Avadon 3: The Warborne
Avadon: The Warborn Review
Forgottenlor ventured into the third game of the Avadon series to see if he could continue his enjoyment of Spiderweb games.
» Continue reading the article...
Morning Men Preview
We heard about Morning Men just before Gamescom and scheduled an appointment to check it out.
» Read the article
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News about My Little Pony
Saturday - September 10, 2016
Starbound - Version 1.1 Released
The latest patch for Starbound brings it up to version 1.1 and introduces some new features.
Hey, everyone! It's patch day!
Version 1.1 is our first content patch since the full release of Starbound -- we've added a fishing game, item collections, Novakid villages and more! Check the changelog below for a list of major/minor changes and bug fixes, and then go relocate some Fluffalo!
- Two tiers of fishing rods are now craftable from the Foraging Table and can be used to fish on ocean planets (including arctic, toxic and magma oceans)
- Added 48 unique fish types to catch
- Rare fish can give valuable rewards, including reel and lure upgrades to enhance your fishing rod
- New Collections interface tracks various kinds of collectables including captured pets, figurines, fish, cooking recipes, fossils, and bugs
- Added the Relocator tool, which allows non-hostile creatures such as critters, fish, bugs, and farm animals to be moved
- Added friendly Novakid villages including a variety of new Novakid-themed furniture and objects
Minor Changes & Bug Fixes
- Saloon furniture previously sold at Frogg Furnishings is now available in Novakid villages, and has been replaced with the Pastel set (which has its own unique tenant)
- Novakids can now be generic tenants or guards
- Added Novakid NPC dialogue
- Implemented party chat and local (planet) chat
- Acid rain now applies poison instead of direct damage
- Console objects are now available as themed tenant rewards
- Added option for "borderless window" style fullscreen mode
- Improved sound effects for Staff abilities
- Improved sound effects for several unique boss weapons
- Adjusted which bugs appear in Midnight, Mutated and Giant Flower biomes
- Shockhopper Mk I and Dreadwing now have a chance to drop their respective action figures
- Mother Poptops on starter worlds now drop enough Core Fragments to complete the initial gate quest
- Added chance for Snuffish to appear in ocean biomes
- Kelp now unlocks the Rice Cake cooking recipe when picked up
- Reduced moon threat level from 10 to 1
StarboundSP/MP: Single + MP
Kingdom Come - Backer's Portraits and Interview
If you want to learn how some of the higher tier backers are going to be immortalized in Kingdom Come: Deliverance, watch the below video:
This video is from the latest update were you can also find an interview with Game Designer Ondřej Bittner.
You can see him also, together with PR dude Tobias Stolz-Zwiling in a game play session video:
Kingdom ComeSP/MP: Single-player
Release: In development
For the King - PAX and Beta
In the latest update for For the King, some feedback from PAX is given and also that the beta keys should be going out by the end of next week.
While we were in Seattle we got the go-ahead from Steam to upload our game! So that's what we've been doing the past few days. It's already up and working on Steam as I write this, and there are just a few minor fixes to implement before we send out the beta keys! We're aiming for end of next week so keep a lookout for an email from BackerKit. Also, our website store is back online for any Super Slacker Backers wanting to get in on the beta. So if you know of anyone who missed out on the Kickstarter, let them know it's not too late!
A special thanks to everyone who came and visited us. Getting to meet some of you in person was super cool. I gotta say, we have an awesome little community here. You have been so supportive of us throughout this entire endeavor an we really appreciate it. Especially considering how toxic some game communities can be, it blows our minds how friendly and positive everyone of you we've interacted with have been. THANK YOU!
For the KingSP/MP: Single + MP
Release: In development
Friday - September 09, 2016
RPGWatch Feature: - Eisenwald: Blood of November Interview
Eisenwald: Blood of NovemberSP/MP: Unknown
Genre: Tactical RPG
Release: In development
Divinity: Original Sin II - Kickstarter Update
Larian talks about Pax West, Divinity: Original Sin II Early Access, sales and more:
Hi, welcome to Kickstarter Update #27!
It's been a pretty crazy week for us, and it's only going to get crazier. Check out what we've been doing at Pax West, and what's coming up.loading...
Divinity: Original Sin 2 - Update 27: How did PAX West go?
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Ember - Release Day
The RPG Ember will be released today:
Back in the earliest days, there was no sun and the world was dark. The heavens opened up and stars fell like beacons into the pitch black world, and they were known as “Embers”. Powerful and wise druids of a primordial race, “the Lightbringers," roamed the land searching for this luminous matter. They performed a ritual of awakening to call the “Embers” out of their deep sleep. Suddenly the world became bright, and the veil of darkness was lifted. The Embers were the embodiment of magical flame, light, and life, but as word spread about the sheer power of the Embers, they came to be hunted and captured…and so the War for Ember began...
- Classic-style RPG with 30+ hours of epic adventure
- Epic storytelling filled with diverse gameplay enabling players to choose their path
- Engaging party-based real-time combat system with tactical pause
- Over 65 combat skills for the player to use in customized battle party strategy
- Encounter hundreds of NPCs with their own tales to tell
- In-depth crafting system, from baking bread to forging magic weapons
- A seamless world with over 20 handcrafted environments and dark dungeons that are fully interactive and feature movable objects, weather changes and day/night cycles
- Adventure with different companions with their own backstory quests
Halcyon 6:SC - Released
The Strategy base building RPG Halcyon 6: Starbase Commander has been released:
On the edge of Terran space lies Halcyon 6, a derelict starbase left behind by a mysterious precursor race. Your mission is to reclaim the derelict station and rebuild it.
A mysterious alien force is making a beeline towards Earth and this starbase is the best chance for the New Terran Federation to establish new alliances, research new technologies and otherwise figure out a way to stop the impending invasion.
Using only the resources you can salvage from the derelict station and gathered from nearby star systems, it’s up to you to rebuild the starbase to lead the Terran Republic’s scientific research, exploration and diplomatic efforts on the edge of known space.loading...
Halcyon 6 is a passion project who’s design is inspired by our years spent playing classic games like Star Control, Master of Orion, X-COM, Civilization and new classics like FTL.
- Base Building: spend resources to build station facilities (rooms) to enhance your production and technological capabilities, or build ships to help you control more territory
- Exploration: assign your fleets to nearby star clusters, where they can handle emerging enemy threats, do missions for alien factions or secure bonus resources
- Crew Management: assign crew to station facilities to greatly improve their output efficiency, or to ships where they can contribute in unique ways to combat, missions and events
- Deep Tactical Combat: fight tactical ship or ground battles to resolve hostile events, create a foothold in the sector and ultimately defeat the enemy mothership!
- Story Events: based on game criteria like rooms-built, alien diplomacy scores or officer traits/skills, the game will produce story events (often with multiple choice outcomes) that can lead to combat, time-related applied bonuses/negatives, officer attribute changes or any number of crazy in-game stories.
Project Goals:Unlimited Replayability: Each playthrough has players dealing with a new randomly generated derelict station, surrounding galaxy, crew recruits, and alien factions
Motley Crew: Each crew member has unlimited potential for acquiring unique behaviours, traits and abilities, for better or for worse. Making the best use of your dysfunctional crew will be one of the keys to success. Who should be your main Science Officer? The insomniac that works insane hours but has an addictive personality or the agoraphobic mad genius?
Encounters of the Weird Kind: There are 6 alien factions in Halcyon 6 and they are all quite different with varying objectives and personalities. Only your wit and your crew’s skills will help you navigate the diplomatic waters to gain them as key allies or valuable trading partners.
Halcyon 6: SCSP/MP: Single-player
Earthlock - PC Release postponed to September 27
PC/Mac fans have to wait a little longer for Earthlock: Festival of Magic:
Steam Launch postponed to September 27th
Bad news and good news
Bad first: Steam (PC/Mac) release has been pushed to September 27th.
The good news is that reception on the Xbox version has been totally overwhelming for our little team of developers. Mostly it has been very positive, as you can see from the early reviews link[www.snowcastle.no].
With the large number of players on Xbox we have also uncovered bugs we want to fix, both in the Xbox and Steam version. We simply do not have the capacity to do it all and do it well at the same time.
So we would rather take the heat for pushing the release now, rather than releasing a game on Steam we are not happy with.
Please bear with us, and if the response from the Xbox players is something to go by, all you Steam, PS4 and Nintendo gamers waiting for Earthlock: Festival of Magic have something to look forward to!
The Mandate - Second Producer's Letter
In this update for The Mandate, we learn about why the team will not talk about features anymore until they are sure they will be in the game.
I know that you want the information and to be honest we also want to tell you much, much more about our game and why we are excited to do it and what cool feature we are working on right now.
Unfortunately, this is somewhat counterproductive since after all we want to surprise you and give you the experience we think you will enjoy when playing the game. Also of course, in the past this behaviour led us to talk about things that we really loved but later figured out wouldn’t fit the vision or that it wouldn’t be possible to include for technical reasons.
That’s why we decided to do the following:
When it comes to features, we will talk about it in more detail only if we are sure that’s where we want to go and that we can deliver.
When it comes to story and lore, we are now incorporating the updates as part of the game’s narrative, as you will see when the first instalment of our web comic is uploaded next week. It will not be directly related to the player’s story but it will give you a feeling about the universe; and as it progresses will reveal some of the key players and cabals in the Mandate universe.
On top of that this update does provide some answers to more higher level questions, like this one about story driven vs. sandbox RPG.
We have had some questions concerning story driven vs. sandbox RPG. We are building a single player, story driven roleplaying game with a fair amount of sandbox elements. If anything the roleplay elements in the game have increased, as well as the meaning and importance of the story. When we reviewed what we had back in April, we saw a huge lack of player motivation and we decided that it is absolutely necessary to give you guys a personal reason to be out there.
Also we wanted to give the crew/officers a big boost. They won’t just be cannon fodder that you assign a name to and give you a tactical advantage in combat (basically a bunch of Redshirts if you think in Star Trek terms). We want you to be able to interact with the crew, to learn about their motivations, fears and points of view and if they trust you enough they might ask you for help, this means crew related missions. It is about forming a team out of a bunch of cutthroats :)
What can you expect in terms of “Sandbox”? Now, this is a huge word to begin with and everyone has a different definition in their head. In our game, what we describe as sandbox elements is, in my opinion, best described as player freedom. The changes concerning the universe are also tied to the player interaction, which means for example if you attack Romanov ships (which you can do) – they won’t like you and at some point hunt you. We want you to be able to be a trader or a pirate or just roam the galaxy killing pirates – if you like you could do just that in the game – for hours. When it comes to exploring you can find loot of course – but there will also be lore, trigger events and encounters to discover on the way.
There also will be resource extraction and some crafting elements. You are going to need resources to buy upgrades for your ship.
The MandateSP/MP: Single + MP
Release: In development
Legends of EllariaSP/MP: Single + MP
Release: In development
The Dwarves - Released on December 1st
In a Kickstarter update for The Dwarves a bunch off pledge rewards are shown and a release date of December 1st is mentioned.
Our plan was to release the game end of September. And the game is ready to go. So the release date will be… December 1st.
Yes. It sounds weird, but we hope that ultimately you will support this decision. There are three reasons why we think this is the best date for the game.
- When you want to release a game on consoles, it first has to be inspected by Sony or Microsoft. Since there are many games in the so-called "submission" at the moment, we didn’t get a date as early as we wanted. This pushes back the earliest possible release date to October. But October and November are the busiest months in gaming. Most of the big sites, YouTubers and bloggers won’t have time to play and review anything else than the big AAA games. We want "The Dwarves" to be as successful as possible; hopefully successful enough to enable us to start working on "The Dwarves 2". For that we need attention and media coverage. And we won’t get that in-between all the big releases. It’s un-dwarfish but we’re basically chickening out and waiting until the big wave is gone.
- We do a lot of testing at the moment and we’re still finding some bugs and ways to enhance the balancing a little. It’s mostly small things, so we could release the game and then make a launch patch. But if we put more work into the launch version, we might not need a launch patch.
- Releasing the game December 1st gives us the opportunity to send out the physical rewards in advance, so for once you’ll actually get your physical Kickstarter rewards at the same time everybody gets the digital version of the game.
Therefore we think December 1st is the best date for “The Dwarves” and their future. Hopefully you guys agree.
To reduce the waiting time we’re going to release an updated beta version (featuring new characters, enemies, quests and battles) next week. This beta will be available for Mac & Linux as well.
The article finishes with some fresh screenshots.
The DwarvesSP/MP: Unknown
Release: In development
Torment: Tides of Numenera - Necropolis and Gamescom
Now that both Gamescom and PAX West are over, a new update for Torment: Tides of Numenera showed up, about those two shows, the Necropolis and a trailer introducing the world of Numenera.
A little while ago, George told you how we are incorporating backer NPCs into our game. I want to tell you how we're including the largest quantity of backer content: tombs and epitaphs.
First, let me take you back to our Kickstarter planning sessions. We knew from the start we wanted a reward where higher-tier backers could include their name in the game somewhere. In a game about legacy, set in a world built on the bones of forgotten civilizations, it made perfect sense for that reward to be a tomb. We designed a massive gravesite for these tombs, called the Valley of Dead Heroes. In this place would be hundreds of tombs, memorializing heroes of the past and naturally raising the question: "What does one life matter?"
Like our backer NPCs, we wanted the tomb content to feel like a natural part of the world. We also wanted to encourage players to actually read the tombs – not all of them, but some of them at least. And ideally different players would search through different ones. It was a challenge, but one we were confident we could make great... until the Kickstarter broke records, and we found ourselves with nearly four thousand tombs and epitaphs that needed to be in our game somewhere.
As we began designing areas, we did the math. We originally planned for two scenes that would contain most of the tombs: the Valley of Dead Heroes and "Valley Part Two" which would be placed in another zone of the game. But even if we made those scenes enormous, cramming in as many tombs as we could fit on-screen while still giving the player space to walk, it would only take care of half of the required number. We also considered sprinkling the other tombstones throughout the game, but that would still require far too many tombstones to be placed in every single scene in the game. So our algorithm master and all-around guru Joby Bednar had the very Numenera idea of a massive underground storage space, now used in the Ninth World as a burial ground.
The rooms in this space would be accessed by a control panel: the user enters a code and is taken to a room in which lie a subset of our tomb/epitaph markers. Mechanically, the room would be a single Unity scene, but with the props, lighting, effects, etc. swapped out based on the code the player enters. It would take a lot of custom scripting, but it gave us the flexibility to handle all the backers we needed to feature. It was the perfect solution, and with some design constraints outlined, thus was born the Necropolis…
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Humble Bundle - End of Summer Sale
Thursday - September 08, 2016
RPGWatch @ Gamescom - Expeditions:Viking
It is about time to turn back to our coverage of what I've seen at Gamescom and Expeditions: Viking is the game we continue with. We had this article ready to go just before we became unreachable. Together with the help of Aubrielle, it has been restored into what you can find here.
One of the significant differences between Viking and Conquistador is that you don't draft your crew at the start of the game. A major part of the first campaign is gathering the crew for your ship. As long as you don't have a crew or a ship, your village is under constant attack since it is seen as weak. You can collect crew members from the starting village and from your travels through Denmark. The first two people that join you are your two best friends, which you have known for a long time. One of them is a spear-wielding shield maiden, and the other is a hunter with a bow. The advantage of a spear in the game is that you have a longer reach and you can pass one hex, so you hit someone at a two hex distance. You can even go over the head of standing before you, or over defensive formations. In addition, you don't have any issues with attack of opportunity as that works only for adjacent hexes. You can't dismiss any of your party members during the first campaign, as they are essential to the narrative.
Expeditions: VikingSP/MP: Single-player
Release: In development
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Hero's Song - Now on Indiegogo
Bargeral and Rune_74 informed us that the Action RPG Hero's Song is now on Indiegogo with flexible funding:
Hero's Song is a hardcore action RPG and uses the familiar click-to-move and attack controls of classic action RPGs like Diablo III or Path of Exile. Combat takes a more measured pace, giving you time to react to the intelligent tactics of your enemies and to thoughtfully deploy your wide variety of skills and abilities. True to its hardcore nature, combat in Hero's Song is dangerous and has very real consequences including the chance of permanent death. Friendly fire is always defaulted to "on", so positioning and precision are very important considerations. Death will come quickly if you think this is a simple clickfest.
Indiegogo GamesSP/MP: Unknown
Release: In development
Earthlock - Early Reviews
The PC version of Earthlock: Festival of Magic will be available on September 9 - here are two early reviews:
Hands-On Preview - Earthlock: Festival of Magic[...]
So while it doesn't exactly reinvent the wheel as far as JRPGs go, and I can't promise it will change your mind about the genre or turn-based combat if you weren't already a fan, I can say that it hits all the right notes and provides a wonderfully charming experience throughout. There are enough unique additions on top of all the classic staples that it didn't feel like a cheap imitation, but a true JRPG that can stand on its own. Earthlock: Festival of Magic is out tomorrow. .
Earthlock: Festival of Magic Review –
RPGs are known for a lot of things: battle systems, characters and story. And right there are the three main focuses Earthlock only dabbles ever so slightly in. The story of Earthlock is as stereotypical as it can be. I would consider this a “first timers” style of RPG. There are no story elements that are too complicated to understand; no character deep enough to really theorize with, or contemplate their emotions; there are no elements in the game even the most amateur player could not understand and catch onto even without reading the instructions of battle. With that being said, this game is charming and brings back that sense of childhood when games were at a simpler time. When you could sit back, relax and just go. And that’s what this game’s legacy will be: a relaxing walk in the park. However, the thing about living in the world of video games is that around that enclosed park are thousands of more exhilarating parks with even bigger and better rides.
Ray Gigant - Review @ GameSpew
GameSpew has reviewed the Dungeon Crawler/Visual Novel Ray Gigant:
Ray Gigant Review
The premise for Ray Gigant, told to the player through a series of narrated stills, is that a race of giant dragon-esque aliens – or the “Gigant” – have invaded, wiping out major cities and leaving the fate of the world in the hands of those special enough to wield a mysterious power known as Yorigami.
“What is advertised as a dungeon crawler JRPG with visual novel elements, is actually a visual novel with dungeon crawling elements”
The story is split into three sections – each focusing on a different protagonist. We start out as Ichiya Amakaze, a young boy who was rescued from a pile of rubble and doesn’t remember much about his past. Intially, Ichiya seems like the perfect anime protagonist trope; young, good-looking, overly powerful, naive, brash, and a bit of a flirt, but as the story goes on it becomes apparent that Ichiya’s character never seems to develop. Even as he learns of his family, witnessing deaths, fighting monsters, Ichiya appears to be emotionally immune to it all, never learning any life lessons or building his character.
That was my first issue.
My second, and the most stand-out feature of the game, is the dialogue. What is advertised as a dungeon crawler JRPG with visual novel elements, is actually a visual novel with dungeon crawling elements. The distinction is important here because the lack of actual gameplay startled me for a while.
- Lovely visuals and animation
- Delightful soundtrack to match the settings
- New and unique turn-based combatMinus:
- Incredibly long, and often dull, story
- Far too much dialogue and not enough play time
- Poor character development
Ray GigantSP/MP: Single-player
Genre: Dungeon Crawler
Champions of Anteria - Review @ GameRant
GameRant has reviewed the RTS/RPG hybrid Champions of Anteria:
Champions of Anteria Review
Champions of Anteria delivers a light-hearted fantasy romp with solid strategy elements, but a lack of content beneath surface level means the game lacks that special something.
In spite of its status as one of the most long-running strategy franchises on the market, it’s been a quiet time for The Settlers series of late. Indeed, since 2010 and the release of The Settlers 7: Paths to a Kingdom and The Settlers Online, the franchise has been silent. However, when news broke of a spin-off title named The Settlers: Kingdoms of Anteria, many fans of the franchise were intrigued to see what Ubisoft Blue Byte had in store.
Unfortunately for purists of The Settlers, things did not quite go according to plan, and after a period in beta Ubisoft revealed that the project had morphed into something else entirely. The game has now seen release in the form of Champions of Anteria, and the title does feel like a very different beast in comparison to its franchise origin.
Champions of Anteria blends together RPG and RTS elements, and the core gameplay comes in the form of single player tactical strategy. The player is put in charge of up to three heroes at once, and is tasked with the usual fantasy fare of fighting of ghoulish creatures and bandits. The title has real-time combat but with active pause functionality, meaning that users have a fair amount of control over proceedings.
Of course, many of the problems with the Fable series are also apparent here – albeit in a strategy setting rather than a full-on RPG. It’s a lovingly crafted world with a cartoonish artistic style, and a great deal of humor and charm. However, when that veneer is stripped away, the core gameplay feels very primitive.
Nonetheless, those after a light bite of RTS/RPG gameplay with a positive attitude will find a lot of fun with Champions of Anteria. It is unlikely to blow any players away, and fans of The Settlers will find little to keep them occupied, but there’s a nice little game here. Without expecting too much, Champions of Anteria delivers a decent injection of fantasy humor into the market.
Champions of AnteriaSP/MP: Single-player
Hand of Fate 2 - September 2016 Trailer
Hand of Fate 2SP/MP: Single-player
Genre: Card-Based RPG
Release: In development
Jeff Vogel - Video Games are better than Art
On his blog 'The Bottom Feeder' Jeff Vogel, founder of Spiderweb Software, shared some of his thoughts on videogames. The premise is that video games are better than art and aiming for video games to be art is aiming low.
I used to argue passionately that video games were art.
Then I stopped arguing about it, because why bother? Of COURSE video games are art.
Now I see that it's a waste of time thinking of video games as art. Why would we game designers ever aim that low?
I Don't Want Art. I Want Transportation.
I just finished playing DOOM. Like many, I was amazed by how awesome a game it turned out to be. Penny Arcade had the perfect description for it: "Playable sugar."
DOOM had three of the best boss fights I've ever seen. Punishingly tough and yet scrupulously fair. When I died, I could say, "OK. I know what I did wrong. I won't do that again." When I fought those bosses, I was utterly transported. The rest of the world vanished. When I won, I was sweaty, wrung out, and completely satisfied.
I love literature and theatre. I love great movies. Yet, I can't remember any work of art, no matter how good, that consumed and drained me as much as the Cyberdemon in DOOM.
We're Doing Fine Without You.
It always peeves me when some blogger says, "Video games are OK, I guess, to the simple-minded. But they're not enough. They are unworthy. They're [string of negative adjectives], and it is up to me, hero that I am, to FIX them at last!"
Get over yourself. Video games are fine. No, they're not fine. They’re doing GREAT, by every possible metric.
Number of titles? The market is gruesomely flooded. (Gruesomely for developers, I mean. For fans, it's an overwhelming embarrassment of riches.)
Number of fans? Video games are popular to the point of global invasion. Find me a human, and I will find a game that can addict them.
Financial success? We're a 100 BILLION USD a year industry. We're huge and getting bigger every year.
Artistic accomplishment? Creativity? Look up any Best Games list from 2014 or 2015. Video games are breaking new barriers in craftsmanship and artistic expression every year and turning profits while they do it.
Diversity? Pick any demographic group, and someone is making games to cater to them personally. It's one of the great advantages of a gruesomely flooded market. (Of course, not every game will cater to you personally, but that's not possible or desirable. Other people get stuff they like too.)
Video games are taking over the world, and they're doing it in style.
We're winning because we offer something better than art. We offer Experience.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Matt Chat - Daniel Doan on Sanctuary & More
Matt Chat episode 351 features Daniel Doan who talks about Sanctuary RPG and Overture.
Greetings, Matt Chatters!
This episode features an interview with Daniel Doan, designer of Sanctuary RPG and Overture. He's also the co-founder of Blackshell Media, a publisher specializing in indie titles with a unique twist (and JUICE!).
Interplay - Sale of IP
At Globe News Wire they report that Interplay IP is going up for sale. The IP includes Earthworm Jim, Freespace, Giants, Kingpin, Messiah, MDK, Run Like Hell, Sacrifice, Battlechess, Clayfighter, Dark Alliance, and Descent.
LOS ANGELES, Sept. 7, 2016 (GLOBE NEWSWIRE) -- Leading video game software developer, publisher, and licensor, Interplay Entertainment Corp., today announced a process to sell its library of video game assets and intellectual property. The expected sale represents some 70 titles and dozens of characters.
"Interplay has entertained millions of players with its well-recognized games, including Earthworm Jim, Freespace, Giants, Kingpin, Messiah, MDK, Run Like Hell, Sacrifice, Battlechess, Clayfighter, Dark Alliance, and Descent. As game creators, we are proud of the entertainment these properties have provided over the years. With the proliferation of mobile, augmented reality, virtual reality and other new forms of consumption, we believe that consumers are ready to experience and interact with Interplay's characters, stories and game play in ways never possible before. We look forward to seeing how this unique portfolio of interactive entertainment icons will evolve for the worldwide audience," states Eric Caen, President of Interplay.
For more information about Interplay's sale of intellectual property, please contact Joe Morgan at Wedbush Securities (firstname.lastname@example.org), who has been engaged by the company to assist in this process.
System Shock - September Update
The latest kickstarter update for System Shock has details on new hires as well as what the team are working on in pre-production.
Phase - PreProduction
I'm going to start including what phase we're in from now on in these updates so folks can better gauge our progress. This month is the start of PreProduction for us, which means lots of documentation and fleshing out pipelines. It also means ramping the team up for Vertical Slice. We've brought on two new folks onto the team this month to help fill out our leadership ranks.
Kevin Manning has joined the team as our Lead Artist. I worked with Kevin back on Fallout: New Vegas, and since then he's been at a few places including Stardock and various contract opportunities. He's been in the industry for about 12 years and has a passion for all things scifi and cyberpunk!
James Henley recently joined us as our Lead Level Designer. James has been in the industry for a while with most of his work being done at BioWare on Star Wars: The Old Republic, Mass Effect, Dragon Age, and Jade Empire. He'll be leading our team of level designers to deliver on a challenging, yet rewarding, content experience and working alongside Chris Avellone to create the best visual storytelling environments on Citadel Station!
Nightdive has sorted out the business stuff and paypal is just about in place. The next steps will be BackerKit and setting up some funding tiers on the site. There's still a lot to do, so no ETA yet on all of that.
Nightdive's higher priority has been on bringing back the Nightdive website after a major overhaul, as well as bringing the forums online so we can better communicate with our supporters. The forums should be up later this month, and we'll issue another Kickstarter update with instructions on how Backers will be able to access the private sections.
System ShockSP/MP: Single-player
Obsidian - PAX West - Player Choice in Game Design
At PAX West Paradox hosted a panel full of Obsidian designers and asked them about player choice in game design.
RPG designers have to make a grapple check between meaningful player choice and storytelling - everyone wants to provide complete power to the player to shape the world, but developers also want to tell interesting stories using the characters and plots they have created. Obsidian Entertainment and Paradox Interactive, the team behind Pillars of Eternity and Tyranny, will explain how player choice fits into game design to strike the balance between player agency and guided story telling.
Brian Heins [Game Director, Obsidian Entertainment],
Josh Sawyer [Design Director, Obsidian Entertainment],
Matt MacLean [Lead Narrative Designer, Obsidian Entertainment], Denise McMurry [Level Designer],
Megan Starks [Narrative Designer, Narrative Designer]
Wednesday - September 07, 2016
Mass Effect: Andromeda - New Tech Trailer
Aaryn Flynn, general manager of Bioware just uploaded a new tech video to YouTube.
In it, he explains how the Frostbite engine makes ME: Andromeda look better than ever
and also explains the cutscene at the end a bit. You can watch the video here .
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Mage's Initiation - Alpha Test on September 12th
The backer only update for Mage's Initiation, teaches us that the alpha test will start on September 12th, for backers only and will be available on Steam.
With over 400 eligible backers, we want to try and keep the testing process as fluid and organized as possible. To that end, we've decided to distribute the alpha test in waves (one tier of backers at a time). Starting on Monday September 12th 2016, we'll begin rolling out the alpha version to the highest tier backers first. A week or so after that, we'll roll it out to the next highest tiers, and so forth. This will enable testing to progress smoothly. It will allow us to get a functional bug-reporting process in place, and keep things from getting too overwhelming on our side.
Mage's InitiationSP/MP: Single-player
Release: In development
Morrowind - OpenMW 0.40 Released
The latest version of open Morrowind has been released. Version 0.40 is now available to the public here.
The improvements to Morrowind are summarised hereloading...
The improvements to the editor are summarised in the video belowloading...
Platform: PC, Xbox
Fallout 4 - Nuka World Review
The International Business Times has reviewed the final DLC for Fallout 4 - Nuka World:
Fallout 4: Nuka World review - Bethesda's expansive RPG ends with a sugar crash
The final add-on for Bethesda's post-apocalyptic RPG has a visual pop but leaves a sour taste in the mouth.
Bethesda games are frequently criticised for casting their mute, often encumbered protagonists as the The Most Important Person To Have Ever Lived™. To some extent this argument has always held water, even if the overall medium's reliance on player agency is potentially a wider issue when discussing the creation of "living, breathing worlds", where NPCs refuse to put a foot out of step or inhale oxygen until a player avatar enters their vicinity.
Bethesda bids farewell to Fallout 4 with a final trot around the Commonwealth that epitomises the base game's glaring issues. Frustratingly inept AI, inconsequential decision-making and an over-reliance on adequate, but far from exceptional gun-play undermines Nuka-World's occasional moments of promise.
The minutely-crafted, faux-Disneyland environments pack a visual punch but the obscenely bland, zero-dimensional characters completely suck the life out of the DLC's multicoloured palette. Nuka-World gives ardent fans plenty more to explore, collect and shoot but don't be surprised if its flat delivery ultimately leaves a sour taste in your mouth.
Fallout 4SP/MP: Single-player
Dungeon Rushers - Released
Heroic-Parody tactical RPG Dungeon Rushers has been released today:
Over the course of an epic quest, explore many dungeons and loot their guarded treasures. Build your own team by choosing the best hero combination to overcome traps and monsters lurking in the shadows.
Upgrade the skills of your heroes to make them even more fearsome and place them strategically to achieve victory.
Craft your equipment on your own with components gathered during your journey thanks to an advanced system consisting of six different craftsmen.
Complete dungeons and their bonus challenges to unlock the Heroic difficulty, where only the best can make their way to the treasure!
Build your own dungeon in which you can spread traps and monsters to prevent other adventurers from looting your chest! Hire your « dream team » by exploring a world where dungeons and manors have been abandoned by men in favor of the worst creatures, then attack other players' dungeons to plunder their treasure!
- Campaign mode full of humor with various sound and graphic environments
- Interactive exploration system
- Revised turn based fights with a hint of nostalgia
- Advanced team management (equipment, skills upgrade, in-fight position, ...)
- Wide range of skills to use (scout, heals, dodge, trap deactivation, monsters stalking)
- Crafting system featuring many recipes to unlock
- High replay value with a Heroic difficulty for each dungeon
- Online arena system with matchmaking and ranking
- Battles among friends, to die against people you love
- Epic custom-made soundtrack
Dungeon RushersSP/MP: Single-player
Genre: Tactical RPG
Stardew Valley - Features of Version 1.1
PC Gamer talked to Eric Barone about the new features of Stardew Valley version 1.1, that is going to be released in a month:
Stardew Valley - 1.1 update gameplay and interviewloading...
We talk to Eric “ConcernedApe” Barone about the upcoming 1.1 update for Stardew Valley.
Stardew ValleySP/MP: Single-player