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
Moving to Australia for the first copy
Waiting in my bunker to play it
I upgraded to a 1MB Trident card for it
Too busy playing Duke Nukem
I'm hiding in my bunker from it
My PC has only 640K of RAM
I'll wait for the first patch in 2020
What is Grimoire?
Friday - May 05, 2017
Trails in the Sky the 3rd - Review @ RPGSite
RPGSite has reviewed The Legend of Heroes: Trails in the Sky the 3rd:
The Legend of Heroes: Trails in the Sky the 3rd Review
XSEED first introduced many of us to Trails series when the first Trails in the Sky was localized way back in 2011 for the PlayStation Portable. That entry, however, was only the initial portion of a large trilogy of stories (which in itself is only a subset of of an even larger mythos of connected stories) and left many people clamoring for the continuation of the world introduced in that game. While it took nearly 4 years for the sequel to be localized, here we are less than 2 years after with the final part of the trilogy, aptly named The Legend of Heroes: Trails in the Sky the 3rd.
The Legend of Heroes: Trails in the Sky the 3rd's different gameplay structure and shifted narrative focus can take some getting used to, especially when coming off the formula from prior Trails in the Sky entries. However, once I was acclimated to the new radical shifts in structure and gameplay, I found that the 3rd carries all the charm and strengths of the previous game and goes beyond that. Trails in the Sky the 3rd is an excellent conclusion that not only sends off the Liberl arc on an exceptionally strong note, but also serves as a great teaser of the overall Trails world.
Trails in the Sky the 3rdSP/MP: Single-player
Victor Vran: Overkill Edition - Living up to Lemmy's Legacy
A new video about the Victor Vran: Overkill Edition that is dedicated to Motörhead:
Motörhead Through The Ages: Living up to Lemmy's Legacyloading...
Lloyd Kaufman sat down with Haemimont CEO Gabriel Dobrev and Producers Bisser Dyankov, Achim Heidelauf to talk about living up to Lemmy's Legacy and making a game worthy of Motörhead! With a few words from Motörhead legend, Phil Campbell!
Victor Vran: Overkill EditionSP/MP: Single + MP
Release: In development
Prey - Review Roundup
Here are the first (console) reviews of Prey.
- Attack of the Fanboy, 4.5/5
- Gadgets360, 9/10
- Gamepro, 8.5/10
- Nerd it Here First, Positive
- Press Start, 9/10
And a video review at AngryCentaurGaming.
Grid Cartographer - Version 4.0.4 Available
While working on getting Grid Cartographer on Steam, a new release (version 4.0.4) has been made available, with the following highlights:
- Draw opaque hidden / fog tiles in several built-in styles.
- Export images with/without fog for players and Dungeon Master respectively.
- Works on both square and hex grid types.
- New auto-tracking profiles for Wizardry IV and Wizardry VII.
- Notification that a game is detected for clearer operation.
- Option to quickly switch to split screen view and setup a new map.
- First giant step towards scripting support, powered by a customised version of Squirrel.
- Scripted data export. Built-in example provide exports tile maps to .CSV.
- Console window with a simple command line interface inspired by CP/M and DOS.
- 100+ pages of scripting documentation in PDF format. More scripting features will be added in future updates!
- Check out the new scripting forum for more scripts and help writing your own.
Enhanced Mesh Export
- Native support for Unity and Unreal Engine 4 via the .obj mesh format.
- Auto-scale to Unreal units.
- Material/sub-mesh splitting controls for more control.
- Meshes now include explicit Vertex Normals.
Streamlined theme selection
- Theme selection now has its own Setup menu page.
- Option to apply map theme (and fog) changes to all regions with one click.
- Automatically use the last selected theme and fog-style for new maps.
Grid Cartographer 4 now requires a 64-bit operating system
- 32-bit operating systems are no longer supported.
- This applies to both the Gamer and Pro editions.
Many bug fixes
- Greatly reduced CPU usage on Linux and macOS systems.
- Linux version now has partial support for HiDPI displays.
- Restored the clipboard preservation behaviour of older versions.
- Allow some keyboard shortcuts to work in the file menu (such as load and
Grid CartographerSP/MP: Unknown
Thursday - May 04, 2017
Phoenix Point - Monster fights to come
Phoenix Point continues to make progress towards its stretch goals and has come out with a new update on Monster Fights and the Immortalization reward.
Immortalization, Mermaids and Monster fights to come
Many of you have been asking for some in depth game play footage. The good news is that we are going to show you some. The bad news is that it will take a while to get ready. The reason for this is that we want to show you a monster fight, and how awesome it can be, but we are in the middle of implemention right now. It will show how team coordination, body part targeting and monster knowledge can defeat the most impressive opponents you will face.
Please check the update FAQ here. There are new entries on will points and immortalization.
There is a new story on the website:
Recruiting by Allen Stroud
Some of you have asked to see more detailed renders and artwork. You can check out Phoenix Point art, as well as other creations by two of our team members here:
Jonas has written an interesting blog piece on Gamasutra:
How does the Immortalization reward work?
We have had a few questions about this, so here is a detailed overview of how it will be implemented.
You will work with our art team, writing team and design team to create a key NPC in the game.
You will create a haven leader - this means designing the face, the name, the bio and the personality of the character. The face can be after your own likeness, for which you will have to supply frontal/side photos of your head. Our art team work with you to create this and make it impressive.
Haven leader characteristics include aggression, guile, technocratic, diplomatic, charismatic, and so on. These characteristics interact with many systems in the game.
Your haven leader can be a member of a faction, or an independent leader. You will be able to define your character’s attitude to other factions (if independent). If your leader is a member of a faction it may have a high rank or key role, depending on the faction.
You can name your haven. You can define the layout of your haven, its structures and facilities and its tech. This must be within the confines of game world plausibility. However, your leader and haven will definitely be considered one of the major havens in the world.
Your leader may have any gender, race or nationality - but note that haven locations are partially randomized. You can specify a general area that your haven might be located, e.g. coastal, in Africa, deep inland, etc.
In the game, players interact with haven leaders in various ways. Haven leaders will request assistance against the aliens or other threats. They will propose alliances (if independent). They will suggest trades of goods or technology. They may also act independently, attacking other havens or making their own alliances. They will attempt to develop their havens and tech.
Phoenix PointSP/MP: Single-player
Genre: Tactical RPG
Release: In development
ELEX - The Beserkers
Learn more about the Beserker faction of ELEX:
ELEX - Berserker Faction Trailer
Piranha Bytes and THQ Nordic present a new in-game trailer for ELEX. The new trailer features one of the major factions players can join in the world of Magalan: the Berserkers.
Platform: PC, PS4, Xbox One
Release: In development
RE: The Emperor's Challenge - Review
Old Man Mordaith has reviewed the upcoming DLC Renowned Explorers: The Emperor's Challenge:
The Emperors New Groove
Who Are These Brave Explorers?
When Renowned Explorers: International Society was first released I was unsure of what to make of its goofy but well-designed art style. I was quickly made a believer of the game. Put out by Abbey Games in 2015, two years after their other title Reus, RE:IS was a well received hit. Seeing the success of RE:IS, Abbey Games turned their focus to expanding the series and here we are now, at the next major DLC.
To be brief, RE:IS is a turn based exploration game, where players assemble parties of three from among the modest selection of characters. Each character has their own quirks, abilities, and animations. Conflicts are handled through Friendly, Devious or Aggressive means, deploying specific attacks for each flavor, all to defeat your nemesis, Rivaleux.
For the reasonable price tag of the DLC ($7.49 USD/$8.29 CAD), it adds far more content than I was expecting. I shouldn’t be surprised however, considering Abbey Games has established a fairly good reputation now for above average content at below average prices. If you enjoyed the previous expansion or are looking to spice up your exploring time, this is a solid purchase that you will not likely regret. If you are new to the franchise, this is likely something that can wait, as the Emperor’s Challenge is an advanced, more difficult play mode intended for people who have established a level of proficiency with the base game. The new characters are really fun, though, so you may choose to take the plunge regardless.
This game really had me putting on my worn out adventuring boots and casting off in to the adventurous unknown again. Lets hope we see more from Abbey Games, and soon. (Maybe in the form of a location DLC pack?)
A welcome addition to the franchise.
RE: The Emperor's ChallengeSP/MP: Single-player
Release: In development
Release: In development
Elder Scrolls Online - Morrowind Video
Morrowind returns on June 6:
The Elder Scrolls Online:
Morrowind – A New Chapter in Vvardenfell
In celebration of The Elder Scrolls III: Morrowind’s 15-year anniversary, we look ahead to the next chapter in Vvardenfell’s story. Set 700 years before the events of The Elder Scrolls III: Morrowind, you’ll help the demi-god Vivec ensure that the Morrowind you remember comes to be. Watch our latest video to find out why Elder Scrolls fans are so excited to rediscover the home of the Dark Elves, and prepare for your return to the island of Vvardenfell with The Elder Scrolls Online: Morrowind on June 6.
Elder Scrolls OnlineSP/MP: Single + MP
The Surge - Behind the Scenes Trailer
The next trailer for The Surge provides some behind the scenes insight into how the combat and the settings of the game were created.
The Surge's brutal combat and unique setting are explored in behind-the-scenes trailer
Prepare for The Surge May 16
Hardcore Action-RPG The Surge comes to PlayStation 4, Xbox One and PC on May 16, 2017. Go behind the scenes in , as the Deck13 team discuss how they created the game's brutal combat and unique sci-fi setting.
Delve into The Surge's industrial, near-future Earth setting, which tackles issues of environmental destruction, corporatism and misuse of technology relevant to our own world. Taking control of the exo-suited Warren, players will explore rich, secret-filled environments and venture deep into the heart of tech company CREO's devastated facility - all while battling crazed employees with fried cranial implants and robots gone haywire.
Using the limb-based targeting system, players can exploit enemies' weaknesses – though as Deck13's Thorsten Lange states, “the same rules apply for the enemies.” Positioning is of the utmost importance, and even the smallest misstep can end in death. Warren isn't an “overpowered superhero”, and combat animations were given credibility through extensive motion capture sessions with a stuntman, resulting in combat that feels weighty and satisfying.
Prepare for The Surge, coming May 16 to PlayStation 4, PlayStation 4 Pro, Xbox One and PC.
Set in a heavily dystopian future as Earth nears the end of its life, those who remain in the overpopulated cities must work to survive as social programs become saturated by an ageing population and increasing environmental diseases. As the intelligence of technology incrementally increased over the years, many jobs for the human race had been made redundant, forcing Earth's citizens to head out into the suburbs seeking labor, aided by exoskeletons to improve their efficiency. The world of The Surge offers a very grim vision of the future, where the evolution of our technology, our society and our relation with the environment led to a decadent state of the Human civilization. The Surge features innovative combat mechanics and an original character progression system based on modular upgrades gained through tight, visceral combat.
The SurgeSP/MP: Single-player
Expeditions: Viking - Review Roundup
Here are a bunch of reviews (minus the ones we already reported about) for Expeditions: Viking, highlighting a review with the lowest and highest score.
The real issue for Expeditions: Viking is simply whether or not someone is a fan of this older style WRPG experience. This offers very little to stand out from the crowd in this regard and modern gamers may be put off by various UI issues, or the heavy stat dependence. However, for those who liked these kinds of games, it sticks true to the recipe and the different resolution of quests is interesting to see. Trying different builds or dialogue options gives the potential for replay. One of the major things currently weighing it down is the various issues outstanding, matters that seem like more rigorous testing was required or something that comments from players would fix in a future update. The potential for a pretty fun game is present, but at this stage is still at least a patch or two away from being great.
Strategy Gamer, 5/5
Expeditions: Viking is an awesome game and a great addition to our ever-expanding library of Turn-Based Viking RPGs. It breathes authenticity, it offers fast and brutal combat, and the options that you are given are truly fun. It's a game that's hard to save scum or to put down. I can't wait till the creators take us to new places, like the colonization of Africa or China. After all, they have shown that they have the deft touch needed to show what things happen when different worlds meet during expeditions!
Wednesday - May 03, 2017
Planescape: Torment EE - Review @ HG
HardcoreGamer has reviewed Planescape Torment: Enhanced Edition:
Review: Planescape: Torment: Enhanced Edition
When it was first released, the market wasn’t exactly kind to Black Isle Studios’ Planescape: Torment. A PC exclusive RPG, it used the Infinity Engine to create the experience in a time when the market was filled with all sorts of quality titles based on the same, making it seem like “another one of those.” Coming out right before 1999’s holiday season didn’t help. People likely to buy it for themselves were more concerned with affording gifts for others and the cover, featuring a blue guy with his skin falling off, didn’t exactly scream “holiday cheer.” The original release’s underwhelming performance is an abject shame, as the game itself was exemplary. Fortunately, it’s gained quite a following over the years, leading to Beamdog finally turning their remastering talents towards the title. With their solid work in updating the Baldur’s Gate and Icewind Dale titles, Planescape is in good hands.
Picked nits aside, there is no better time to explore the world of Planescape with this enhanced edition. The content of the game has aged extremely well, providing almost endless hours of top notch exploration, dialogue and story. Beamdog has done a great job with getting it running better on modern machines while not going overboard. It ran without a hitch on my humble, underpowered laptop. As a must play for returning fans and newcomers alike, there is no real reason to skip Planescape: Torment: Enhanced Edition. This is PC RPG gaming done right.
Planescape: Torment EESP/MP: Single-player
Cosmic Star Heroine - Review @ GameSpew
GameSpew has reviewed Cosmic Star Heroine:
Cosmic Star Heroine Review
Anyone that truly knows me will corroborate that I consider the amazing PlayStation One RPG Suikoden to be one of the greatest games of all time.
It kick-started my love for a genre that has unfortunately started to feel more and more alien to me in recent years. Battle systems have become increasingly action based, storylines borderline passable, and the soundtracks have got more cinematic but less memorable. It’s a sorry state of affairs if you’re an old-school 2D RPG fan to be honest. Zeboyd Games’ Cosmic Star Heroine bucks the trend though; it has all of the qualities that an old RPG fan like me looks for, and even better, it doesn’t break the bank.
For a start, it looks like an RPG from yesteryear, and I mean that as a compliment. Cosmic Star Heroine’s pixelated environments and characters are just dripping with detail and ooze personality. With its futuristic setting, Zeboyd Games have been able to let their imaginations run wild, conceiving all manner of wondrous technologies, creatures and constructions, but yet have still managed to keep them fairly grounded. There’s variety but also consistency, giving credence that every facet of what you see on screen exists in the same world.
On the balance of things, Cosmic Star Heroine’s excellent combat system and well-executed retro stylings make it a must for those who hold the classic JRPGs of the past close to their hearts. It’s a shame that the story doesn’t grab you as much as it should, as otherwise, it would stand shoulder to shoulder with some of the greats. But it is what it is, and that’s still a bloody good 2D RPG with hours upon hours of quality gameplay to offer.
Cosmic Star HeroineSP/MP: Single-player
Prey - Impressions and Interview
Farflame spotted an interview and two previews of the upcoming RPG Prey:
Prey Preview- Dabbling with new powers
The XBox Hub:
Prey Demo – Thoughts on the opening hour of Prey
Expeditions: Viking - Review @ Sidequesting
Sidequesting has reviewed Expeditions: Viking:
I am the oncoming storm.
I am the one who arrives in new lands, who brings destruction upon enemies, whom the Gods favor. I am covered in armor, I wield a sword, I bring pain and blood but also mysticism and faith.
I am the first Viking.At least, that’s how I feel when playing Expeditions: Viking, the new game from developer Logic Artists.
Never mind that my father just died and I have to inherit his lordly title, or that I have friends and relatives ready to stab me in the back, or even that my father’s death was mysterious and the lands are falling apart — I’m still a badass with a big sword, and I love it.
Because of emphasis on other aspects of the game, it gives the impression that the visuals were sort of a casualty. Environments look good from a distance, but the closer we get the more rough around the edges they become. Though my PC isn’t as powerful as the latest Titan-based products, it’s only a couple of years old and can hold its own, and fit within the recommended specs of the game. A slightly wet wash seems to cover the world, as if the art direction was trying to bring the in-game digitally painted scenes to polygons and missed the target.
There are some minor technical issues that plague the game as well. Even through the multiple pre-release updates, excruciatingly long loading times make me wonder if the game has stopped functioning or not, and the screen scroll can be unpredictable. None of these are game-breaking, and are typically the kind that are worked out in post-release patches, but they do slow me down at times.
Getting past a few of these annoyances leads to the kind of experience that may very well bring me back to PC gaming. The expert mix of mysticism, exploration and authenticity leads to an engaging history lesson, and the combat and game mechanisms provide depth and replayability that I can see lasting an entire Summer. It’s a game worthy of the subject it hopes to teach us about. Expeditions: Viking has me donning the armor and soul of one of antiquity’s greatest human weapons, and I’m ready to do it again.
Time to get my mind sharp and my sword bloody.
Thank you for the info, Farflame!
Trails in the Sky the 3rd - Released
The JRPG The Legend of Heroes: Trails in the Sky the 3rd has been released:
Half a year after the events of Trails in the Sky Second Chapter, Liberl has settled into peace once again—but even during peaceful times, there are many among the distinguished and fortunate burning with greed thanks to the influence of ancient artifacts. Most of the population remains unaware of their abuses of power, but to the most enigmatic order of the beloved Septian Church, the Gralsritter, snuffing out these would-be villains and claiming artifacts in their name is as everyday as professing one’s faith in the Goddess.
On the eve of another successfully completed mission, high-ranking member Father Kevin Graham is immediately assigned to retrieve one more artifact that rests beneath Grancel Cathedral. What’s more, even though this is a task he could easily complete on his own, he must reluctantly do so in partnership with his newest recruit, rookie Gralsritter and childhood friend Sister Ries Argent. Thus begins the start of a routine mission that becomes anything but, delving into a new and mysterious realm that follows an unnaturally strict set of rules: Phantasma. Therein, the history of the Septian Church and the pasts of the many familiar faces who took up arms for the sake of Liberl’s future will be laid bare – and some may have been better off staying forever sealed behind closed doors.
Trails in the Sky the 3rdSP/MP: Single-player
NieR: Automata - First DLC Released
The bulk of the content comes in the addition of three new colosseums to test your mettle on, as well as a brace of fresh sub-quests yielding various rewards. These include costumes from the previous Japanese release, NieR: Replicant, including the “Revealing Outfit” for 2B, “Young Man’s Outfit” for 9S and “Destroyer Outfit” for A2.
Records adding special music tracks to the player’s jukebox are also available, as well as new equipment and cosmetic accessories, including hairspray that allows you to change the color of 2B and A2’s hair. Players will also have the opportunity to battle Square Enix CEO Yosuke Matsuda and PlatinumGames CEO Kenichi Sato in epic boss battles via the DLC’s new colosseum challenges.
NieR: AutomataSP/MP: Single-player
Prey - Day-one patch notes
@DSOGaming Prey will have a day-one patch to fix some bugs and issues.
Here is the full changelog for PREY's day-one patch:
PREY - Day-1 Patch Release Notes:
- Phantom corpses will now have proper names if they were NPCs that were turned into phantoms
- Cystoids and cystoids nests now react appropriately to fast-moving objects
- Explosive containers will now explode when thrown at technopaths
- Nightmare will no longer camp objects the player has turned into in front of it
- Operators can no longer occasionally shoot through walls
- AI adjusts for difficulty levels more effectively
- Multiple telepaths in an area no longer chain attacks on the player
- Touching placed grenades while mimicked will no longer cause them to explode
- Boltcaster can no longer cause zero-damage critical hits
- Nullwave Transmitter now works on Apex tendrils
- Hacking minigame will now properly display what object is being hacked in the UI
- Players will now be able to split stacks when looking at container inventories
- Various fixes to behaviors when player mimics an operator
- Localized versions of the game now support switching VO to English
- Killing Mikhaila with the Q-Beam now only counts as one human killed
- Quickload loads the most recent save of any type, not just auto-save
- Addressed several framerate bugs
- Addressed several save/load bugs
- Several crashes
- Various mission and objective marker fixes
- Various localized text and audio fixes
- Various SFX fixes
- Various VFX fixes
Matt Chat - Tim Lang Interview
Matt Chat interviews Tim Lang of New World Computing fame.
Support Matt Chat with Patreon--it's the best way to support the YouTubers you love: http://www.patreon.com/blacklily8
In the first part of my epic interview with Tim Lang of New World Computing, Brrapp, and EA, we chat about his new stuff and then dive into his early days.
Night Trap Remake
Sceal, Irish Folklore Adventure
Drinking horns & More
Tuesday - May 02, 2017
Expeditions: Viking - April Newsletter
A new patch is announced in the Expeditions: Viking April Newsletter:
Sound the Horn!
It's official, our Viking expedition has landed, Expeditions: Viking released last Thursday and we've been busy! Read below for some coverage highlights, a recap of the release weekend, mail list rewards chat, and a talk of things to come.
We know this April Newsletter is showing up a little late, but we did send your rewards out prior to the release last week so you've all got your DLC codes in that previous mail out.
Have a look at some of the coverage that's already come out for Expeditions: Viking. If you're into written reviews a number of them have popped up already! Here is a link to the Metacritic Page where you can read a number of reviews. Or you can jump to the staff pick, Hooked Gamers.
Release Weekend Recap
Well the first weekend is over and we're working hard to patch in some fixes and updates for Expeditions: Viking. We were a bit too bold in our patching efforts over the weekend and introduced a few frustrating bugs as a result of rushing a build. It's unfortunate that this happened, but it was with the best of intentions.
If any of you have run into these errors, we've been pulling long days and late nights working to resolve them. We've released a 220.127.116.11 patch that takes care of the majority of high priority issues and we're very close to releasing a 1.0.2 patch (later this week) that should get the rest of them.
Even with these errors, there has been a lot of positive reviews and encouragement from the community. We are grateful for all the support!
Jet Rat - Announced
Angry Cat Studios announced their "Steamjunk" RPG Jet Rat:
Jet Rat is a "steamjunk," story-driven action-platformer-RPG set in a unique, rattastic world full of mischief, heroism and secrets, in which you create your very own rat to embark on a journey to save Ratlantic City from the evil of its corrupt mayor, Hector LeBlanc the Third.loading...
"A mechanic falls. A hero rises. A legacy continues."
- Physics-based 2D puzzle-platformer
- Cartoonish, hand-drawn "steamjunk" art style
- Role-playing elements: character attributes, inventory system, skills, crafting
- Fully customizable player character, interactive itemization
- Original story with memorable NPCs, main and side quests, lots of twists
- Jetpack! Yes! Rats can fly! (Mind you, gravity still applies...)
- Humor and drama. Take your pick.
A prototype demo is available.
Jet RatSP/MP: Single-player
Release: In development
RE: The Emperor's Challenge - Launches May 10
The expansion of Renowed Explorers, named The Emperor's Challenge will launch next week on Steam.
The International Society gains brand new members, expeditions and game mode in Abbey Games' latest release, The Emperor's Challenge, due out May 10, 2017!Utrecht, The Netherlands - April 26, 2017 - Your crew, representing The International Society, has been spotted, covertly landing in an undisclosed location East from Borneo in Indonesia, at the behest of Emperor Guāngxù. Hot on their heels comes your arch rival, Matthieu Rivaleux, making a conspicuous landing at the bustling docks along with his crack team of investigators. The locals were clamouring for autographs from Rivaleux, whose dazzling smile was flashing for the throngs of dedicated fans. No sooner were the teams ashore, but a race began to the Temple of Trance involving; miraculous feats of physical prowess, underhanded trickery, and no small amount of charming smiles to get the locals to lend a hand! What does the lovable (but somewhat eccentric) Chinese Emperor have in store for these two renowned teams? What amazing discoveries can we expect in the archaeological dream, Indonesia?
Renowned Explorers is a turn-based strategy adventure video game set in a whimsically fictitious, 19th century, historical setting. The Emperor's Challenge is the second expansion for the game and set in Indonesia. This newest release opens up a new location for you to explore as well as a host of new characters to pad your team. A new game mode will be available as the titular Emperor's Challenge. This mode will challenge Veterans of the game to adapt their strategies on the fly for a new level of challenge. Even better, check out the trailer full a video explanation! Do you choose Suh Min-Jeong, a child prodigy in the fields of diplomacy and archaeology or perhaps Wang Yu with his knack for fireworks and a penchant for trouble?
Explore the far corners of the world in the age of discovery, outsmart your rivals, campaign for fame and become the most Renowned Explorer of the 19th century
Create your own adventures; get to know your explorers with their own character traits, skills and quirks, manage their progression while hunting for the most prestigious treasures
Prepare your treasure hunt; collect Insight, Research, Gold and Status on your expeditions to acquire supplies and support for the next adventure
Attitude-based gameplay; choose the best course of action by engaging your opponents physically and mentally using charm, deception, intimidation or a show of force
There is always something new to discover in the thrilling procedurally generated expeditions, where your reputation opens up new opportunities
About the Expansion:
Renowned Explorers: The Emperor's Challenge is the second premium expansion pack for "adventurer manager" Renowned Explorers. The pack opens up East Asia with first-time additions to the character roster; a new expedition in Indonesia; and a whole new game mode in which you compete directly against Rivaleux to fulfill the desires of Chinese Emperor Guāngxù.
RE: The Emperor's ChallengeSP/MP: Single-player
Release: In development
Strain Tactics - Arriving This Week
The top-down tactical action RPG Strain Tactics will be availbale this Thursday on Steam.
This is what Steam syas the game is about:
Strain Tactics is a real time, top-down tactical ARPG that takes players to a cyberpunk, apocalyptic future where the world has been taken over by an infectious alien strain. Featuring 80 playable characters and over 150 unique items and weapons, the game challenges players to defeat enemies by commanding customizable ground teams from their Helibase overhead. Players can indulge in a variety of scenarios across over 30 different maps, and the sandbox-style mechanics allows users to approach the maps according to their play style.
The Press release mentions this:
AGAINST ALL ODDS
After losing a secret war fought on the surface of Neptune against a hostile alien organism, you are faced with the realization that the “Strain” threat is heading for Earth. A re-cloned commander of the Neptune Incident, you must now take command of a group of up to five ground team members to defeat the Strain ... and put an end to the alien menace once and for all.
Taking a bird's-eye view of the battlefield from the vantage point of your Helibase, you’re able to issue commands to assault units who can be inserted (and extracted) from anywhere on the battlefield. Choose from 80 playable characters – all equipped with a weapon and three extra inventory slots for maximum flexibility. With more than 150 unique items and weapons, you can customize the ground team to deal with virtually *any* situation – both domestic and extraterrestrial!
Draw paths for your units using a nifty drag-control system and give special commands to your troops while they follow the path – allowing you to carefully choreograph the flow of battle. Need to quickly change orders? No problem: You can manually override orders in real time and direct individual soldiers (or multiple units) to new targets on the go. Experienced soldiers will level up – increasing their damage, resistance, or endurance. Death is not the end: Make the most of casualties by recovering body bags to revive team members – or sell their corpses for much-needed credits.
With a variety of maps and distinct scenarios, each mission in Strain Tactics can be approached like a sandbox. And if things get too crazy on the ground, the Helibase features its own weapon systems: Support your ground team from afar with some serious firepower!
- Build and command your own 1-5-member heliborne task force.
- Assemble a ground team from 80 playable characters with unique personalities and strengths – featuring 1-3 extra inventory slots and countless weapon/item combinations.
- Choreograph your team’s actions in real time with a dynamic drag-control system or manually micromanage units.
- Defend your Helibase and protect your team from above with miniguns, autocannons, and more.
- Preserve your team’s mental health – and protect them from contamination.
- Level up your units, upgrade items, and revive fallen team members by body-bagging (or sell their corpses for points).
- Travel to more than 30 maps with five unique scenarios – including Hunter-Killer, Escort, Retrieval, Perimeter Defense, and Clean Sweep.
PRICING & AVAILABILITY
Strain Tactics will be available on Steam (Windows only) on May 4 for $14.99.
Steam GamesSP/MP: Unknown
Release: In development
Pillars of Eternity II - No Fishing
At the close of the slacker backer campaign for Pillars of Eternity II, the stretch goal of $4.75M was not achieved (it came $45K short). So, there will be no seamonsters and no fishing in the game. You will still be able to back the project or change your pledge, but it will no longer add towards the stretch goal.
Pillars of Eternity IISP/MP: Single-player
Release: In development
Ultima VI Remake - April Update
The Ultima VI Exult Remake project has made some good progress. As a reminder this project is seeking to create Ultima VI in Ultima VIIs engine using Exult. There are some images of the new work done at the link provided.
2017 Project Update - We're still alive ...
Posted by Zygon Dragon on 4th April 2017 in Updates
Hello everyone, back with a big update! Updates might be few and far between but work is still being done on the mod. I've been going back and forth between the usecode stuff and map work. I have finished a few more plot-essential dungeons: Shame (Despise?), Destard, Covetous/Wrong. I've fixed/added more of the main npcs conversations such as the hungry pirate you find in Shame and Bonn, the crazy hermit, and Sutek.
Work has started on a brilliant side plot schemed up by Pegbyter, regarding everyone's favorite jester, Chuckles. It will solve a dangling plot thread from U5, and will have different ways to solve it, like a good Avatar or a very unvirtueous one. Some secret areas have been added that go along with it. Purists can go about the game and not even bother with the side plot or need to visit the areas, but you'll definitely want to.
In between map work and coding the npcs, I've been working on getting the U6 balloon off the ground, so to speak. At the moment it lacks new shapes, but progress has been made. The next dungeon to be worked on will be Sutek's catacombs, where his crazy experiments splicing things together weren't limited to animals and monsters...
I have realized recently that while this is has been a huge project for all of us, it actually seems like while we have a lot to do, we're VERY far along and it doesn't seem as overwhelming anymore. Plotwise, the first half of the game is almost complete (everything on the Britannian overworld). Most plot critical npcs, dungeons, and map areas are just about finished. The remaining plot essential dungeons to the first half of the game that still need to be created are Captain Hawkins' grave, Sutek's catacombs, and Hythloth. That would leave the gargoyle world, gargoyle dungeons/shrines and all gargoyle npcs. Once the main plot can be played, filling in the rest won't be hard at all. Knowing that the mod isn't too far off now, things are coming along much easier. Until next time!
Bloom - Grass and Elements
In this month's update of the development of Bloom, there is talk about an upcoming demo, the work to make grass look good, working with elements, sound and art.
Hopefully this next month we get the last bits needed for the complete game play experience....and then can finally put it out there a little bit for some feedback by E3! (Hopefullyyyy.... -dies-)
We also have some new plans for how we are going to handle the actual demo release which I think people will like ....but I'll go into that more next update (E3 is next month and we can't compete against that publicly.....but at least we can get some testing / feedback done till that blows over).
It feels like things are happening a lot faster in terms of game play now that our core systems are mostly in.....also a very fluid part of development. So if you have ideas on element interactions or suggestions on cool stuff....feel free to throw it out there! This is the time I'm setting those up in the game and finalizing everything. I'm trying to not go high fantasy and hard-core magic, but obviously we have been pretty liberal with plant types haha.
Release: In development
Phoenix Point - Stretch Goals
Phoenix Point is nearing its goal with just 3K remaining and has posted some ambitious stretch goals.
First stretch goals
$650K Drivable Vehicles in Tactical Battles
Deploy vehicles to tactical battles for carrying troops and providing heavy weapons support. They can also be used for retrieving equipment and materials in raid missions, and for safe evacuation of soldiers and civilians in danger. There will be multiple construction options and a variety of weapons turrets available.
$850K Floating Phoenix Base
A floating fortress which can travel by sea and conduct air operations inland from coastal areas. Such bases will be exposed to danger from seaborn mutants generating some tense defensive missions, but the additional strategic flexibility of such a base will greatly help in mid to late game. It will also allow the player to discover some of the most well hidden secrets of the alien agenda, deep inside the mist.
Phoenix PointSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Monday - May 01, 2017
Bard's Tale IV - Combat Commentary & Sound Design
A new Kickstarter update for The Bard's Tale 4 and more information on the combat system.
Lead Designer David Rogers walks through the details of our previous Bard's Tale IV video, breaking down each scene and going into detail on all the gameplay features being shown.
The Bard's Tale IV returns to the classic fantasy RPGs of years past. Featuring dynamic turn-based combat, a full party of characters to build and customize, and first-person exploration of maze-like dungeons with devious puzzles and riddles, The Bard's Tale IV is a true successor to the original Bard's Tale trilogy, and is crowdfunded by thousands of fans. Help us bring back the dungeon crawl and return to Skara Brae - the city that started it all.
Sound Design Update - Introducing Brian DiDomenico
The Bard's Tale has always been well known for its presentation. It was one of the first titles to include music as a gameplay feature, and at the time its visuals were highly expressive and detailed compared to other dungeon crawlers of the day. Our goal is to continue carrying this torch forward on The Bard's Tale IV. You've seen our visuals and art design, which we've detailed a few times previously. Early in our crowdfunding campaign, we also announced the involvement of Julie Fowlis and Ged Grimes contributing the game's unique highland-tinged music, as well as our plans to bring back some of the classic Bard's Tale songs.
Sound design is one key aspect we have not touched on as much yet. Music can stay in your memory for years, and graphics are certainly important for drawing players into the game world. But more than anything else, it's sound that reinforces a game's atmosphere and feel. As a dungeon crawling experience, the audio is what immerses you into the experience, creating a sense of ambiance which is impossible to convey through music and art alone.
The Bard's Tale IV is deep in production, and many of our game systems and environments are rapidly coming together. At this stage, it's critical to have sound design work with our team and capture the unique mood of Skara Brae and the wider world of Caith.
To do this, we're bringing in Brian DiDomenico. Brian is a composer, songwriter and sound designer. Throughout his diverse career, Brian has contributed to many titles you might recognize, including Myst V: Revelation, Jade Empire, Mass Effect 2, Call of Duty: Black Ops II, Lost Planet 3, Ninja Gaiden Z and most recently Here They Lie. Outside of games directly, Brian has performed and recorded music with Mankind is Obsolete, Dismantled and is currently the keyboardist in the Megaman-themed rock band, The Megas. He has also performed at several festivals and conventions including Video Games Live, MAGfest, BitGen, Nerdfest, the Capcom Cup. You can read more about him on his own website.
We're extremely excited to welcome Brian DiDomenico, and we can't wait for our designers and implementers to collaborate with him, and hear what he will be contributing to the game.
That's all for now, but as we barrel through production and start knocking down our internal development milestones, The Bard's Tale IV is looking better and better every day. We'll have more goodies on the game's progress and community updates to share with you soon!
Bard's Tale IVSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Digital Antiquarian - Ultima VI
The Digital Antiquarian explores Ultima VI and the influences and events behind its creation.
Following what had always been Richard Garriott's standard approach to making an Ultima, the Ultima VI team concentrated on building their technology and then building a world around it before adding a plot or otherwise trying to turn it all into a real game with a distinct goal. Garriott and others at Origin would always name Times of Lore, a Commodore 64 action/CRPG hybrid written by Chris Roberts and published by Origin in 1988, as the main influence on the new Ultima VI interface, the most radically overhauled version of same ever to appear in an Ultima title. That said, it should be noted that Times of Lore itself lifted many or most of its own innovations from The Faery Tale Adventure, David Joiner's deeply flawed but beautiful and oddly compelling Commodore Amiga action/CRPG of 1987. By way of completing the chain, much of Times of Lore‘s interface was imported wholesale into Ultima VI; even many of the onscreen icons looked exactly the same. The entire game could now be controlled, if the player liked, with a mouse, with all of the keyed commands duplicated as onscreen buttons; this forced Origin to reduce the "alphabet soup" that had been previous Ultima interfaces, which by Ultima V had used every letter in the alphabet plus some additional key combinations, to ten buttons, with the generic "use" as the workhorse taking the place of a multitude of specifics.
Another influence, one which Origin was for obvious reasons less eager to publicly acknowledge than that of Times of Lore, was FTL's landmark 1987 CRPG Dungeon Master, a game whose influence on its industry can hardly be overstated. John Miles remembers lots of people at Origin scrambling for time on the company's single Atari ST in order to play it soon after its release. Garriott himself has acknowledged being "ecstatic" for his first few hours playing it at all the "neat new things I could do." Origin co-opted Dungeon Master‘s graphical approach to inventory management, including the soon-to-be ubiquitous "paper doll" method of showing what characters were wearing and carrying.
Prey for the Gods - Interview @ GameWatcher
GameWatcher has interviewed No Matter Studios' game director Brian Parnell about the action survival adventure Prey for the Gods:
It wasn’t that long ago that a small team banded together to reveal a new and mighty undertaking in the form of Prey for the Gods. No Matter Studios is the humble gathering of industry veterans Brian Parnell, Hung-Chien Liao, and Tim Wiese that pledged to bring players into the open-world journey of a young, unnamed woman tasked with challenging great and terrifying beasts. The videos and screenshots that were offered reminded players immediately of the grand scales of games like Shadow of the Colossus.
Following a successful KickStarter, No Matter Studios has worked tirelessly to bring this project to life and lead us into the wild and wintry adventure that Prey for the Gods promises to deliver. Recently, GameWatcher was able to pull game director Brian Parnell away from the grind to chat in-depth about the latest on the game. Parnell opened up about what we can expect to get into when Prey for the Gods drops, as well as how the formation of No Matter Studios and concept of Prey for the Gods came about, some of the systems at play, what we’ll be doing in the game, and more.
GameWatcher: When it comes to progression in Prey for the Gods, would you say there’s more of an emphasis on exploration, combat, or are you looking for a solid balance of both?
Parnell: We kind of been refining what we’ve been doing with all of it. It really depends on what we’re working on for a given day. For a while, we working on a balance. Even in the team is a balance. I’m not up for a constant battle. I feel like I’m more interested in exploration and story side of it. On the other side, I feel like Chien is definitely more up for that twitch, combat gauntlet. He loves Dark Souls and Bloodborne and really digs that sort of nerve wracking intensity. Meanwhile, I think Tim is sort of a good middle ground between us. I think a lot of people want to see that balance, but it also depends on the day. Whatever we’ve decided to work on sort of affects that balance. Ultimately, we’re trying to be mindful of pacing and give players the experience of the world we’ve built as much as the combat.
Praey for the GodsSP/MP: Single-player
Release: In development