Balrum was released almost a year ago, so with no further delay, here is our review.
» Continue reading the article...
Game of the Year Awards 2016 - Most Promising RPG
What is the most promising RPG of 2017? Like every year, you had your say. Check out the details to find out what games we and our visitors think are most promising.
» Read the article
Saturday - February 04, 2017
Underrail - Review @ RPGCodex
The Codex has reviewed Underrail:
Underrail is a fantastic game that stands proud as both a spiritual successor to the original Fallout and as a legitimately great game in its own right. Whilst Underrail does have its areas of contention (Deep Caverns, backtracking, walking speed, ability cooldowns) Styg has demonstrated through recent updates that he does understand and appreciate at least some of the issues people have with Underrail and is committed to making it as great a game as he can. Despite the struggle that is the Deep Caverns the rest of the game is more than worth playing and only slightly detracts from the whole experience.
With the first expansion for Underrail coming soon there is no doubt in my mind that Stygian Software will continue to deliver glorious incline for years to come.
Friday - February 03, 2017
UnDungeon - Funded
The pixel art action RPG UnDungeon has been funded on Kickstarter:
First stretch goal - Mystic Links is unlocked & consoles priority update
We are happy that more than 3000 backers supported the game and now we can announce that the first stretch goal, Mystic Links, is unlocked!
It means that, in addition to the main plot, every playable character is going to shed light upon its own little story, which, in fact, better depicts its nature. The Heralds will explore the unknown places and encounter a real danger they haven’t seen before.
Few words about the consoles stretch goals priority. We have been spending a lot of time lately on intensive research and planning on consoles UnDungeon release, and based on the results obtained, we make changes on priority and sorting of goals. XBox One will be the first stretch goal for consoles since it has the most resembling architecture and therefore porting will be less painful.
As we see that many people have been passionately waiting for the PS4 port version, we are going to release it right after Xbox One. Subsequently, Nintendo Switch will join the game since it officially supports Unity3D, which, in its turn, dramatically simplifies the porting process. And after that, we are going to introduce the PSVita version of the game. The reason why we are going to launch it only after the aforementioned versions is that, in most cases, it is the most complicated port.
Huge thanks for all your support and keep rockin!loading...
Release: In development
Wasteland 2 - Collector's Edition announced
Pinx spotted the announcement of a collector's edition for Wasteland 2: Director's Cut:
IndieBox and inXile have teamed up to bring you the exclusive Collector's Edition for Wasteland 2: Director's Cut. Set in a dangerous, post-apocalyptic world, you and your squad of Rangers must make hard decisions that drastically affect the deep story that unfolds. No two game-play experiences are the same, allowing for maximum replayability with a labyrinth of possibility in this tactical RPG.
Wasteland 2SP/MP: Single-player
A Hero's Call - Funded
A Hero's Call is an accessible PC game that brings the epic adventure of a traditional fantasy RPG to blind and sighted gamers alike. The game got funded on Kickstarter:
Meet A Hero's Call - An Accessible Fantasy RPGloading...
Kickstarter GamesSP/MP: Unknown
Release: In development
A House of Many Doors - Released
Here's the story about the developer Harry Tuffs who created the 2D RPG A House of Many Doors in just two years:
A former Ramsgate pupil has created this amazing computer game due for release tomorrowIt has been two years in the making but tomorrow (February 3) marks the launch of a 2D exploration PC game created by former Ramsgate pupil Harry Tuffs.
The 24 year old, who attended Chatham House Grammar School before studying English Literature at Oxford University, created role playing game A House Of Many Doors thanks to funding from a kickstarter campaign that smashed its target three-times over.
Harry originally set a target of £4,000 to help pay for artwork by Catherine Unger and music for the game, which features over 300,000 words of narrative and trillions of 'bad poems,' but hit that sum in just 48 hours and ended up with pledges of more than £12,000.
The game has been produced under the name of his company Pixel Trickery, set up specifically for this project. Its creation involved slogging through thousands of hours of coding and working with a professional graphic artist and composer to ensure the visual impact and atmosphere of A House of Many Doors is intriguing, original and addictive – in the best possible way.
A House of Many DoorsSP/MP: Single-player
The Six Dragons - Skills Testing
The Six DragonsSP/MP: Single-player
Release: In development
Might & Magic - Jon van Caneghem Interview
Jon van Caneghem was interviewed at Celestial Heavens. Large part of the interview is on mobile games, which is what he is doing now, but near the end of the interview there is also something on Might & Magic.
13. Fans like to think about "the road not taken" - did you have any specific plans for the future of the M&M/Heroes series, lore-wise and gameplay-wise? Did you have any visions for Heroes V or other games?
"I really wanted to make Might and Magic Online a long time ago, this was before EQ and all the MMOs. We started on it and had a lot of great systems and ideas, unfortunately I was never able to finish it. For Heroes, I had a very cool design for V that I would still like to do and now with all the connectivity and server power available, so many new cool things could be done with the Heroes franchise… (raising and waving hands in air)"
14. Were you proud of the creature lineups of HOMM IV factions? Were you planning to do radical changes in HOMM V factions due to fan reactions?
"Yes and yes, but the most heated debate was whether or not to allow the heroes on the battlefield (H3 vs H4)"
15. Do you think there's a chance you might work on M&M/Heroes related titles in the future?
Might & Magic
Pillars of Eternity II - AI Scripting and Multiclassing
The $2M stretch goal with AI scripting and Spanish localization for Pillars of Eternity II has been achieved. Next stretch goal is UI customization and Italian localization, followed by doubling the amount of voice overs and Korean localization.
Next to that there is also an update by Josh Sawyer on multiclassing.
Salve, amici. I'm here to rap at you about a very cool topic: multiclassing. In Pillars of Eternity, it took a huge amount of work to get in our 11 classes. During the early phases of Deadfire, a demon whispered in my ear, "What about multiclassing?" and here we are today.
Before I begin explaining how our multiclassing works, I'd like to explain our goals for multiclassing, because I think that can help put the system's mechanics into perspective. We want multiclassing to allow players to realize character concepts that aren't possible with the single class options. We want to keep the relative power of the multiclass character at about 75%-85% what a single class character would have at any given level. In our experience, that's the sweet spot where multiclass characters feel powerful and effective, but don't clearly outshine the single class characters. We want the multiclassing system to keep characters viable no matter when the player chooses to multiclass. We want to limit the number of permutations to something manageable. Finally, we want to give multiclass characters a unique title for their class combo.
Xenonauts 2 - Demo Gameplay
Yeti takes a look at the Xenonauts 2 demo.
Very early access Xenonauts 2 demo gameplay! Xenonauts 2 so far maintains the same feel of Xenonauts but with Unity 3D. This version of Xenonauts 2 is a free demo (download below) that contains basically just a skirmish.
Xenonauts 2SP/MP: Single-player
Genre: Tactical RPG
Release: In development
System Shock - Retro Analysis
AesirAesthetics analyses System Shock and discovers the value of internal consistency.
Hi there :D
This time we're exploring Cyberpunk, Sci-Fi, Body Horror and the most 90's name of them all;
I'm using the Enhanced Edition as footage but don't let that detract from the meaning.
System Shock is one of those lost gems, the kinds that only show up so often so don't let it pass by, jump on this and explore one of gamings greatest hits.
System ShockSP/MP: Single-player
Thursday - February 02, 2017
Torment: Tides of Numenera - A Look Back
Colin McComb looks back at the development of Torment: Tides of Numenera:
Updated Our Journal (63): A Look Back on Development
tl;dr: Colin talks about Torment's development and the future; Monte Cook's novella now available; new Torment media
Colin here. It's crazy to think that it's just about a month from Torment's release date. To start, we wanted to give you a taste of some of the game's quests in this interactive trailer. Hosted by, well, me, there's some early game side-quest spoilers, but it'll give you a taste of what the game has to offer if you haven't already jumped into the early access version.
A Look Back on Development
As our release date nears, we decided to look back on the game's development, to talk about where we are, how far we've come, and how we move forward from here.
When we set out to make Torment: Tides of Numenera, our vision was to make a thematic successor to Planescape: Torment. We’d explore a new setting, and use a new core question to explore a similar vein of philosophical thought. I am proud to say that the response from you, our backers, has been incredibly positive. I’ve told this story before, but it bears repeating: when Brian asked me to be the creative lead for Torment, I had to take some time to think about it, and I almost turned down the opportunity. I knew what Planescape: Torment meant to people, after all. For people to say that we have succeeded in creating a tonal and thematic successor is… well, it’s overwhelming, and I – WE – are grateful for the opportunity.
As with any creative work, game development is an iterative and uncertain process. When we over-funded at a higher level than we could ever have expected, that led to an increase in scope and size of the game accordingly. We went from one major city hub to two. We added new companions, more locations such as the Ascension, the Castoff's Labyrinth, new cults like the Dendra O'hur, and more. We added Meres to the game, whole text-based mini-stories that themselves have their own reactivity and many branching paths, and even more surprises to find. We have an expanded soundtrack that's longer than Planescape: Torment's by a decent margin, and a universe rich enough to fill multiple novellas.
During the Kickstarter, we had to move fast. We had to make decisions and add content on the fly. The problem is, as with any plan, some of those decisions looked great on paper but didn’t survive contact with reality. Building a game is not a straight line from start to finish. It’s not as simple as creating a design document, implementing it, and shipping it. It’s an endlessly iterative process, one where ideas must be thought up, discussed, prototyped, iterated on again, and tested in game. The cycle repeats frequently. Sometimes, these ideas don’t work out the way you intended or just don’t feel like they fit properly in the theme of the game. A lesson we've taken away since the Kickstarter campaign is to avoid being too specific in detailing early designs, locations, and characters – it's fun and exciting at the time for us and you, but...
Well, what can change the nature of a game? This is one (non-canonical) answer: Creating it. For instance, the story we launched with, while still being true to the vision of the game, has undergone at least seven major revisions.
Some of our players and community members recently pointed out that they noticed that some features had changed from what we initially detailed. The one that has come up the most is the companion roster. The early access version doesn't feature the companion list we initially had our sights on. This is true: for the release version, there will be six. While we laid the groundwork for more, while building the game we realized that we had to make a tradeoff between companions with depth, or a larger amount. We chose to focus on the added richness and personality that you expect with a smaller group. The game’s scope increased considerably over what we originally set out to build, and we underestimated the amount of time and iteration it would take to make our companions as reactive and branching as they needed to be.
We didn't want these characters to end up with storylines that felt incomplete. We didn’t want to force them into the late game. Focusing on a smaller number gave us the opportunity to add more banter, more voice-over, and deeper storylines and outcomes for them.
Crafting is another stretch goal feature that we did some initial design on, but that work did not mesh well with the rest of the game's systems. Rather than adding an element that felt tacked-on (and worse, out of place for Torment), we repurposed those resources. We added more cyphers and artifacts to the game. We also added some other, more story-based elements to further flesh out equipment and items. That helped the items fit with the structure and style of the emerging game.
Some of you have been asking about the Oasis, an area we talked about during the campaign as our second major city. Though we fully intended that the Oasis would be our second city, story changes, plus our growing fascination with the Bloom, turned that location into our second major hub instead. In fact, the Bloom and surrounding areas are much larger than we originally discussed building for the Oasis. This didn't adversely affect the length of the game – we’re still delivering a second major hub, and the Oasis will still appear in a smaller form. We feel this was the right move for the game creatively. It meant we could focus on a setting that felt darker and more distinctly Torment, and it improved the pacing immeasurably.
Changes like these happen in the development of any game. Speaking for inXile, I can tell you that we always undertake them to deliver you a better experience. To do anything else would be doing you a disservice.
But our focus on the game led to a different disservice. Namely, our lack of communication. We have always been major proponents of openness during development, but we did not communicate these changes earlier, and we should have done so sooner. For this, you have the entire team’s sincerest apologies. Going forward both with Torment and our future games, we hope to increase our efforts in making sure that you know the status and future plans for inXile’s projects.
So, you might be asking, what’s up after Torment releases next month? Fortunately, we're in the era of internet connections and ongoing post-release support. We still have plenty of ideas for Torment! We'll be thinking about ways we can restore some of the remaining ideas that work in the game. Of course, as our backers who helped make the game happen, any of these updates – such as DLCs and expansions – will be yours free of charge. This goes for both Kickstarter backers and those who backed through our website.
Release: In development
A House of Many Doors - Release Tomorrow
A House of Many Doors will be released in 20 hours:
Welcome to the House. You are not welcome.
Explore the House, a parasite dimension that steals from other worlds, in a train that scuttles on mechanical legs.
Uncover secrets. Open locked doors. Lead a crew of dysfunctional characters. Write procedurally-generated poems. Fight in turn-based combat. Explore a strange new setting, dripping with atmosphere, crusted with lore. Escape. Escape. Escape.
You are an explorer, poet and spy, launching yourself into the unknown in search of adventure. Rig an election in the city of the dead. Visit a village lit by the burning corpse of a god (careful not to inhale the holy smoke). Sell your teeth to skittering spider-things for a moment in their library. Over 90 bizarre locations await discovery in the dust and the dark.
A House of Many Doors is a 2D exploration RPG that takes inspiration from Sunless Sea, China Mieville, Planescape: Torment and Italo Calvino's Invisible Cities. It features over 300,000 words of branching original story and over 770 trillion bad poems.
Please be aware that this game contains the following romance options:
- Ten million crows.
- An oil rig.
A House of Many Doors has benefited from the kind support and partial funding of Failbetter Games, makers of Sunless Sea and Fallen London.
A House of Many DoorsSP/MP: Single-player
Divinity: Original Sin II - AI Update
The AI of Divinity: Original Sin 2 will be updated in an upcoming patch of the game, currently in Early Access.
AI 2.0 won’t just blow up barrels: it will manipulate existing surfaces to make combat much more challenging, it will use your statuses against you, it will use spells and abilities in ways that even we never imagined, and- frankly if we’re not careful, it may be well on its way to world domination.
The way this AI has been using our combat system has already caused us to take a step back and have another look at how some of the unintended uses our skills and spells can have. Because it considers every possible outcome, we’ve seen AI 2.0 take advantage of things that we thought were relatively insignificant and using them deviously to fit the situation they happened to be in at the time (such as healing people on full health because the want the “Well Rested” status that the First Aid skill gives you, or passing up the opportunity to do a small amount of damage in order to create an oil surface to slow you down and remove your “Haste” status.)
AI 2.0 has proven so devious that we’ll probably have to disable it in the easier game modes, but those of you that want to take it on will have to step it up a notch to survive. However, if you do learn how to defeat our new, ruthless AI then you'll be equipped with an impressive set of combat skills. And of course if the campaign isn’t providing enough of a challenge, then you can always step into the arena for a pure combat experience. And speaking of the arena...
Besides that there are also other improvements, like new arena's, combat improvements and more (apparently 100 more).
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Game of the Year Awards 2016 - Most Promising RPG
Wednesday - February 01, 2017
Diluvion - Reviews
Diluvion will be released tomorrow - here are two reviews:
There is a lot to Diluvion—you've got nine different kinds of submarine to collect and upgrade. Once you’ve improved your vessel with hull armour plates, you can reach new depths and access areas that would previously destroy your submarine. You also get an upgradeable home base to house your submarines and standby crew members, so there's plenty of ways to extend the game's life. Diluvion's noticeable lack of polish just removes a little of the excitement of exploring the ocean's depths, though, as distinctive as the presentation of this backdrop is.
There is an unfortunate feeling of cheapness to the presentation when it comes to tertiary elements. Many character models straight up repeat in the 2D conversational sections, and not in an endearing "all Team Rocket or Team Skull members look similar" sort of way. More like a copy and paste type deal. While those folks often speak of entertaining oddities like urine drinking competitions, the dullness of some of these locations in tandem with the lackluster and barebones options menu on PC (you have your basic resolution, FOV, sensitivity alterations, and key mapping, and that's it) isn't a winning combination. The screen is often too busy with dialogue, with no option to de-clutter the HUD, and checkpoints can be unforgiving and are unclear.
If you can look past that dicey veneer, you'll find a lot to love in Diluvion. It could use a few patches to smooth out some rough edges, but if you like the idea of taking a sub down into the ocean and getting lost, get ready for a well-paced adventure.
Sunless Skies - Kickstarter Live and Funded
Sunless Skies is now live on kickstarter and has already exceeded its 100K goal with 29 days remaining.
Sunless Skies is a 2D, top-down, story-led game of exploration, corruption and jeopardy from Failbetter Games. It's the successor to our first game for PC, Sunless Sea, but you don't need to know Sunless Sea to play and enjoy Sunless Skies.
It is the dawn of the 20th century, and London has taken to the stars! As the captain of a spacefaring locomotive you'll behold wonders and battle cosmic abominations in the furthest heavens. Stake your claim. Fight to survive. Speak to storms. Murder a sun. Face judgement.loading...
Sunless SkiesSP/MP: Single-player
Release: In development
Shroud of the Avatar - Interview with Garriott
Rune_74 has spotted this interview with Richard Garriot at Polygon:
Richard Garriott: the man, the myth, the mischief
Early in his autobiography, Richard Garriott characterizes himself as a storyteller, a lover of yarns. After reading his new book, stuffed with tales of derring-do, I interview him via Skype. True to form, he answers almost all my questions with anecdotes, occasionally waving props into the mini-cam. He's as practiced as a Toastmaster Grand Wizard.
I'm familiar with some of the stories he tells because I've just read them in his book. Others have only a glancing relationship with the actual question asked. But no matter, he's an entertaining old cove. Among video gaming's elite auteurs — the multi-millionaire club of game design innovators — he's probably the one you'd most readily invite to a dinner party.
You're probably thinking of Garriott as that fella who wrote the Ultima games and then bought a ticket to space. But his stock of reminiscences go far beyond merely helping to shape video games and visiting the International Space Station for a fun fortnight. He's explored the Titanic. Hiked the Antarctic. Built amazing ghost houses.My dad was an astronaut
Garriott is not the sort to hole himself up in a mansion like some 21st Century Charles Foster Kane, secluded with his greenbacks and his toys. He's out there, living it large, splashing about in the joyful puddles of existence. It's enough to make the rest of us feel a twinge of envy, perhaps even a nasty lick of resentment.
Shroud of the Avatar
I ask Garriott about Shroud of the Avatar. My question is framed along the lines of "people seem to be pretty disappointed and underwhelmed by the game." As evidence, I point towards a raft of bad reviews on the in-development game's Steam Early Access page as well as negative comments on its Kickstarter page. I wonder if things are perhaps not going as well as might be hoped?
He looks genuinely amazed at my prognosis. "I don't think so at all," he says. "We've had naysayers since the beginning. But I think what you're seeing is a side effect from open development from day one."
Shroud of the AvatarSP/MP: Single + MP
Release: In development
Expeditions: Viking - January Newsletter
Here's the January newsletter for Expeditions: Viking:
Sound the Horn!
Welcome back friends of the North! This month’s newsletter arrives with all sorts of things to talk about, from a summary of our most recent closed Beta to a highlight of a few skills that are new to the game, to how YOU can help us to raise awareness about Expeditions: Viking, and what’s in store for the Expeditions: Viking crew in the near future. Let’s get into it!
Rally the Hird!
First off, a warm thanks to you good people! One of the wonderful questions we get from the kind folk of the internet is:
“How do I show support for Expeditions: Viking?”
To answer that for you-- there are lots of ways, and we’d appreciate every bit of your support!
Spread the News
The first thing you can do is recommend us to people you think would enjoy playing Expeditions: Viking. You can suggest that they sign up to the newsletter (www.expeditionsseries.com), or visit the Steam store page and add the game to your (or their) wishlist.
Talk About Your Experiences
We appreciate all of you who participated in the Beta Test being so wonderfully active with your reporting and suggestions and for keeping those reports and discussions in the closed sections of the steam forum. We thank you for your candor and confidentiality. But now is the time for you to get out there and share! Do you have a player experience or screenshot that you’d like to share in an online community. We encourage you to do so! Whether it’s on a social media site (like Facebook, Twitter, or Pinterest) or an online forum (like Reddit, 4Chan, Steam groups, RPG sites, or Youtube comments sections), get on out there and tell people all the things you’ve enjoyed in your experiences so far with Expeditions: Viking.
On that note, take a look at this shiny new video series that Youtuber Many A True Nerd released just last week. The comment section is abuzz, so here’s a great place to get out there and talk more about Expeditions: Viking from a player’s perspective. Go on then, let's give Many A True Nerd some love!
Closed Beta Report
To start this off, if you’re new to the newsletter and were too late to join the previous Beta, fret not! We plan to host one more closed Beta before launch so stay tuned to the newsletter to find out more when the time comes!
A huge thanks for all of you Beta Testers who participated in the last Beta session. It was really exciting to get your comments, questions, and feedback, and we want to especially thank you for all the lovely bug reports.
There were nearly 200 bugs and issues that made it through initial reporting and into our system. More than 120 of these were resolved during the Beta, and we published 6 updated builds over the duration of the Beta with improvements abound.
This was such a great opportunity for us to hear back from you with feedback on user experiences and your comments and suggestions were paramount. Thank you again so much!
The Great Dane Axe
It’s finally here! Now you can crowd control and cleave your way to bloody victory using the devastating two-handed Dane Axe. But “what will I do in the shield wall without my shield?” you ask. Well, disrupt and destroy the enemy, my sword-and-boarding friend! As with most weapon types, investing skill points to level the Dane Axe skill will reward players with a total of 3 unique combat abilities:
Reckless Strike - at Rank 1 Reckless Strike is an attack action that currently gives the axe wielder a 25% bonus to damage on their attack but applies the status effect “Unbalanced” (we could have called it “Overpowered” *giggle*) which prevents the character from moving until the end of the next turn. Big Mess, No Fuss.
Pull - at Rank 3 players will unlock Pull. Pull is a crowd control ability that allows players to hook an enemy who is two hexes away by the neck and pull them into melee range. This is great for dragging enemies into unpleasant situations you’ve set up for them (like the ice patch in the gif), and while it won’t trigger attacks of opportunity, it’s great for forcing enemies into traps and the like.
Swipe - at Rank 5, Swipe is an attack action where the player will strike an enemy and any characters standing on either side of the target. Swipe cannot damage shields if blocked, however, and deals no armor-piercing damage. We were thinking of calling it Cleavey McCleaversen but it was too many characters.
We’re very excited to announce that we will be attending a number of trade shows and conferences in the coming months. You can find us at:
GDC San Francisco from February 27 - March 3 in San Francisco, USA for business development meetings and media presentations for Expeditions: Viking. If you’re in the Bay area and are interested in arranging an appointment contact us at firstname.lastname@example.org
For a public demo of Expeditions: Viking you will find us at:
PC Gamer Weekender the 18/19 of February in London, England http://weekender.pcgamer.com/201-programme
PAX East the 10 -12 of March in Boston, USA
We will be taking media appointments at both PAX and the Weekender, if you’d like to reserve a time you can contact us at email@example.com to arrange an appoinment or swing by the booth to say hello.
Stay tuned to the newsletter for information about the upcoming beta and release date info, not to mention a special release week gift for all newsletter subscribers!
Expeditions: VikingSP/MP: Single-player
Release: In development
Elder Scrolls Online - Morrowind Expansion Announced
@GameRant report on The Elder Scrolls Online new expansion which adds Morrowind.
Bethesda Softworks announces ZeniMax Online Entertainment's first major The Elder Scrolls Online expansion, Morrowind, which also adds the Warden class.
ZeniMax Online Studios today announced the first major expansion to its 2014 MMO, The Elder Scrolls Online. It's time to return to Morrowind. The Elder Scrolls Online: Morrowind is a prototypical MMO expansion, featuring a large new land for players to quest and adventure. Additional features include the addition of all new class, the Warden, the new Battlegrounds PvP mode, and of course, an expanded story campaign. Morrowind will come with the pricing of a prototypical expansion as well.loading...
Elder Scrolls OnlineSP/MP: Single + MP
Pillars of Eternity II - On Returning Characters
The latest update for Pillars of Eternity II discusses returning characters saying how you left them in the first game will have an effect on them in the second. There are some story spoilers for Pillars of Eternity in this update.
As one of the writers on the original Pillars of Eternity and the White March expansions, I'm delighted to return to the world of Eora and bring along a few old friends. Aloth, Pallegina, and Edér will join you, the Watcher, in Deadfire, provided they survived their adventures in the Dyrwood. You'll find, however, that they've changed in the intervening years, and the people they've become depends in large part on how you left them at the end of Pillars of Eternity.
Companions are set to be more tightly integrated with the narrative of Deadfire, so we wanted to bring back those whose personal stories will best tie in with the Watcher's and with the conflict unfolding in the archipelago. And wherever their new journey takes them, it's sure to test, challenge, and change them - and the Watcher - together. -- Carrie Patel, Narrative Designer
Companions are set to be more tightly integrated with the narrative of Deadfire, so we wanted to bring back those whose personal stories will best tie in with the Watcher's and with the conflict unfolding in the archipelago. And wherever their new journey takes them, it's sure to test, challenge, and change them - and the Watcher - together.
-- Carrie Patel, Narrative Designer
Tuesday - January 31, 2017
Pillars of Eternity II - Moving to $2M Stretch Goal
The $1.8M stretch goal for Pillars of Eternity II has been achieved, which means that Xoti, the Priest/Monk is now in the game and that the olish people can play the game in their own language. The next stretch goal will allow for players to customize the AI scritping of companish and support for the Spanish language. Besides that there is also some info on the new $2.2M stretch goal.
Now, it wouldn't be a proper update if we didn't give you info about our newest stretch goal. In addition to Italian language localization, this one has two features. First, we would like to create unique portraits for every quest-giving NPC across the entire game. Portraits are a wordless way to tell a story about a character and this is something we wished we could have done more with in the first game. Our talented 2D artist, Matt Hansen, has developed a watercolor-style portrait for conversations that could allow us to add many, many more portraits to the game.
Game of the Year Awards 2016 - Best RPG
Here is the conclusion of the votes for Best RPG in 2016 according to our visitors. The actual winning vote was skipped and we made the entry at second place, the winner, because we like to do stuff like that.
If you want to find out the results, check out the article.
Lords of Xulima II - Random Encounters and The World
Numantian games provide more info on the reasons why the first game was as open or linear as it was and why there were randome encounters, while adding information on how they want to deal with that in Lords of Xumlima II.
There were two types of barriers, ones that were only powerful guardians like the army of the impious princes that protected certain regions. Those barriers weren't impossible to beat without triggering the events that removed them (killing the corresponding prince) if you had a very powerful party. The other barriers were fixed and impossible to beat until you got special items or did specific things. For example, the Ulnalum Guardian that prevented to enter in Varaskel or the Yul statue in Rasmura that protected the bridge access with a halo of darkness.
We set those barriers for two reasons. First the story, the story was more coherent if the main story dialog was played in its natural order. Second, it was to avoid the player from getting lost too soon. In LoX’s earliest version, we first tested with no barriers at all. The testers wasted a lot of time trying to figure out where to go, what areas they could explore or were too dangerous. Ultimately, they became frustrated very quickly. In contrast, with those few barriers the world continues to be very open with lots of things to do, the story flows better, and the player is not overwhelmed by so many options at the very beginning.
Lords of Xulima IISP/MP: Single-player
Release: In development
Conan Exiles - Now on Early Access
Conan Exiles has been released on Steam early access.
PC EARLY ACCESS: OUT NOW! | XBOX ONE GAME PREVIEW: Spring 2017
LEARN MORE: www.conanexiles.com
Conan Exiles is an Early Access open-world survival sandbox game set in the brutal universe of Conan the Barbarian!
English, German, French, Brazilian Portuguese, Spanish, Polish, Russian, Chinese, Japanese, Korean languages supported.
You are an exile, outcast and downtrodden, sentenced to walk in a barbaric wasteland where the weak are crushed and only the strong can live. Here you must fight to survive, build, and dominate the world alone on your own server or with enemies and allies in online multiplayer.
Conan ExilesSP/MP: Single-player
Release: In development
Fallout: NV 2 - Rumour @fraghero
FragHero has a source that seems to suggest Fallout: New Vegas 2 is coming from Obsidian.
If you think about it from a business perspective. This makes sense. Fallout: New Vegas is estimated to have sold around 12 million copies worldwide. It also received a Golden Joystick Award for ‘RPG of the Year' in 2011.
Gamers have been begging for a Fallout: New Vegas 2 sequel for seven years. It looks like their desperate cries have been heard.
Here's what we know: (according to source)
- Upcoming reveal is planned, possibly for E3.
- Obsidian is involved.
- We'll go fucking nuts, and run around naked in the streets in joy.
Our source promises us he will have actual tangible evidence in the next couple of days. Stay tuned.
Fallout: NVSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Banner Saga 3 - Funded and First Stretch Goal
The Banner Saga 3 has funded and has announced its first stretch goal of playable dredge in the latest update.
DUNDR'S BEARD! Thanks to you, we reached our funding goal for the development of Banner Saga 3 in less than a week! This game really is the type of project that simply could not get made without the backing of the best community a small team could ever ask for. Your support, and your help spreading the word, have put us well on our way to finishing this epic Saga.
This is just the beginning, though! This is when the fun starts and from here on out it's cherries on top for everyone! We have lots of great stuff planned that we simply didn't think we'd get a chance to put in the game. Let's do it together, shall we?
You've been calling out for this a long time, and it hasn't fallen on deaf ears; We are pleased to announce our very first Stretch Goal: Playable dredge!
Banner Saga 3SP/MP: Single-player
Release: In development
Monday - January 30, 2017
Castle Torgeath - Update 1.1.0 available
Castle Torgeath 1.1.0 – Controller Support and Art
For this update, we have added partial-controller support and many scenery improvements in all levels of the game. We have tested Xbox 360 controllers on Windows 7 and 8 as well as Xbox one controllers for Windows 10. In addition, new scenery items such as candles and loot were added in all levels. These additions provide an improved ambiance, especially in the later levels, and double as clues for the dungeon.
We wanted to add controller support to give off the old-style console dungeon crawler feel. With our current partial controller support you will be able to look around, use all the attacks, block, run, select objects, switch weapons, access various menus, sheath your weapon, and basically do anything you could do with the keyboard and mouse outside of the menus.
For the menus, you have complete control of the inventory, character sheet, clue menus, and NPC discussions by using the D-pad and “A” and “B” buttons to select and cancel respectively. You can also overwrite the auto save and load that auto save with the controller. Unfortunately, the options menu and the character customization menu at the beginning of the game won’t be accessible by the controller but still can be used by the mouse. Lastly you can change the look-around sensitivity for the controller by modifying the Mouse/Controller sensitivity setting in the options menu. Overall, using the controller should provide a fun and retro feel to the game if you want to use it.
We also added another layer of various art and effects throughout the game. The idea was to give the entire game a few more sprinkles on top. The main thing was more effects primarily in the form of various types of candles. However, these art additions are not just for game feel. The effects serve as clues on where to go and what you might encounter as you move further in the dungeon. The strategic placing of the effects combined with the art creates a whole new feel for certain sections of the game.
Lastly due to due to the many requests we have received, we wanted to let you know that we intend to work on the map as a primary feature for our next update. There will be a map for each level in addition to a few new unique surprises. We hope to have the new map feature out late February.
Here are the full details of the update:
- Implemented partial controller support for Xbox 360 and Xbox One controllers
- Updated the Help page with controller button info
- Added scenery and effects in the Battlements
- Added scenery and effects in the Library
- Added scenery, loot, and effects in the Smithy
- Added scenery, loot, and effects in the Royal Chamber
- Added scenery and effects in the Mines
- Added scenery and effects in the Alchemy Labs
- Changed some enemy types in parts of the Library
- Fixed various minor bugs
Castle TorgeathSP/MP: Single-player
Genre: Dungeon Crawler