for that lack of quest giver and allow some other option for progression. That sounds an awful lot like Morrowind (except that game would just consider the quest failed).
Platform: PC, PS4, Xbox One
Release: In development
Battle Brothers - Review @ Cultured Vultures
Cultured Vultures loves Battle Brothers, too:
GAME REVIEW: Battle Brothers (PC) –
A Successful Sally Across Early Access
Roffgir the Wild smashed his maul into the face of a hostile orc. I could not help but to grin, noticing that the swing had so much impetus to it that it completely eviscerated the Greenskin’s helmet, as well as the face it was supposed to protect. I can imagine Roffgir would be pleased as well. Or at least he would be, were it not for the stray crossbow bolt which pierced his chainmail and embedded itself in his back, penetrating his lung. Roffgir perished on the field of battle, and even the victory achieved did naught to stamp out the bitterness of his loss.
Battle Brothers is a phenomenal indie game, and despite some minor grindy tids and tads, as well as potentially frustrating randomness, it’s a platform for vast quantities of self-made stories, both cheerful and devastating. Those that revel in the brutal, merciless genre will find a fantastic fantasy setting to devote time to, smashing and slashing across ne’er-do-wells, wild Greenskins and chaotic undead.
Battle BrothersSP/MP: Single-player
For the King - Early Access Review
SidAlpha checked out the strategy RPG For the King:
Is it worth it? For the Kingloading...
For the King is a turn based Rogue Lite Strategy RPG by IronOak Games. Even though it is in Early Access, the game shows a good deal of promise.
For the KingSP/MP: Single + MP
Release: In development
Hellpoint - Now on Kickstarter
The Kickstarter campaign for Hellpoint ist now live:
Hellpoint - A Dark Sci Fi RPG
Hellpoint is an occult sci fi RPG with split-screen multiplayer. Investigate a derelict space station orbiting a mysterious black hole.loading...
Hellpoint is a dark sci fi action RPG set in the aftermath of a massive quantum cataclysm called the Merge. For the blink of a second, every living being quickly lost their mind as their memories and bodies were merged with alternate versions of themselves from parallel universes. The accident also attracted entities of immense power that should have been left alone, in the depth of other dimensions.
You play as a mysterious nameless character whose intentions are entirely determined by your choices. You wake up in the derelict Irid Novo space station, in orbit around a super-massive black hole.
Thank you for the info, daveyd!
HellpointSP/MP: Single + MP
Release: In development
NieR: Automata - 1 Million Sales
TrustedReviews reports that NierR: Automata is very succesfull right now:
NieR Automata manages to hit one million sales worldwide
Total shipments and digital sales of critically acclaimed RPG NieR: Automata have reached 1 million, Square Enix has announced.
Launching for the PS4 and PC earlier last month, the unusual RPG appears to have gone down a treat with gamers across the globe.
These sales figures are almost definitely an improvement over its predecessor, NieR, which managed to sell only 134,000 copies in Japan during its first seven months of release.
In comparison, Automata sold an impressive 198,000 units during its launch week alone in its home country. Positive critical reception alongside word of mouth appear to have helped international territories considerably.
Kirk McKeand scored NieR: Automata 8/10 in his review, praising its satisfying combat, brilliant soundtrack and compelling storyline.
“Despite some minor annoyances, NieR: Automata is brilliant. It strikes the balance between RPG and action game unlike anything else in the genre. It’s a game you kind of have to meet halfway, with a story that gets more complex and interesting the more you prod at it. If you’re willing to commit, though, you’ll be rewarded.”
NieR: AutomataSP/MP: Single-player
Saturday - April 08, 2017
Galactic Keep - Released
The sci-fi tabletop styled RPG Galactic Keep has been released for the PC:
GALACTIC KEEP is a sci-fi, tabletop-styled, role-playing game. Investigate exquisite maps in a richly described world, free to roam where you want, exploring for hours! Choose the path of your adventure in an open world filled with hidden surprises around every cavernous, loot filled, turn.
BUILD: Choose your character, roll their stats and set out on your adventure! Play as feared pirates, weathered bounty hunters, battle-hardened warriors and mind-bending timemasters. Gain experience throughout your quest, level up and customize your character as you explore!
COLLECT: Discover hundreds of weapons, special attacks and items as you battle to complete your mission. Unlock a variety of hidden playable characters as you explore, making choices that seal their fates!
BATTLE: Roll initiative and engage in turn-based battles against strange beasts and challenging foes that are constantly thinking, carrying out their own individual agendas in a living world.
Galactic KeepSP/MP: Single-player
Trails in the Sky the 3rd - Release Date: May 3
The Legend of Heroes: Trails in the Sky the 3rd will be available on May 3:
About the Game
Half a year after the events of Trails in the Sky Second Chapter, Liberl has settled into peace once again—but even during peaceful times, there are many among the distinguished and fortunate burning with greed thanks to the influence of ancient artifacts. Most of the population remains unaware of their abuses of power, but to the most enigmatic order of the beloved Septian Church, the Gralsritter, snuffing out these would-be villains and claiming artifacts in their name is as everyday as professing one’s faith in the Goddess.
On the eve of another successfully completed mission, high-ranking member Father Kevin Graham is immediately assigned to retrieve one more artifact that rests beneath Grancel Cathedral. What’s more, even though this is a task he could easily complete on his own, he must reluctantly do so in partnership with his newest recruit, rookie Gralsritter and childhood friend Sister Ries Argent.
Thus begins the start of a routine mission that becomes anything but, delving into a new and mysterious realm that follows an unnaturally strict set of rules: Phantasma. Therein, the history of the Septian Church and the pasts of the many familiar faces who took up arms for the sake of Liberl’s future will be laid bare…and some may have been better off staying forever sealed behind closed doors.
A More Personal Adventure
Trails in the Sky has become a fan favorite for thoughtfully written characters down to its NPCs, and for its final installment further focuses on fleshing out its playable cast via Moon and Star doors found as the story progresses.
Familiar Tactics, Brutal Combat
Widely considered the most challenging title in the series, players are encouraged to iterate upon the combat style they’ve come to know in the 3rd’s predecessors by either enjoying its in-depth story on Easy or crying with frustration on its unforgiving Nightmare difficulty.
One More from Falcom Sound Team jdk
Nihon Falcom is known for its brilliant music, and the Trails series has never been an exception, with the 3rd adding dozens of new tracks to keep players engaged as they journey through Phantasma.
Even More Olivier
As if two Sky games was enough Olivier.
Trails in the Sky the 3rdSP/MP: Single-player
Release: In development