The Aielund Saga Review
Purpleblob dived into one of the many Neverwinter Night mods and wrote us a review.
» Continue reading the article...
Battle Brothers Review
Forgottenlor checked out Battle Brothers and learned that he enjoyed it quite a bit.
» Read the article
Sure, let's have it.
I don't care
Forum WatchGames recommended for Beginners/Newbies to the RPG genre ? by Damian
The ever-popular "Currently Listening" thread by Thrasher
What I've Been Watching: The Catch-All Film Thread by Ripper
A Call for the End of Abbrevs by Corwin
Pricewatch! by Thrasher
Saturday - July 29, 2017
Legends of Ellaria - Early Access Release
The sandbox RPG Legends of Ellaria has launched on Steam Early Access:
Larkon studio is proud to present Legends of Ellaria on Steam Early Access:
After four years of development, you can finally build your own kingdom & command your own army, fight alongside them in real time, or simply live your own adventure, the choice is yours!
See you in Ellaria
Known Bugs being fixed in current version:
- When you equip a bow and your character has a spell in his hand, the bow appears in your hand
- Player can use shield while attacking and moving
- Followers stop following after load
- The skies appear black during the day
Legends of EllariaSP/MP: Single + MP
Release: In development
Children of Zodiarcs - Review @ Gamereactor
Gamereactor has reviewed the tactical RPG Children of Zodiarcs:
Children of Zodiarcs
The dice rolling, card playing tactical-RPG from Cardboard Utopia is finally upon us.
Children of Zodiarcs is a turn-based tactical RPG, using a hand of slowly unlocking and expanding cards as player character abilities, and a handful of virtual dice which modify the card's effects. On the outset the game feels big, but both the unusual story and the battles themselves wind up feeling a bit more intimate than you might expect, for good and ill.
Battles in Zodiarcs take place in sections of territory with obstacles and enemies placed on a movement grid. Each side in a conflict takes turns moving and attacking, with win/loss conditions being the only real outcome, other than perhaps a few conversations between characters at key moments being cut off if a character is defeated too early. The terrain is somewhat climbable, sometimes with different avenues for engaging foes. It is unclear sometimes which characters have line of sight, and how far one of your attacks can reach on the vertical plane, making some advanced planning a lot more difficult than it should be. All character abilities are expressed in cards, dealt in hands of up to seven from a custom deck of abilities unique to each character. When used, players roll dice to activate abilities, alter damage, heal, draw cards, get an extra attack, and block melee retaliation damage, with the dice that are rolled equipped beforehand out of a pool of dice reserved for each character.
In addition to one autosave slot and four manual saves, the game has one save slot that allows you to save mid-battle, and strangely that slot still exists even after the scenario is beaten, allowing you a chance to try it again if you wanted to, until it is overwritten. It's important to manually save if you ever intend to go back, though, to preserve your overall progress. The scenarios on Normal difficulty are not crushingly difficult but often challenging, requiring the player to think about how far they advance, not just who they should hit first. Hard difficulty is, however, pretty overwhelming, and you'll likely be reloading a lot if you try it.
Children of ZodiarcsSP/MP: Single-player
Genre: Tactical RPG
Immortal Planet - Released
The action RPG Immortal Planet has been released on Steam:
Immortal Planet is an action RPG with challenging combat that rewards patience and punishes recklessness. Explore the crumbling remains of a society of immortals trapped in endless cycles of rebirth. Fight your way to discover the planet's mystery and escape its curse.
Souls-like Progression: Recover Experiences lost upon death and use them to upgrade your character. Customize your playstyle with dozens of items and spells.
Methodical Combat: Patience and focus are much more important than reflexes. Block, dodge and tackle enemies while managing your stamina. You can see enemy stamina and exploit it to stun them when they are exhausted.
Tight Level Design: Levels are designed around single checkpoints from which you explore the area around it. Levels feature many unlockable shortcuts so you are always progressing no matter what.
Intense Bossfights: Every level features a powerful boss enemy. Fights with these enemies are multi-stage struggles that are a real test of skill and determination.
Fight against challenging enemies with complex behaviours while exploring levels built around single checkpoints.
Gather Experiences from fallen enemies to upgrade your character.
Fight and die repeatedly, but never lose progress by recovering Experiences lost upon death.
Explore the world to discover the story and find many items and spells that will give you an edge against demanding boss enemies.
On the icy surface of a forgotten planet stand ruined tombs where immortals sleep. While sleepless warriors roam the halls with their minds eroded by eternity, a lone Awakewalker emerges from cryosleep. With no memory of their past, it’s up to them to forge their future, discover the planet’s mysteries, and find a way out of this icy hell.
Immortal PlanetSP/MP: Single-player
Wizards of the Coast - D&D Beyond
The Verge reports that Wizards of the Coast will release a D&D toolset on August 15:
How D&D Beyond brings Gary Gygax’s role-playing game into the digital age
The toolset launches on August 15th
In March, Wizards of the Coast announced at PAX East that it would be bringing the traditional pen-and-paper role-playing game Dungeons & Dragons into the digital age with a new tool: D&D Beyond.
Wizards of the Coast describes D&D Beyond as a “digital toolset” for players using the game’s 5th Edition rules. The company partnered with Curse, a Twitch-owned company that builds other gaming-management tools, with the intent of making it easier for players to manage their characters and games. The program will launch on August 15th, and when it does, it’ll include a searchable database of the game’s rules, plus a platform for building characters and monsters, for keeping track of the items they pick up during the game.
Adam Bradford, Curse’s product lead, explained that while resourceful gamers use plenty of home-brewed digital tools, D&D Beyond will be a platform with “all of those elements, all with the entire library of official Dungeons & Dragons content fully integrated.”
Bradford says when the platform launches in August, “Players can play with digital versions of every official D&D sourcebook with the compendium. They can build a character using that content in addition to a custom magic item created in our homebrew system. That homebrew magic item can then be shared with the community for other players to use in their own games.” He says there’s more planned down the road: the platform will be tweaked to include monsters and encounter builders, as well as combat tracking for characters during games.
Thanks Lucky Day!
Wizards of the Coast
The Long Dark - Release Date: August 1
Hurls spotted that the open world survival game The Long Dark will be released on August 1:
The Long Dark -- LAUNCH TRAILER IS HERE!!
We're thrilled to be able to share the launch trailer for The Long Dark.loading...
We can't wait to hear what you think about the game on August 1st, and we hope you find it was worth the long wait.
The Long Dark launches Worldwide on Steam on Tuesday, August 1st at 8AM Pacific Time.
Thank you for your support over the years.
- The Hinterland Team
ABOUT THE LONG DARK
Imagine the lights go out, never to return. Bright aurora flare across the sky, and all humanity’s technological might is laid to waste, neutralized in a kind of quiet apocalypse. Everything that has shielded humanity from the disinterested power of Mother Nature is suddenly wrenched from us, dropping us a few links down the food chain. Food and water are scarce. The roads are no longer safe. And winter approaches…
Welcome to The Long Dark —an immersive survival simulation set in the aftermath of a geomagnetic disaster. Experience a unique first-person survival simulation that will force you to think and push you to your limits with its thought-provoking gameplay.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Friday - July 28, 2017
Mass Effect: Andromeda - Survey on Series Future
@GameRant EA has sent out a survey to players of Mass Effect: Andromeda asking about its problems and would like to know their thoughts on the series future.
When Mass Effect: Andromeda was released on PC and consoles at the end of March, the sci-fi RPG didn't quite hit the mark. Rumors about its turbulent development seemed to suggest that a lack of direction about what the game would be, how it would play, and the technology used to make it contributed to making a game that was panned by fans and critics.
But it seems that the companies behind the game are looking to improve things in future. Mass Effect: Andromeda publisher EA has now sent out a survey to players to get their feedback on the game and what may have gone wrong. The survey asks how likely the player is to recommend the game to a friend (on a scale of 1 to 10) and gives them 400 characters to explain the reason for choosing that number.
Mass Effect: AndromedaSP/MP: Single-player
No Truce With The Furies - Interview with the Devs
IndieGraze had a long interview with the No Truce With The Furies developers about the game.
Anyone with a keen eye for truly literary RPGs should be drooling at the trailer for No Truce With The Furies, a police procedural isometric with sci-fi/fantasy overtones under development by ZA/UM. With input from Art Director Aleksander Rostov and Lead Designer Robert Kurvitz, the team chatted with me on their project.
Erik Meyer: For anyone who lived a life saturated in RPGs like Fallout, Planescape: Torment, or Arcanum: Of Steamworks and Magick Obscura, the NTWTF trailer will spark curiosity, and the game clearly seeks to redefine and expand on earlier conventions. With a world created by Robert Kurvitz as ongoing source material and visual assets drawing on an oil painting look from Russian Realist painters, what have been the challenges in uniting these varied elements, and which parts ‘clicked' the fastest?
NTWTF: There's over a decade of casual, creative and professional collaboration across disciplines embedded in No Truce With The Furies. Writing lead Robert camped out in art director Aleksander's studio for years while finishing up the novel that set the stage for the world in which the game takes place. We find the RPG a particularly suitable medium for joining the disciplines of art and literature into a seamless, coherent whole.
What's interesting is how our major themes manifest in different disciplines. The very existence of the world of No Truce With The Furies is threatened by a phenomenon called the pale, which is as natural as the oceans or space. There are edges in this world where reality sort of ceases to exist. And they move around sometimes. Imagine living in this unnerving world - it's a wellspring for people of character. The very structure of the universe affects psychology, bringing out eccentricities, producing people whose souls have depth. Even simpletons have at some point thought of grand things - you can't escape those thoughts when the disintegration of the world is not merely an eschatological threat, but a physical reality.
The art reflects this state of affairs. There is a disproportionate amount of color in this world. Nothing is ever just a flat green or red. There's depth there, the colors get fragmented and mangled into other hues. Flecks of complementary color add spark and life. The white of a plaster wall is made up of so many greens, blues, pinks and yellows. It's not that you won't see a white wall. The wall is white, but if you take the time to study it, you'll find there are other colors in its structure.
Thus, in the end, it all speaks to the same whole. Take any part away, and it's no longer No Truce With The Furies.
EM: In well-told stories, audiences often come to love protagonists who aren't terribly likeable (A Clockwork Orange comes to mind); in NTWTF, players assume the role of a disgraced detective in a police procedural drama. To your mind, what is it about difficult situations and dysfunctional narratives that hooks gamers? As you've developed locations, NPCs, and subplots, what do you see as essential to maintaining a consistent yet compelling feel?
NTWTF: I think what we like about these characters is seeing other humans being human. We were taught in kindergarten under the teacher's judgmental gaze to divide people into the simplified categories of "good" and "bad". We were told the police are the good guys who make sure the bad guys get due punishment. Now we know, of course,that this is not necessarily true. And, forgive me for the triteness of this statement, but the bad guy is just the protagonist of his own story, right?
As humans, we're a gossipy bunch. There's something infinitely attractive about seeing into the thoughts and experiences of a character who seems so different from us. It's also enlightening to see that it's really all the same stuff that makes us tick. And it's an opportunity to look into someone's eyes and see beyond our own reflection.
The really killer part is realizing you can mix that experience with player agency via the magical lightning-blasting-out-of-fingertips medium of video games, which allow you to live that life. And with the incredibly overpowered 4th dimensional super power of saving your game, you can see how far you can push a situation, how insane you can go.
We do not recommend save-scumming, though. Please experience your first run of No Truce With The Furies with full acceptance of the consequences of your actions. It's better that way. See if you have the guts.
A curious little tidbit: at one point in history, before settling on calling our system Metric, the pen-and-paper version of it was called "Come be a person!"
No Truce With The FuriesSP/MP: Single-player
Release: In development
System Shock - Dev Diary
Lead Level Designer James Henley has written a developer diary for System Shock reboot, which is about level design.
This update is about process rather than intent, so I’ll keep this brief! The purpose of a reboot is to leverage an existing foundation while still allowing the freedom to re-envision, clarify, or otherwise expand upon a work. You could view it as building a new body to house an old soul.
The answer to the question is both “yes” and “no.” The original levels were designed under specific philosophies and restrictions that have grown or otherwise evolved in the years since. To that end, much of my work involves translating old intentions and bringing them forward to work in tandem with the technology and principles we have today. My goal is to create a believable world space that retains System Shock’s original sense of exploration and freedom.
I won’t get into the specifics of my design philosophies at the moment but let’s just be clear that I’m not talking about the modern trend of corridor-shooter level design; I’m an advocate of choices, exploration, and the freedom to tackle challenges in a variety of ways. My job is to develop a believable world space for the player to explore, not a cinematic corridor to be raced through.
System ShockSP/MP: Single-player
Release: In development
Indie RPGs - Noita Revealed
@IndieRetroNews Noita is a magical action rogue-lite where every pixel is simulated.
Welcome to ' Noita ' by NollaGames, a rather special game created by the same team behind Crayon Physics Deluxe, The Swapper and Environmental Station Alpha. This magical action rogue-lite, set in a world where every pixel is physically simulated using the developers in house Falling Everything Engine.Will put you in control of a powerful character that can explore and fight through a procedurally generated world using spells you've created which can melt, burn, freeze and even evaporate the pixelated landscape around you.loading...
Indie RPGsSP/MP: Unknown
Release: In development
Thursday - July 27, 2017
Burden of Command - Announced
Daveyd spotted the turn based tactical leadership RPG Burden of Command with Chris Avellone credited as a Senior Advisor:
Burden of Command Official Teaser Trailer
World War II Tactical Leadership RPG - Coming 2018.
Burden of CommandSP/MP: Single-player
Release: In development
Starpoint Gemini Warlords - Create a Trailer
LGM launched a community contest for the best Starpoint Gemini Warlords fan trailer:
Community contest with 500€ Steam Wallet prize fund
We need your immediate assistance!
Starting today, LGM is launching a community contest for the best Starpoint Gemini Warlords fan trailer!
We know you like it short and sweet, so some bullet points!
- prize fund of 500€ in total
- the best contestant wins 200€ of Steam Wallet fund
- the best video will be shown live at Gamescom
- all of the first five contestants get Steam Wallet funds and "loot" from Gamescom
- 2nd reward: 120€ Steam Wallet fund
- 3rd reward; 80€ Steam Wallet fund
- 4th reward: 60€ Steam Wallet fund
- 5th reward: 40€ Steam Wallet fund
The community contest starts today, and will run until 10 August 2017.
For more details and guidelines check out the official thread.
We… we… feel it. Enemy is already weakened!
Starpoint Gemini WarlordsSP/MP: Single + MP
Galaxy of Pen and Paper - Released
The indie RPG Galaxy of Pen and Paper has been released today:
Galaxy of Pen & Paper is a turn-based meta RPG about a group of players rolling dice in the year 1999! Create your own game master and RPG party, as they roleplay, explore distant planets in their imagination, fight weird aliens and save the galaxy in the era of dial-up internet and floppy disks!loading...
Galaxy of Pen and PaperSP/MP: Single-player
Lost Sphear - Followup to I Am Setsuna
@DSOGaming Lost Sphear is a new RPG from Square Enix that follows on from I Am Setsuna. Polygon captured some 15 minutes of gameplay footage from a demo. The game is expected to release January 23rd 2018.
Check out 15 minutes of gameplay from the demo for Lost Sphear, Square Enix's charming new RPG and the follow-up to last year's I Am Setsuna.
General NewsSP/MP: Unknown
Release: In development
Kingdom Come - Cinematic Trailer
Kingdom Come:Deliverance has a new cinematic trailer.
Take up sword and fight to avenge the brutal murder of your parents by a marauding Hungarian army in an historical RPG set in the vanished realm of Bohemia. Coming to PS4 in 2018.
Kingdom ComeSP/MP: Single-player
Release: In development
Torment:ToN - Review @ Hardcoregaming101
Hardcore Gaming 101 has reviewed Torment: Tides of Numenera and compared it to Planescape: Torment in the process.
Note: the review is rich on spoilers.
Numenera is a victim of its own hype: it is a good game but it's simply not as good as the thing people imagine when they hear 'record-breaking Kickstarter campaign', and 'spiritual successor to Planescape: Torment' while at the same time looking at the amazing concept art. Paradoxically, it is too much like Planescape: Torment (when it comes to story and themes) to be judged on its own but to little like it (when it comes to mood and atmosphere) to be a worthy follow-up. Many of those sins could have been forgiven though if the game had a bigger emotional impact - but unfortunately and ironically, Torment isn't good enough at tormenting the player.
Bloom - July Development Update
The demo for Bloom is still on schedule, so it should be just a few weeks more before it is available. The team is also looking for extra help in order to get them to be able to release the game in the not too far future. To get the funding for that they have started a Patreon page and will be doing another Kickstarter campaign in parallel to the release of the demo.
Futhermore they have also made a video available, which is a parody showing their journey so far using footage from Lord of the Rings.
Release: In development
Kingmaker - The Combat Log
Pathfinder: Kingmaker will have a detailed combat log.
The Combat Log - It's how we roll!
Battles are essential to the experience of Pathfinder: Kingmaker. Some of them are quite easy while others are very challenging. Many systems, such as character generation and leveling up, equipment and spells are part of the decisions you make about every character, and combat is where you feel the results of these decisions. It is the place to put your heroes to the test and understand what went right and what went wrong. For that, combat needs to have a very clear feedback about every aspect of the game mechanics. In order to solve this we are (as many other games in this genre) using a combat log. Our usual disclaimer applies to all of the pictures here, it is work in progress and does not represent the final state of the product, all specific names are used only as reference to the original Pathfinder Roleplaying Game (R) entities and could be subject to change in the Pathfinder: Kingmaker CRPG.
Every action in combat has a representation in the log: initiative rolls, to-hit, and damage rolls, saving throws or any appropriate checks. Each has its own line in the log. And for each of the lines, you will be able to see detailed information in the tooltip. For example, if you are attacking a wolf you will be able to see all of the bonuses and penalties for the to-hit roll and their sources. Starting from a simple bonus, like the strength modifier, and up to temporary effects, like being shaken. And you will be able to see your roll for this attack. Additional information will also appear in the tooltip if circumstances call for it. For example, on a critical threat roll, a confirmation roll will appear with same detailed information, or if a target has concealment there will be a mention of the miss chance.
All the information mentioned thus far is about your party's actions. But of course you will also want to know about how your enemies do. We have thought of two options here - one we will definitely have, the other one is an idea right now, and currently in discussion and development. We are not promising the latter will appear in the game, but we are very interested to hear your opinion about it. The first option is providing all the information about the enemy - AC, saving throws, the battle log will show it all. This is clear and concise and gives you all the information you need to understand what happens in battle and what changes you need to make to tip this fight into your favor.
The second option does not provide you with this information for free; it is based on the party's knowledge and lore checks. If you are successful, some information is provided, better results lead to more stats revealed. But if your fail those rolls - you will learn that information in the same way you do on the table. If you hit 34 AC and missed against 18, the creature's AC in the tooltips will be shown as ?19-34 - meaning, that your highest miss was against AC 18 and 19 could be hit, while your lowest hit was 34, so in the worst case scenario that creature's AC is 34. Same goes for other statistics, like showing that you dealt damage, but some DR was applied to it. Along with this goes showing the creature's health condition only after a successful check. This approach is a bit more hardcore and a bit more faithful to the tabletop experience.
But back to the log. Not only combat needs to have detailed information presented, but we also have dialogs and special events, kingdom and exploration. So we are expanding the log (as a lot of games before us) into those areas of the game as well. And to make it more readable, we separate information into several tabs: combat will have everything we discussed above, while a dialogue tab will have a history of all conversations as well as special events, along with choices and checks you made. Events tab will summarize everything that happens while skipping on detailed information on combat and dialogue represented in other tabs. There you will find information on the traps you encountered or items looted, orders you have made during a kingdom turn or new areas discovered on the global map. And all of these events will have additional and detailed information available via tooltips, with some information hidden if you so desire (like hiding DCs of the skill checks).
This concludes our approach to the log in Pathfinder: Kingmaker. While our solution may be similar to a lot of games in the genre, we are trying to provide even more information to you, and make it a bit more interesting and closer to the tabletop experience.
Release: In development
Wednesday - July 26, 2017
New Dragon Age Game - Expectations
PC Gamer has some expectations for a new Dragon Age game:
What we want from a new Dragon Age game
Bioware's epic fantasy RPG series is returning, and we're hungry for more.
Something new is being made in the Dragon Age universe. We don't know if it's going to be another huge hundred-hour RPG or something a little different. We do know that Sunless Sea's Alexis Kennedy is involved in some capacity—here's hoping for a little Sunless Sea oddness in the new game. Naturally, when news slips out of a new entry in a big series we start to comb over our experiences with the games we've played so far. Then, wishlists start to form. What should go? What would we like to see more of? Why is Dragon Age 2 definitely the best one? Here's what we want from a new entry in the series.
I don't expect BioWare to reprise Origins' combat—that just isn't how big publishers make RPGs now, for better or worse. It would be nice to see a little more fine tuning when it comes to customising your party's tactics, though, which was streamlined in Inquisition with a system that wasn't quite as intuitive or useful as Origins' was. Origins let you program very specific conditions for when your characters use abilities. I'd like to see the next game offer that mastery. Players who want an easier time of it can just carry on playing Dragon Age like an action game, which is honestly how I've played it since the first game came out.
I don't mind that too much—Inquisition is more than serviceable as an action game and I can only see BioWare getting better at that in the years since its release—but offering more optional ways to strategise would please some parts of the series' fanbase.—Samuel Roberts
Less extraneous sidequests
We thought Mass Effect Andromeda would learn this lesson from Inquisition, but it sadly didn't. Low quality fetch or grind quests may pad out an open world, but they also slow down the structure of the game's story, and some players may obliged to complete all of them before moving onto the best parts of the game. Inquisition had that in particular—hence Phil's cry to leave the Hinterlands in Inquisition.
I love the open world environments of Inquisition, and the party banter is so good that you enjoy the sense of journey, and the tension that comes when you know a dragon fight is approaching. But you can have that sense of journey without tasking the player to do a bunch of extra stuff.—Samuel Roberts
General NewsSP/MP: Unknown
Release: In development
Shadow of War - Shelob Reveal Trailer
Farflame spotted the Middle-earth: Shadow of War Shelop reveal trailer:
Official Shadow of War Shelob Reveal Trailerloading...
Shelob - you know her name, but what of her intentions? Can you trust the Spider?
Shadow of WarSP/MP: Single-player
Release: In development
Mount & Blade II - Preview @ OnlySP
OnlySP checked out Mount & Blade II: Bannerlord:
Mount & Blade II: Bannerlord Preview | Beware the Limitations
Alongside Kingdom Come: Deliverance, another game in a medieval setting is making its way to players everywhere. Mount & Blade II: Bannerlord is an action role-playing game developed and published by TaleWorlds Entertainment, and the prequel to 2010’s Mount & Blade: Warband. However, while Kingdom Come: Deliverance follows the tale of a particular, preset character, Mount & Blade II: Bannerlord allows players to create their own character and form individual stories. Gamers may become whoever they wish, including a lord, mercenary, merchant, or anything in-between. OnlySP took the opportunity to preview TaleWorlds Entertainment’s current five-year project, and the experience was nothing, if not unique.
In a demo offering a taste of four different battle options (two of which are the same battle on different difficulties), Mount & Blade II’s current state depicts a game ripe with unprecedented sandbox potential. Brandishing mostly-realistic gameplay (down to some of the most minute details), TaleWorlds has something special on its hands. Playing through the first battle—where gamers take control of a captain responsible for leading a unit of cavalry within a lord’s army—awakens within the user a deep sense of wariness. Limited to a long spear and a shield, players must follow their lord’s orders and lead their cavalry in a charge that accomplishes specific objectives, such as protecting allied infantry from enemy cavalry or breaking the enemy’s lines to soften them up for friendly troops’ charges. However, this battle merely serves as a stage on which Mount & Blade II’s features are unveiled.
So far, 2017 has been filled with blockbuster announcements, such as Assassin’s Creed: Origins, Call of Duty: WWII, Star Wars: Battlefront II, and Far Cry 5. Meanwhile, promising games are overshadowed by the popstars of the video game industry. Mount & Blade II: Bannerlord is proof that a company does not have to be as popular as the most well-known AAA producers to develop a unique, quality product. Still in development, TaleWorlds Entertainment’s innovative game offers mostly-superior graphics, outstanding audio, and gameplay mechanics that are riveting and challenging. Hopefully, TaleWorlds will improve upon the current design and fix the minor flaws present within the title between now and the game’s unannounced release date. If the polishes are made, Mount & Blade II could sneak up on the industry’s standouts and compete with the best.
Mount & Blade IISP/MP: Single + MP
Release: In development
Fighting Fantasy Legends - Interview
The Adventure-RPG Fighting Fantasy Legends will be released tomorrow - Farflame spotted an GameWatcher interview with Nomad Games' Carl Jackson:
Fighting Fantasy Legends: An Interview With Nomad Games' Carl Jackson
Even before Warhammer existed, Games Workshop Co-Founders Ian Livingstone and Steve Jackson were working on another beloved series in the form of Fighting Fantasy. This clever book series blended reader choice and dice rolls together into a fascinating series of player-driven stories that has captured the hearts of fans since 1982.
Now, as Fighting Fantasy approaches its illustrious 35th anniversary, wonderful things are afoot for the series. Ian Livingstone is gearing up to release a new book in the series in the form of Fighting Fantasy: The Port of Peril in early August, and has teamed up with Nomad Games to create a new card-based role-playing video game based on the popular series with Fighting Fantasy Legends. Players will journey through events from three full books and challenge a deck of fortune or folly as they make choices and take on quests to save the lands of Allansia.
In anticipation of the release Fighting Fantasy Legends in July 2017, GameWatcher reached out to Nomad Games Design Director Carl Jackson to have a chat about the game. Jackson answered the call and thoughtfully shared more than a few details on what newcomers and old fans alike can expect. Highlights of the in-depth discussion included which books Fighting Fantasy Legends covers, how they are utilitzed, and how Nomad Games is blending the classic Fighting Fantasy elements with a few new systems.
Create your own adventures in a dangerous land of monsters, treasures and traps. From renowned authors Steve Jackson and Ian Livingstone (co-founders of Games Workshop) and Nomad Games, Fighting Fantasy Legends is a role-playing card game set in the world of Fighting Fantasy.
Travel across the land of Allansia with just a sword and some gold to your name and rise up to Legendary status. Play through the stories of three iconic gamebooks - City of Thieves, The Warlock of Firetop Mountain and Citadel of Chaos.
Each location has a shuffled deck of cards which includes fiendish creatures, powerful objects and dramatic events. You must build up your collection of powerful treasures and level-up your dice to have any chance of surviving the dangerous streets of Port Blacksand, the murky depths of Firetop Mountain or the looming shadows of The Citadel.
The world needs a Hero... you will give them a Legend.
- Based on the multi-million selling series of Fighting Fantasy Books.
- A card-based role-playing game with Roguelike elements.
- Thousands of choices ensure that no two games are ever the same.
- Uses the classic Skill/Stamina/Luck attributes.
- Take on powerful adversaries, such as Balthus Dire, Zagor the Warlock and Zanbar Bone.
- Kill monsters and add them to your Creature Codex.
- Travel across the region of Northern Allansia.
- Introducing a dice combat system unique to this game, where the player can upgrade their dice as they level-up.
- Meet iconic characters, such as Nicodemus the Wizard, Gareth Yaztromo and O'Seamus the Leprechaun.
- Earn Titles based on your deeds.
- Three difficulty levels.
- Permadeath mode - not for the faint hearted.
- Play exciting dice games, such as Runestones, Knifey Knifey and Dwarf Dice.
Fighting Fantasy LegendsSP/MP: Single-player
InSomnia - Kickstarter Update
Farflame spotted a new Kickstarter update for InSomnia:
New screenshots and progress report
Hello everyone! Today we will show you some new in-game screenshots and give you more information on where we at right now.
Much of our work these days consists of testing of all the new game levels and especially the combat system behaviour, light and sound effects (radio, loudspeakers music etc.).
We continue to add unique content such as in-game rewards for backers and also work on balancing the craft system (as you might remember you will need resources to craft stuff and we are heading towards lack of those to make the whole process more complex and rewarding).
We also started the process of scripting the cut-scenes for the end of the game and lets say there will be quite a few of those. Other than that we are expanding on boss fights which means adding new types of enemies and all necessary animations.
Plus we have finally started to work with the publisher who is helping with translating all the text content of the game at the moment. We still have to solve a few legal questions before starting a full-fledged cooperation and as soon as it's done you'll be the first one to know all the details.
Other than that the process of character development and achievement system testing has also started. These achievements will not only add some cool looking icons to your Steam account but will also slightly affect the gameplay itself (and not always in a benefiting way).
Generally we feel quite good about the current state of InSomnia and will be able to finish the biggest chunk of development by the end of September. We will continue to tune the balance and improve each and every aspect of the game until it's humanly possible. So it's safe to say we will be ready to name release dates for different versions of the game (closed beta, Steam EA, final release) in September.
We do realize the game release has been postponed far more than anyone could expect but we are moving forward to this goal each day. We are very happy to have you as our backers and will do everything possible to satisfy you with the final game.
More news to be revealed next month, stay tuned!
InSomniaSP/MP: Single + MP
Release: In development
Skyrim - Orpheus (Gothic Setting)
Orpheus is a Skyrim Mod that continues the Gothic storyline:
Today I wanted to present to you one of biggest projects ever made for skyrim. The mod is called Orpheus. It'll be a mod set in the universe of the famous German game, Gothic. It'll be total conversion of the game so you'll be able to see a lot of famillar things from Gothic implemented into the mod. The story starts a couple of years after death of the main hero. You'll be able to visit famous location from Gothic 1 and 2. The storyline itself will be based on the fall of the Myrthana. Scattered towns of the kingdom are weakened after the civil war, but that's not the the most prevalent danger. Massive hordes of orcs have started roaming and pillaging lands of Nordmar. Your story begins when you're caught by orcs and forced to sail with them to the nearby islands of Khorinis, where you wait for execution. The game will run on skyrim engine with a couple of tweaks and fixes. We"ll do our best to recreate the dark climate of Gothic.
Thank you for the info, Farflame!
KING Art - RTS Survey
Farflame spotted this interesting RTS survey from King Art:
Iron Harvest RTS Survey Results
In April 2017 we conducted our big real-time strategy game survey among RTS fans. Over 15,000 players told us what they like, what they don’t like and what they want to see changed. These are their answers.
Demiurgos - Kickstarter Update
In Kicksarter update # 5 you can learn more about the interesting open world RPG DEMIURGOS: Path of the Leviathan:
Update V: Interface walkthrough, Objectives & Great Personsloading...
In this update we want to talk some more about the general interface of the game and show you a number of the things we did not have time to present in the preview video.
Among others this includes the Great Persons Encyclopedia, the Skill System and the Books, Newspapers and Notes tab.
I hope you like our ideas and our approach. If you have any suggestions or further questions you are - as always - welcome to comment.
Kickstarter GamesSP/MP: Unknown
Release: In development
Hero-U - It Takes a Team
Corey Cole explains why you need a team to make a game and why Hero’s Quest became a humorous one:
Why So Serious?
Look at the original Hero’s Quest (before it became Quest for Glory) team, for example. You would never know it now, but Hero’s Quest started out as a serious high fantasy game. There was no mention of humor or comedy in the original description. What changed? The team.
First came the art. Lori envisioned a beautiful medieval town in a pastoral forest setting. We got the forest, but the artist assigned to the town took Lori’s crayon and pastel sketches too literally, so Spielburg had a much more “cartoon” look than we intended. The characters also had simplistic, cartoon-like designs. Admittedly, it was hard to make them more realistic in 16 colors and relatively low resolution – 320 x 200 pixels on many displays.
While Lori and I debated how to handle this, programmer Bob Fischbach scripted the first prototype of a forest scene. Since our documentation didn’t say anything about how to handle incidental objects such as trees, Bob came up with several amusing messages including a few puns.
Yes, Bob wrote the first puns in Hero’s Quest; I just took the punishment and ran with it. After all, I went to school in Punsylvania, so it was a natural fit.
That solved our dilemma with the cartoony art style. Instead of trying to write a very serious game that would have been spoiled by the unrealistic backgrounds and characters, we redefined the game concept to be a tongue-in-cheek, humorous take on role-playing, but with a serious underlying story.
Release: In development
XCOM 2 - Inside Look: The Hunter
This video for XCOM2 expansion War of the Chosen explores The Hunter:
XCOM 2: War of the Chosen - Inside Look: The Hunterloading...
Get an in-depth look at one of the Chosen tasked to take on the resistance: The Hunter.
XCOM 2SP/MP: Single + MP
ICY - Frostbite Edition Release: August 11
Daveyd spotted that the ICY: Frostbyte Edition will be released on August 11:
SURVIVE THE WHITE WASTELAND
ICY is a narrative-driven post-apocalyptic survival RPG set in a new Ice Age, where your life and the lives of your followers depend on every decision you make. Create your own character, using a detailed stat system that influences your abilities to hunt, travel, scavenge, communicate and lead, then begin a journey of survival across the White Wasteland.
It is up to you to take on the responsibilities of leadership and guide your newfound nomad family in their fight for survival. Do not take your role lightly, for each decision you make, each word you speak, ripples through the life of your community.
Take heed, for you and your clan are not alone in this frozen world. In addition to the elements and the wildlife you encounter, there will be loners and bands of miscreants to deal with. Decide carefully on whom to trust and how to react or the snow covered landscape will become your icy tomb.
- Experience an intense story of survival in a unique post-apocalyptic new ice age setting.
- Influence the plot with your choices, with numerous shades of morality that lead to multiple endings.
- Lead a group of survivors, each one with different needs, values and ideals.
- Scavenge for items and hunt for food while facing the challenges of starvation, illness, harsh elements and other bands of survivors.
- More than 400 pieces of detailed hand-drawn artwork that portray the bleak and dire landscape of the frozen world.
- Customize your character by choosing how to distribute attribute points among 9 different skills that affect your abilities and experience through the entire game.
- Enjoy the new combat system offering a mix between a classic turn based combat system and a trading card game.
A COMPLETELY REMASTERED EXPERIENCE
After nearly two years since the original release of ICY, Inner Void Interactive and Digital Tribe Games are proud to release ICY: Frostbite Edition, a completely remastered edition of the game. We worked to improve every lacking feature of the original ICY, recreating the game from scratch in Unity 5.Thanks to the exhaustive feedback received from our community and the experience we gained from the original game, we have improved ICY’s formula in many different ways to let it offer a real survival RPG experience in a cold post-apocalyptic world.
- A new combat system was developed: deeper, more exciting and more challenging than the original one.
- The survival experience was overhauled in order to offer more variety.
- A crafting system was introduced, allowing the player to create new items.
- The original plot was improved and new quests and characters have been added to create a longer and more satisfying experience.
- The UI was completely reworked to be clearer and better looking.
Tuesday - July 25, 2017
THQ Nordic - Gamescom Lineup
THQ Nordic has announced its gamescom 2017 lineup and it includes two unannounced IPs, one of which is an RPG set in a post apocalyptic setting with kung fu stuff.
THQ Nordic announces its gamescom 2017 line-up
July 25, 2017
It's that time of the year again... THQ Nordic to present its biggest line-up so far at the Koelnmesse, Cologne, from 22nd August.
Vienna, Austria, July 25th 2017: Gamescom, one of the world's biggest gaming conventions, is upon us and THQ Nordic is happy to announce its biggest line up so far. This year, during the event in Cologne, Germany, THQ Nordic will present a total of eight games, with two yet to be announced.
The short breakdown: Journalists and players alike can look forward to playing a near-to-final version of ELEX, the open world RPG from Piranha Bytes. Coming to PlayStationTM4, Xbox One and PC on October 17th.
Battle Chasers: Nightwar was nominated for the "Best RPG of E3" award and is shaping up nicely for its multi-platform release on October 3rd. For the first time, you can get your hands on the game on the Nintendo Switch.
The multiplayer beta of SpellForce 3 is now running and has already seen thousands of players contributing providing valuable feedback to the development process. At gamescom, the focus will be on SpellForce 3's deep single-player campaign.
First-person underwater shooter Aquanox: Deep Descent will show its campaign for the first time to journalists and players alike.
For The Guild 3 you cannot only expect to see an improved version and advanced gameplay, but we will also have a surprise announcement to make.
The recently announced cooperation with Bugbear Entertainment for Wreckfest allows the game to make a pit stop at gamescom where it will show off a raft of new content for upcoming updates.
The first new announcement is a brand new original IP. This open world RPG is set in a unique universe and will be a post-apocalyptic kung-fu fable.
The second new announcement is a new instalment of a well-known, mysterious and horrific IP.
THQ Nordic will be in gamescom's Entertainment Area, Hall 8, Booth A011. All the games revealed above will be fully playable during the show.
The Legend of Heroes: Trails of Cold Steel - Out on August 2
The J-RPG The Legend of Heroes: Trails of Cold Steel will be released on August 2:
The Legend of Heroes: Trails of Cold Steelloading...
Among the nations on the Zemurian continent, the mighty Erebonian Empire has been quick to outwardly stake its claim militarily; yet politically, ugly bouts of internal conflict between the upper class and commoners attempting to rise to power have been steadily intensifying day by day. The Noble and Reformist Factions have been none too kind to one another over the years, and tensions between the two only stand to worsen if compromises aren’t made in the very near future.
Rean Schwarzer, like any other citizen of the Imperial Nation, is no stranger to these rising conflicts: the class system has been deeply embedded into the hearts of every Erebonian since the days of old. As a seventeen-year-old student preparing for his new life at Thors Military Academy, however, he notices that his crimson uniform differs from the standard ones issued to his peers—typically green for commoners, and white for nobles.
Enter, Class VII of Thors Military Academy. For the first time in the prestigious academy’s history, rank means nothing and skill means everything. With nine hand-picked students of various backgrounds and abilities, Rean included, Class VII readies itself to dive deep into the political quagmire that threatens not only them, but the Empire as a whole.
Taking place on the same continent as the fan favorite Trails in the Sky offshoot of Nihon Falcom’s storied The Legend of Heroes franchise, Trails of Cold Steel (Sen no Kiseki in Japanese) is the first in the series to tread Erebonian soil and explore the inner political conflicts of this oft-mentioned powerhouse nation in detail. Delve into the expansive lore that has become synonymous with the series, enjoy school life and bond with fellow students to earn new abilities in battle, take advantage of speedy, tactical turn-based combat with the newly-developed “ARCUS” system, and uncover dramatic events that stand to change everything these two opposing social classes stand for.
- A World Rich in Depth for Veterans and Newcomers Alike
The events of Trails of Cold Steel are expertly told so that longtime Trails veterans and casual RPG fans alike can equally enjoy its detailed, highly nuanced storyline.
- New Link System Adds Depth to Combat
Take advantage of the Combat Link System by bonding with your allies throughout the school year, netting you a variety of combat benefits including healing, guarding and more.
- A Sleek Update to a Classic Growth Mechanic
Trails of Cold Steel streamlines the classic “Orbment” magic system from previous titles with new “ARCUS” units, allowing for more ready access to abilities and quicker customization.
- Experience the Game as Never Before
50% more lines of English voice-overs have been added to the PC release, bringing a fresh experience to even those who have played it before on console.
Trails of Cold SteelSP/MP: Single-player