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
Forum WatchSteam keys galore to give away by porcozaur
Wild Terra Online: sandbox-RPG in medieval setting with player-driven world by guniball
The ever-popular "Currently Listening" thread by pibbur who
GMDX : "Definite Deus Ex experience" by Moriendor
What cRPGs to look forward to? by Silver
Thursday - April 06, 2017
Diluvion - Review
NerdStash has reviewed the deep sea exploration game Diluvion:
A journey into the unknown is always exciting. Yet, when playing a video game, the excitement of that journey can be brought down by factors uncontrollable by the player. In Diluvion, the journey into its steampunk, underwater world has moments where the player feels as submerged as the world they’re exploring. That’s not really a good thing, in this case. Instead, it’s more of the sinking feeling one gets when they’re disappointed. That’s how I felt playing Diluvion. Although the world in which Arachnid Games created for you is full of tough enemies, beautiful visuals, a fitting soundtrack, and a decent storyline, the game is weighed down by an anchor of unfortunate flaws.
I think the best part of Diluvion has to be the original soundtrack. The music was perfect. It’s not like it changed that much throughout the course of the game, but it was so well-done that I didn’t care. Every sound, song, and piece of music that was used–whether it be for entering a town or station, or being spotted by an enemy–was just as perfectly suited to the steampunk environment as the visuals were.
If you were having doubts about playing Diluvion based on my previously mentioned negative comments, then put those aside and play it for the way it presents itself visually and musically. Yes, the game requires patience and a little bit of anger management at times. But what it lacks in certain areas, it almost makes up for with not just great artwork and music, but also a somewhat decent plot. Don’t get me wrong, it’s not a mindblowing story that’ll keep you wanting to play until you beat it; but it’s engaging where it counts (I won’t spoil anything). The story did feel rushed, which I’m sure was because of the smaller budget the developers had to create the game. That’s why I can’t hold it against them. Regardless, there’s still something worth looking at, so fill your air tanks and take a dive into the fantastical world of Diluvion–as flawed as it may be.
Score: 3/5 - Good
Dark Souls III - Ringed City Review
CGM has reviewed Dark Souls III - Ringed City:
Dark Souls III: The Ringed City Review - A Punishing Finale
With The Ringed City, we are receiving the final adventure in the Dark Souls series. Talk about an end of an era. The franchise’s’ unique gameplay has essentially created its own sub-genre of action RPGs, with games like Nioh wearing the influence proudly. However, nothing quite feels like a Dark Souls game, and The Ringed City DLC is about as quintessential as it gets in most respects, but strangely lacking and unfamiliar in others. This is both a good and a bad thing, in a way. Fans of the series’ famous boss fights and notorious difficulty are sure to be delighted but those players looking for the labyrinthine, interconnected world design or some answers to the questions raised over the series’ three major entries will be left wanting.
All in all, The Ringed City is a bit of a mixed bag. The levels are gorgeous, great throwbacks to the rest of the series, but feel way too linear and rushed—especially in some sections. The cryptic and ambiguous storytelling the series is famed for is there, but not in any capacity that feels fitting for the end of such an epic tale. The enemies are tough as hell, and the boss fights are fantastic, but are weighed down by irritating sections and gameplay mechanics that don’t jive with the series. The new weapons are great, depending on your build, but plenty of the new sets are radical and Fashion Souls players should be pretty stoked.
The Ringed City is a fantastically punishing finale for the Dark Souls saga, but is held back by linear level design and an underwhelming story.
Dark Souls IIISP/MP: Single + MP
Victor Vran: Motorhead - Gameplay
Creative Producer Achim Heidelauf presents Motörhead Through the Ages:
Victor Vran Motörhead Through The Ages, Play through live from EGX Rezzedloading...
Live from EGX Rezzed, Creative Producer Achim Heidelauf went live with Victor Vran and showed off Motörhead Through the Ages!
Victor Vran: Overkill EditionSP/MP: Single + MP
Release: In development
Non-RPG General News - Brexit: Repercussions on Video Game Industry
Sorcery discusses Brexit and its repercussions on the game industry:
Brexit and Its Repercussions on the UK’s Video Game Industry
The United Kingdom is home to many, much loved video game companies. Some have spent decades in Britain such as Rare, creators of classics such as Banjo Kazooie, Goldeneye 64 and Perfect Dark. Rockstar North are Scotland based and have worked on many GTA titles and the Red Dead Redemption series. Relatively new studios such as Hello Games (No Man’s Sky) and mobile game creators ustwo (Monument Valley) are also based here. There is a wealth of talent in the UK, both old and new, however a certain referendum had last year is likely to put that in jeopardy.
When Theresa May triggered article 50 last week she started an arduous process which has never been done before and may turn out to be detrimental to her own country. Meanwhile who knows how many opportunities Britain is now missing out on because of the cloud of uncertainty looming above. Maybe the next GTA will be worser for it, maybe we will never get another Monument Valley, but what is truly scary is that we do not know what opportunities we will miss out on, both during and after the process. In an ever globalising video game industry and world, the risks of Brexit are likely to be vague, uncertain and seismic. Will we be able to say that the UK’s game industry has improved post Brexit? At the moment the stats are pointing south.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Wednesday - April 05, 2017
Vikings - Wolves of Midgard - Review
Worthplaying has reviewed the Hack'n'Slash RPG Vikings - Wolves of Midgard:
PC Review - 'Vikings: Wolves of Midgard'
Norse mythology has been a favorite topic of video games for quite some time now. Even without the recent Marvel movies, the games have gotten many players familiar with the ideas of Valhalla and Ragnarok as well as some of the major characters, like Odin and frost giants. Vikings: Wolves of Midgard is the latest game to take on the Norse theme, placing it in the framework of an isometric action RPG. It isn't perfect, but it's a solid game.
The plot concerns the constant battle between the Norse gods that leaves Asgard rather unstable. Sensing an opportunity, the Jotan awaken the frost giants and coax them into a war with the gods that will likely bring about Ragnarok. Caught in the middle of this is the new chieftain of the Ulfung tribe, who earned the position after an invasion left the previous chieftain dead. Ordained by prophecy, the new chieftain seeks revenge against the Jotan to hopefully stop Ragnarok from occurring.
In the end, Vikings: Wolves of Midgard is good. It retains most of what makes the genre so appealing, and the other changes, like environmental dangers, amplify the formula instead of watering it down. It doesn't move the genre forward, though, and the lack of a custom preset combined with spotty performance on middle-of-the-road hardware will make some people see this as rather unpolished. For those who want something new in the genre, Vikings is worth a shot.
Vikings - Wolves of MidgardSP/MP: Single + MP
Battle Brothers - Review @ PC Gamer
PC Gamer has reviewed the tactical RPG Battle Brothers:
Battle Brothers Review
Around our campfire, the men eat and sleep and sharpen their axes. I’m worrying about our profit margin. Our contract pays 400 crowns for taking out these bandits, but the fat little nobleman who hired our mercenary company didn’t mention that we’d have to charter a boat and march for a week just to find them. Watching the miles tick by, I keep thinking the same thing: we’re barely going to break even.
This is the kind of commander that Battle Brothers, a new medieval strategy RPG, has turned me into. In combat, I’m aggressive and decisive. But when the fighting stops, I turn into a miser. Every coin and every bandage is money we need to stay alive, stay equipped, and keep going in this wonderful game of tactics and sellswords.
Despite being fresh out of Early Access, though, the majority of Battle Brothers is well-oiled and dependably fun. I kept humming with the victory and despair I usually reserve for X-COM campaigns: the archer who makes a wondrous 19% headshot; the swordsman who blocks and dodges his way out of certain death; the veteran soldier suddenly gutted, lost forever behind the veil of permadeath. Battle Brothers takes a formula I love and twists it to fit a wide-open medieval setting. I don’t have to save the world, I just have to make enough to fix my gear, hire a new sword, and go on to my next contract. The stakes aren't as high, but it feels just as rewarding.
Thank you for the info, henriquejr!
Battle BrothersSP/MP: Single-player
Dex - Free Demo Released
@DSOGaming Dex has received a free demo which contains never seen before content.
Dreadlocks has released a free demo for its side-scrolling action sci-fi RPG, Dex. Dex is described as a 2D, side-scrolling, open-world cyberpunk RPG with a focus on exploration and non-linear gameplay.
The brand new demo is bursting with never before seen story elements and enhanced gameplay. Players who complete the free demo will get the chance to win a selection of fantastic digital rewards on offer, ranging from Dex wallpapers to avatars and an artbook of the game.
Those interested can head over to its official website and download the demo.
Platform: PC, Xbox 360, PS4
Kynseed - 2D sandbox adventure prototype
@IndieRetroNews Kynseed is a new project from some ex-Lionhead people which is described as a 2D sandbox adventure with rpg elements. An early prototype is available to download. (Scroll to the bottom of the page)
Something for everyone this week and it continues with the prototype indie game ' Kynseed ' which is being developed by a couple of ex-Lionhead Fable devs 'PixelCount Studios', and is available to download as a very early version for the PC. Classed as a 2D sandbox adventure with RPG elements, this prototype puts you in control of a young lad that is working on the family farm. You can walk around, explore the lush landscape, go fishing and even be pulled in by the lovely sound of bee's!loading...
General NewsSP/MP: Unknown
Release: In development
Colony Ship RPG - Introducing the Setting in-game
Colony Ship RPG has another update on the Iron Tower forums. This one explores how the setting will be introduced to the player in-game.
Introducing something new and different isn't an easy task. A fantasy game like AoD offers many familiar concepts: a local lord in charge of a town, different guilds, rival Houses, traveling preachers, etc. None of it raises any questions or requires any lengthy explanations.
The Colony Ship Game is very different and there are a lot of questions that need to be answered and a lot of concepts that need to be explained without overwhelming the player with the new info. That's one of the reasons you start the game in the Pit, the container town, instead of the much stranger Habitats. It offers some familiarity and gives you plenty of second-hand information from other people.
The Pit will give you two locations: the relatively safe "main street" and the not so safe "bad part of town". Overall, it will give you more places of interest and things to do than Teron, including an arena that will allow you to test your character fairly early and figure out your limits. Did I say arena? I meant the Courthouse:
"This, my friend, is the cornerstone of justice in our little town," he says with pride. "Welcome to the Courthouse."
"I thought the Pit was a barbaric outpost where people went to hide from the law."
"No, no, far from it! We abide by the Constitution, and much more strictly than those fools in the Habitats. Every accused man in the Pit is guaranteed to have his day in court and face his accuser, just like the Constitution says. If said accuser is unable to make an appearance, an Arbiter appointed by the Court will take his place."
"What about the trial?"
"If the defendant slays his accuser, or the aforementioned Arbiter, he's cleared of all charges and released. If the defendant falls to the accuser he is declared guilty. Posthumously, of course."
"That's what you call a trial?"
"All contests conform to the process of law," he says with a reassuring pat on your shoulder, "and here is where our method is superior: it is immune to the corrupting influence of money. Try to find a system like that in the Habitats. Haw!"
"You mentioned a job."
"We're running low on legal representation for the prosecution," he admits with a sad shake of his head. "Lost three Arbiters last week in a string of challenging cases."
Other notable locations include the Regulators, a local church, a whorehouse, a prison, a gambling den, various stores, and entire town "blocks" occupied by different crews of scavengers and other men of ill repute. They will provide you with some bits of common knowledge as well as quests properly introducing other locations:
"Combat tech and implants." He taps the data jack on the side of his head. "The good stuff, extracted with care and rehabilitated for my more moneyed customers."
"You know they don't make new ones, so where do you think they come from? Now take a look at this beauty." Cole dangles a small ball, made of some smooth, shiny substance, from a bundle of ultrathin translucent wires. As it slowly pivots, you see on its reverse side a much worn bar-code and brown spots that look like dried blood.
"Excellent pedigree," says Cole. "Four previous owners, no registered complaints, and still performs up to factory specs. It's a basic model though, which is why I'd be willing to practically give it to you for twenty chips."
"What is it?"
Cole shows you the recessed lens on the underside, the "pupil" of the device, ringed by an impossibly blue iris.
"God has everything to do with it!" The preacher moves closer, closer than you like, leaning well into your personal space. "It is by the Lord's grace alone that the Ship was launched, and by His grace alone shall She arrive at that land He promised us so very long ago.
"And it was written," he shouts, the tendons of his neck leaping up, "I will bring you up out of the affliction of Egypt unto the land of the Canaanites, unto a land flowing with milk and honey. The words of millennia ago, my son, millennia, for the truth of His word is eternal."
"Who are the Canaanites?"
"Those who dwell in the Promised Land, those who wait open-armed to embrace the righteous when, and only when, we prove our devotion to the Lord."
"Do you really believe that?"
"Did the Israelites not wander the desert for forty years before He allowed them into the Promised Land? Why did they go for so long without a home? They were not ready. The Israelites must first make their children worthy of the Lord's grace, and only then were those children allowed to set foot in the Promised Land."
Colony Ship RPGSP/MP: Unknown
Release: In development
Pillars of Eternity II - Factions Part 1
Pillars of Eternity 2 has some factions which are detailed in the latest update. Part 1 explores the Principi and Huana factions.
You've heard about a couple of the following factions before, whether it be from the first Pillars of Eternity, a Pillars II developer interview, or a previous crowdfunding update. This time, we'll go into detail about the culture, lore, and personalities of each of the four main factions: The Príncipi, Huana, Royal Deadfire Company, and Vailian Trading Company. This week, we'll be covering two of those four factions: The Príncipi and Huana.
Please note that some of the below lore is subject to change as we progress further in development.
The Príncipi are largely descended from a group of refugees who fled the decline of Old Vailia (shortly before the Republics declared independence). They sailed around the Eastern Reach until they reached Deadfire, where instead of settling the islands, they continued their shipboard life. Seizing opportunities where they could, they gradually became pirates, smugglers, mercenaries, and merchants of ill repute. Over time, their ranks have swelled to include Deadfire's indigenous peoples (Huana) as well as enterprising or desperate individuals from other countries and cultures not aligned with the Republics or Rauatai (Dyrwood, Aedyr, Readceras, Ixamtl, etc.)
Religion - Religion among the Príncipi is as varied as membership. As sailors, many of them worship Ondra (as goddess of the oceans) and Hylea (for her influence over wind and weather) but others worship gods and goddesses that were more prominent in their homelands. Worship of Ondra, Woedica, and Hylea is especially common among descendants of Vailians.
Relationship with Other Factions
- The Príncipi have fluid relationships with most other factions, as they are in a position to plunder (or sell to) just about anybody.
- The Príncipi frequently target Vailian Trading Company ships. Remembering that the first families could not find shelter in the Republics during their voyage, the Príncipi subject even surrendering crews to (painless) humiliations, such as leaving them all stranded in their smallclothes.
- Additionally, the Príncipi have been raiding Huana villages almost as long as they've been in the Deadfire. Pirates may have a better relationship with larger towns, however, particularly when they're frequented by merchants who will buy stolen goods.
Geography and Location - The first families initially landed toward the warm, northern portion of the archipelago, but the Príncipi have expanded their reach since then, and their ships can be found anywhere in Deadfire. They tend to lurk near trade routes and settled areas, though their havens are necessarily more remote. While the Príncipi do not found formal cities, they have semi-permanent colonies all around the archipelago where members may safely land for repairs, R&R, or to purchase new supplies. The locations of these havens are typically known only members (or extremely close associates) of the Príncipi.
Pillars of Eternity IISP/MP: Single-player
Release: In development
StarCrawlers - Launching May 16th
StarCrawlers finally has a release date of May 16th according to the latest Kickstarter update.
We've been quiet working away during Crunch Time (super fun) on the final content, and it's finally ready. Thank you everyone for being patient with us! If you haven't been patient with us, that's cool too, we love you. It turns out making games takes some time, and we may have ended up adding a few things above and beyond the original scope of funding, but we couldn't resist. :D
A few of the upcoming features in the final patch include :
- Boss Mode - Elite boss mobs have deployed to procedurally-generated missions along with unique abilities, squad makeups, and loot.
- Collectible Lore Items - Scattered around maps, hidden lore loot reveals additional info about the corps and can be compiled into dossiers for a reward.
- Achievements - 30+ Steam achievements are live with this update (more at launch) and we're working with GoG.com for Galaxy achievements for launch.
- Class Abilities - During Early Access and InDev we've received tons of feedback and suggestions on class abilities and mechanics - the latest patch brings something new or improved for every class in combat.
- Mob Abilities - With the addition of elemental damage, and now elemental effects, player classes have been annihilating mobs in a variety of ways. In this patch, the mobs bite back with new and improved abilities and tactics.
Genre: Dungeon Crawler
Release: In development
Tuesday - April 04, 2017
The Feud: Wild West Tactics - Announced
The Feud: Wild West Tactics is an upcoming strategy RPG:
The Feud: Wild West Tactics
Feud: Wild West Tactics is a turn based game all about gun blazing, shotgun blasting, knife stabbing and dynamite throwing action in the Wild West. Centered on the famous Hatfield and McCoy feud you’ll be able to play special storylines from each side with sets of unique characters, each with a ton of personality and grit! Learning how to use your posse effectively against the dangers of the world is the core of the game. Only the hardiest gunslingers can expect to go the distance and survive!loading...
When you get through with the story, you can try your hand at empire building in Western Saga mode. Based on traditional 4x strategy games, you’ll be able to capture resources on the map, research numerous upgrades, explore, investigate events, hold up wagon trains, hunt down wanted men, and most importantly drive the other enemy families off your land for good!
Turn Based Tactics in the Old West
Polished and fun turn based gameplay that focuses in small team battles. You’ll need to learn your character’s abilities and specialties to survive the fights. The Enemy talent system means the harder battles differ each time you play, giving enemies a personal touch.
Develop your Characters
As you move through storylines you’ll level up your characters choosing new abilities and developing existing ones. You’ll also be able to equip your characters with a variety of items including ones specially made for them.
Play through three storylines and 32 missions with unique maps. You’ll face a wide range of challenges from straightforward kill missions to destroy missions. The advanced difficulty mode provides the ultimate challenge to the seasoned player!
A massive meta game that lets you see if you can build the ultimate western empire by taking over the map from three enemy factions. Choose from two different sides. You’ll explore, research, recruit and conquer. Saga includes a variety of difficulties including hardcore mode where your losses for fight to fight are permanent.
Endless mode lets you throw together a team of hired guns, heroes or a combination of the two for a quick endless series of challenges on a variety of maps. Endless mode comes complete with a load of in game achievements to test the heartiest gunslinger.
RICH STORY MODE CAMPAIGN with a total of 32 missions and two difficulty levels
BUILD A WESTERN EMPIRE in saga mode where you can recruit hired guns, take over territory and research a massive amount of upgrades. Create your own strategies and see if you can defeat the enemy factions.
ENDLESS SHOWDOWN MODE featuring hired guns, battle quirks and random challenges
11 HERO CHARACTERS inspired by History and the archetypes of the old west with unique abilities and talents that allow you to develop different strategies.
RPG STYLE ITEM SYSTEM with dozens of common, uncommon, rare and legendary items to equip on your heroes
CLASSIC WESTERN WEAPONS from pistols to long rifles and knives
DEEP RESEARCH TREES with over a hundred improvements to research in western saga
DOZENS OF DYANMIC EVENTS await in saga mode including: Bank robberies, wagon heists, bear battles, deer hunting events, curses, hog stealing etc.
RANDOMIZED WORLD MAP and hero discovery order means no two games are the same
DIVERSE LOCATIONS including grassland, swamp, moutains, woods, towns, mines, lumbermills, caves and the desert with multiple maps in each area.
UNIQUE PERK AND QUIRK SYSTEM gives your hired guns memorable traits like being a drunkard who occasionally takes a turn off to down some whisky or being a quickdraw master.
CLASSIC WESTERN STANDOFFS where you draw and shoot, the gunslinger with the best timing wins.
SPECIAL WEAPON ABILITIES are activated along with extra action points and boosted stats after a kill. Learn how to master them to change the flow of a fight
BEAUTIFUL ORIGINAL SOUNDTRACK with over a dozen tracks
CINEMATIC CAMERAS highlight special attack and brutal hits
The Feud: Wild West TacticsSP/MP: Single-player
Release: In development
Torment:ToN - Walkthrough and Guide
Neoseeker has published a walkthrough for Torment: Tides of Numenera:
Torment: Tides of Numenera Walkthrough and Guide
Welcome to Neoseeker's walkthrough and guide for Torment: Tides of Numenera, an inXile Entertainment RPG and the spiritual successor to the cult classic Planescape: Torment. This comprehensive guide for the game covers primary quests, side quests, loot, companions, and various tips and information. Be warned: spoilers are littered throughout.
Before you dive into the game, you should know Torment: Tides of Numenera isn't your usual RPG. While most of the general trappings -- quests, combat, dialogue, choices that shape your character, companions, etc. -- are present, the setting is extremely unique and best described as highly futuristic but with subtle influences from the past, making it almost steampunk in a way, but more sci-fi and paranormal.
In this world, you can expect things like cybernetic modifications, true psychics, journeys into people's minds (including your own), entities that take over bodies or manifest themselves as different versions of other people, and robot workers with consciousness, among other things. Conversely, the inhabitants and towns can look very modern day or even archaic at times, and artifacts from yesteryear for example can be collected and put to good use.
As with Planescape: Torment, dialogue is plentiful, combat can be avoided almost entirely with most character builds, and in many cases, you can't die in any traditional sense (only transported inside another dimension temporarily).
Thank you for the info, Sean!
Mass Effect: Andromeda - The Journey Ahead
BioWare General Manager Aaryn Flynn annouced a lot of improvements for Mass Effect: Andromeda:
It’s been two weeks since the launch of Mass Effect™: Andromeda and we’re thankful to the millions of you who have already joined us on this journey. And though the game is now in your hands, it’s really just the beginning.
Since launch, our team has been poring over your comments and feedback, looking to discover what you like about the game, as well as areas we can evolve or improve.
This Thursday, we’ll release a new patch that addresses technical fixes (crashes, improved performance), but also adds a number of improvements we’ve heard you ask for, such as:
- Allowing you to skip ahead when travelling between planets in the galaxy map
- Increasing the inventory limits
- Improving the appearance of eyes for humans and asari characters
- Decreasing the cost of remnant decryption keys and making them more accessible at merchants
- Improving localized voice over lip sync
- Fixing Ryder’s movements when running in a zig zag pattern
- Improving matchmaking and latency in multiplayer
There are many more adjustments being made, all of which you can find in our patch notes.
Over the next two months we’ll be rolling out additional patches which will go even deeper and look to improve several areas of the game:
- More options and variety in the character creator
- Improvements to hair and general appearance for characters
- Ongoing improvements to cinematic scenes and animations
- Improvements to male romance options for Scott Ryder
- Adjustments to conversations with Hainly Abrams
These upcoming patches will also address performance and stability issues. And we’re looking at adding more cosmetic items to single player for free.
For multiplayer, over the same timeframe, we’re going to continue to build on the APEX missions that have been running since launch. We’ll be adding new maps, characters, and weapons. On Thursday, we kick off the first of three new chapters centered around The Remnant Investigation.
This is just a taste of what’s in store as we continue to support Mass Effect: Andromeda. And as always, you all play an important role in that. We want to hear from you about your experiences, both what you love about the game and what you’d like to see changed. We’re listening, and we’re committed to partnering with you as we continue to explore the Andromeda galaxy together.
Here’s to a great journey,
Thank you for the info Robert Grosso and rjshae!
Mass Effect: AndromedaSP/MP: Single-player
Krai Mira - Extended Cut Trailer
The Extended version of Krai Mira is now available:
We’re proud to announce that Krai Mira: Extended Cut is available right now on Steam. The enhanced version includes tons of new content that rebuilds the formula of the game.
Watch the launch trailer:loading...
If you already own the standard edition, all you need to do is download a free update.
TallTech studio & IMGN.PRO
Krai MiraSP/MP: Single-player
Battle Brothers - Permanent Destruction
Battle Brothers update 220.127.116.11 introduces the option "Permanent Destruction" during the end game crisis:
- Added map seed that can be entered upon starting a new campaign, and seen for ongoing campaigns created after this update, for replaying and sharing maps.
- Added checkbox for 'Permanent Destruction' during late game crises when starting a new campaign. It's checked by default to work how you're used to. Unchecking it will result in settlements getting the 'Razed' situation for a considerable time instead of being permanently destroyed.
- Added warning prompt for users of Avast due to compatibility issues introduced with one of their latest updates.
- Changed game to unpause only after autosaving is completed when leaving towns in ironman mode, so no time on the worldmap is wasted.
- Fixed issue with the game potentially hanging in some cases as characters rise from the dead during the Undead Scourge.
- Fixed AI not using the 'Footwork' skill properly in some cases.
- Fixed issue with 'Decisive Battle' contract.
- Fixed issue with 'Privateering' contract.
- Fixed various minor issues.
Battle BrothersSP/MP: Single-player
ELEX - World Map
Farflame spotted a part of the Elex world map on World of Elex:
Part of the World Map
In a new Youtube video with gameplay from PAX East 2017, a big part of the world map is visible for the first time. Although the video only shows the area in the region Abessa which is known from many gaming conventions, this small find is worth a news. Additionally, the video also shows some places that were unknown until now.
Because the part of the map that is visible in the video changes, we put together several screenshots from the video into an image, which thus contains virtually the whole part of the map visible in the video. If you want to see the map in the video anyway, you can do that starting roughly at the 7:00 mark.loading...
Platform: PC, PS4, Xbox One
Release: In development
Star Control: Origins - Brad Wardell Interview
Brad Wardell was interviewed about Star Control:Origins by PCPowerPlay.
The franchise was recently bought by Stardock, and a reboot is in the works. When we recently caught up with Stardock CEO Brad Wardell the first thing he wanted to impress on us was the magnitude of the production. "It's definitely our biggest project ever."
His team is currently working on the planetary exploration aspect of the game, where you can send a shuttle down to hunt for resources. As revealed in the recent teaser trailer, what was an abstract, 2D game mode in SC2 is now rendered in full 3D.
"From an engineering point of view it's an interesting challenge, because this game has many different parts to it, but it has to be seamless. No-one wants to sit there and wait for a planet to load. You need to be able to go to the spherical planet, land on it, do stuff, have interesting adventures, and then be able to leave in one swoop, and it has to work on a reasonably powerful machine."
To this end Star Control: Origins is being built with Nitrous, the powerful 64-bit engine from Oxide that made possible the spectacular action in Ashes of the Singularity. "People love Star Control, and people ask: ‘Why hasn't anyone taken that basic formula?' Well, it's because Star Control is actually several games put into one. You have the planet exploration, you have the ship battles, and you have the alien story part, you have the star system exploration... it's a lot of different what we call ‘graphical scenes.'
On top of all that content, Star Control: Origins will also come with an editor that will allow users to create and share their own space oddities on Steamworks. "So if someone wants to make a Star Control 2 or something, I suppose they could [laughs]."
One of the most memorable aspects of SC2 was the music, all of which was created in the MOD file format popular at the time. For Origins, Brad hired the Finnish composer who came up with the distinctive themes for the Thraddash and the Yehat. "We actually are working with Riku Nuottajärvi, who did most of the best-known themes from Star Control back in the day. He was actually just a kid back then. He's obviously an adult now. He's handling pretty much all the music in the new Star Control."
Star Control: OriginsSP/MP: Unknown
Release: In development
Ghost of a Tale - Development Update
Seith provides a new development update for Ghost of a Tale, in which he talks about GDC, whiteboxing the remaining areas in the game, Xbox One preview status, some assets for showing rocks and a new shader for water.
’ve just started developing a new shader for large bodies of water (ie: Lake Vaelia!). It’s a rather cheap/simple shader (since it doesn’t even use the Gerstner algorithm) but at this very early stage it’s showing promises.
(Thanks to Cyrille for helping me with non-trivial sine-waves math!)
How that looks you can find out by hitting the link.
Ghost of a TaleSP/MP: Single-player
Release: In development
Bloom - Abilities and Portraits
In a new development update for Bloom, some of the new abilities that are in the game are shown by means of a number of animated gifs, which primarily focus on your options to evade combat.
So everyone has seen the basic way creatures can become aggressive towards a target when they see you. It works the same way most games handle it (vision cone, distance).
But a big part of the game is having freedom in how to approach / interact with obstacles.
For example, some fruit which you can eat (at least for Alon in the prologue) which gives you a temporary boost to regeneration rates....or use it to lure creatures away / feed them so they aren't hungry and aggressive.
What is happening here is deceptively complicated. Like I've talked about before, the creature is "smelling" the fruit first (giving the creature a rough estimate of where the fruit is, sending it that direction) ...then seeing it and using the vision stimuli to get a direct point.
The thing is, food is food for a thistle spider, so the player causes the same type of behaviour even if we try to hide him in some pocket fog plants.
Next to that there are also some new portraits to look at.
Release: In development
Dark Souls III - Ringed City Review
PC Gamer has reviewed the Dark Souls III - Ringed City DLC:
Dark Souls 3: The Ringed City review
Dark Souls 3: The Ringed City rushes through the series' history like an unhinged amusement park ride. It's excessively punishing, even by Dark Souls standards, and unusually straightforward, with a flat, linear design that doesn’t leave much room for exploration or inspire curiosity. Full of haunting landscapes and with a few exhilarating (and some infuriating) fights, it’s more Dark Souls, but not the fitting end the series deserves. With some of the worst level and encounter design of the series, The Ringed City blows by its dreary themes and thin story beats by constantly pushing the player towards an inevitable, obvious conclusion.
Analyzed for its story alone, The Ringed City is an incoherent mess. Lore hunters will find new names and locations to build theories around, but theories are all they’ll ever be. Slave Knight Gael and the Painting Woman are the only characters that get somewhat complete arcs, and they were only just introduced in Ashes of Ariandel. I’m OK with no answers about the greater Dark Souls lore, but for anyone expecting to find a keystone of vital lore intel to tie it all together will be massively disappointed.
At times the difficulty and dreary landscapes are enough, but overall The Ringed City was one hell of a soft note for Dark Souls to go out on. As a surface level thematic experience, the finale is a fitting way to end the series, leaving the faintest glimmer of hope amidst all the ash. I had fun descending through a visual collage of the series’ history—it's much more interesting than Ashes of Ariandel—and I can appreciate the symbolic significance of its ending, but this is Dark Souls design at its most uninspired.
Dark Souls IIISP/MP: Single + MP
The Long Journey Home - Gameplay Demo
GameReactor were guided through The Long Journey Home by developer Andreas Suika. Suika confirmed that you can expect the game late April or early May.
While we were at PAX East we took a closer look at the intriguing space adventure game, The Long Journey Home, with creative director Andreas Suika taking us on a quick tour.
The Long Journey HomeSP/MP: Single-player
Release: In development
Steam - Revamping Game Recommendations
@PCGamer Valve has met with Total Biscuit and Jim Stirling about its intended changes to game recommendations and how to combat 'fake' games.
Probably the biggest front-facing change will be the addition of "Steam Explorers," an opt-in system in which users buy a game from a pre-selected list, then play and evaluate it based on various criteria. The games will have to be purchased, but Valve is considering "perks" for members of the program including unique badges, access to exclusive forums, and no-strings-attached refunds (one per week) which will make "explored" games not too terribly different from conventional review copies. The idea is apparently to come up with something more akin to what Valve originally had in mind for Steam Greenlight, but with more incentive for those taking part to approach it actively and seriously, thereby making it a more effective system for separating the wheat from the crapola.
Valve is also looking at changes to the Steam curators system to increase its functionality and "make curation a rewarding and useful experience." It wants to give curators the ability to put together "collections"-TotalBiscuit noted that he currently cannot create a list of his top ten games for 2016 and display it at the top of his curator's page, which by all rights should be a very simple and obvious thing for a curator to do-and is also looking at a level system for curators, with various unlockable perks.
Significant for developers is a plan for an integrated "key mailer system" that will enable studios to give games to Steam users without the need for Steam keys. That will presumably simplify the process of getting games into the right hands, but it will also help cut down on Steam key fraud.
Monday - April 03, 2017
Dishonored 2 - Three Mission Demo
A three mission Dishonored 2 demo will be available next Thursday (April 6):
Dishonored 2 - Free Trial
We’re pleased to announce that we’re releasing a free trial for Dishonored 2 for Steam on April 6! The free trial will allow players to dive into the first three missions of the campaign as either Empress Emily Kaldwin or the Royal Protector, Corvo Attano.
The free trial can be downloaded from Dishonored 2’s store page on Steam. What’s more, players that decide to upgrade to the full game during or after the free trial will keep all of the saves made during the trial, and can continue enjoying Dishonored 2’s campaign from where they left off.
Take on the role of a supernatural assassin in Dishonored 2, the follow up to Arkane Studio's first-person action blockbuster that earned more than 100 'Game of the Year' honors. Dishonored 2 has been praised by IGN as “amazing” and “a superb sequel”, declared a “masterpiece” by Eurogamer, and hailed “a must-play revenge tale among the best in its class” by Game Informer. Named ‘Game of the Year’ by PC Gamer, ‘PlayStation 4 Game of the Year’ by IGN, and winner of ‘Best Action-Adventure Game’ at The Game Awards 2016, Dishonored 2 has garnered over 100 ‘Best of 2016 Awards.’
When the mad witch Delilah seizes the throne, the fate of your Empire is left hanging in the balance. As Emily or Corvo, travel beyond the legendary streets of Dunwall to Karnaca, the once-dazzling coastal city that holds the keys to restoring Emily to power. Armed with powerful supernatural abilities, weapons and gadgets, how far will you go to hunt down your enemies and take back what’s yours?
Dishonored 2SP/MP: Single-player
Soldak Entertainment - Lessons learned @ Gamasutra
Steven Peeler talks about his 13 years of RPG-making for Soldak Entertainment:
Q&A: Soldak's lessons learned in 13 years of making RPGs
Steven Peeler has been developing RPGs as Soldak Entertainment for 13 years now. From his first title Depths of Peril up to last year's Zombasite, you always know you're playing a Soldak game right away. He manages to cram a great deal of depth and innovation into a compact file size.
We talked to him about his design philosophy and the things that have changed for indie developers over the years.
How hard has it been to get press coverage? I know you're still doing your own PR, and with the flood of press releases we get each day, I can imagine that this is increasingly difficult.
It has definitely gotten a lot harder to get press coverage the last few years for small indies. There are just so many games coming out, it's difficult to cut through the noise especially if you are like me and would much rather focus on actually making games instead of marketing.
I noticed that there have been quite a few Youtube channels that covered Zombasite. Is this the future of game coverage?
I'm not sure I would call YouTube channels the future of game coverage, but they are certainly becoming an important part. The most annoying part of this is that every time we release something, we get tons of emails from people pretending to be some big YouTuber, but they are just someone scamming developers for free keys. It's usually not hard, but it's a pain to wade through these for legitimate YouTubers...
Planescape: Torment EE - Review
Old Man Mordaith has reviewed the Enhanced Edition of Planescape: Torment:
City of Doors
Making a Name for Yourself
The Nameless One, Good ol’ TNO, is the predetermined protagonist of Planescape: Torment. And I bet he is really wishing I wasn’t behind the wheel right now. I will blame most of my errors on the pain medication I’ve been on from my recent dental issues (I guess Morte wanted an upgrade on his chompers.) I do have hazy memories of hacking my way through the Mortuary, leaving a trail of Dustmen behind me – and, I should add, those bastards should be grateful that I helped them shuffle off this existence of suffering.
After a rocky start, a few deaths, and my eventual freedom from the grand deader processing centre of the Hive, I found myself facing a newly enhanced version of a classic and wondered where it would take me.
Into the Abyss
Very few would argue against the claim that Planescape: Torment was a landmark game for the industry. It changed how we looked at not only Roleplaying games, but video games as a whole. The idea your character could die and it was no biggie was mind blowing, and the discovery that there were fates worse than death in a video game was profound. Touching such a sacred part of our beloved history is always a risk, and Beamdog has caught flak for things before. But trust me when I say, the enhanced edition isn’t just a nice edition, it’s essential.
It takes a classic game and makes it playable again. While not a remake or remastering by any stretch of the imagination, the game looks great and plays well. People thinking this will be on par with game standards of today are going to be disappointed, but Beamdog meets them halfway. This version of the game adds several missing things, now considered quality of life standards, that allows the game itself to be experienced flawlessly. The most important aspect is it is blessedly playable now.
The idea of playing for 8 hours straight with no problems still makes me giddy. The people at Beamdog have taken a timeless classic, and restored it to be enjoyed for a new generation of gamer. So, I need to get back to hauling TNO and friends around the Cage, with the knowledge the game will not implode on me… Unless it is the story result of my own in-game shenanigans.
Final Score: A well deserved 9/10.
Planescape: Torment EESP/MP: Single-player
Digital Antiquarian - All That Glitters is Not Gold
The Digital Antiquarian explores the rise and fall of SSI with its 'Gold Box' games in part 5 of this series.
One thing that did become more clear than ever over the course of the year, however, was that not all Dungeons & Dragons products were created equal. Dungeon Masters Assistant Volume II: Characters & Treasures sold just 13,516 copies, leading to the quiet ending of the line of computerized aids for the tabletop game that had been one of the three major pillars of SSI's original plans for Dungeons & Dragons. A deviation from that old master plan called War of the Lance, an attempt to apply SSI's experience with war games to TSR's Dragonlance campaign setting, did almost as poorly, selling 15,255 copies. Meanwhile the second of the "Silver Box" line of action-oriented games that made up the second of the pillars continued to perform well: Dragons of Flame sold 55,711 copies. Despite that success, though, 1989 would also mark the end of the line for the Silver Box, thanks to a breakdown in relations with the British developers behind those games. Going into the 1990s, then, Dungeons & Dragons on the computer would be all about the Gold Box line of turn-based traditional CRPGs, the only one of SSI's three pillars still standing.
Thankfully, what Pool of Radiance had demonstrated in 1988 the events of 1989 would only confirm. What players seemed to hunger for most of all in the context of Dungeons & Dragons on the computer was literally Dungeons & Dragons on the computer: big CRPGs that implemented as many of the gnarly details of the rules as possible. Even Hillsfar, a superfluous and rather pointless sort of training ground for characters created in Pool of Radiance, sold 78,418 copies when SSI released it in March as a stopgap to give the hardcore something to do while they waited for the real Pool sequel.
General NewsSP/MP: Unknown
Release: In development
Sunday - April 02, 2017
The Keep - Review
CRPG Revisiting old classics has reviewed the dungeon crawler The Keep:
The Keep - Review
Another Dungeon crawler arrived just a few weeks ago and I bought it almost immediately having only read one or two Steam reviews of it. The game is very similar to last years dungeon crawlers. It is short, linear, limited character development but fun. So let´s dwelve a little deeper into it and see what it brings to the table. And can it compete with the previous ones ?
The fights was pretty nice too with the comboeffects building up after a few hits and which differs with different weapons.
If I compare this game with the other dungeon crawlers released and reviewed the past six months this game has the most simple graphics. Probably because it is ported from a mobile device. The soundeffects are ok and I really liked the digitized voices which reminded me of Stonekeep every time. There are no maintune which is strong enough that I will remember though.
I think it is extremely hard to compare this game with the other crawlers like Ruzar the lifestone, The Dark Path, Heroes of the Monkey Tavern. All are good but I would rank Ruzar, Dark Path and The Keep at around the same level of enjoyment even though they differ slightly in gameplay. If this game would have contained 20 levels I would surely tire before the end and the gameplay value would risk degrade by 0.5 point. I think the this game is a little pricey for the length of it. A better price would have been $9.99.
Anyway, this is a solid bug-free game (for me at least) and I recommend it.
Gameworld & Story: 1.5
NPC & Interactions: 1.5
Monsters, tactics & combat system: 3
Magic system: 2.5
Character generation & development: 2
Map design: 3.5
Graphics, Sound and Interface: 3
Summary CRPG value: 22
Thanks Dark Savant!
The KeepSP/MP: Single-player
Genre: Dungeon Crawler