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
Saturday - July 01, 2017
Mass Effect: Andromeda - No DLCs
Kotaku reports that Mass Effect: Andromeda will not get DLCs:
Sources: Mass Effect: Andromeda Will Not Get Single-Player DLC
Yesterday, a widely shared Facebook post claimed that BioWare had canceled Mass Effect: Andromeda’s downloadable content. The good news: that Facebook post was a hoax. The bad news: they guessed correctly. Mass Effect: Andromeda will indeed not be receiving any single-player DLC, three people familiar with BioWare’s plans have told me.
Mass Effect: AndromedaSP/MP: Single-player
Castle Torgeath - Update 1.4.0 available
Dungeoneering Studios released update 1.4.0 for the dungeon crawler Castle Torgeath: Decent into Darkness:
Castle Torgeath 1.4.0 – More Player and Combat ImprovementsHello everyone!
In this release we made several changes to the player and the enemies to improve combat and game feel. Based on your feedback, we slightly adjusted the player's melee weapons and enemies hit boxes to make the combat feel and look better. We also made adjustments to how the enemies move to make it smoother in normal, hard, and rogue modes. The player was also improved by adding motion to the arms while changing direction. Finally, we made several art improvements to enemy types such as spiders and skeletons as well as improve balancing by disabling the morphs in the first chamber in the first level.
The primary focus with this update was to enhance the player’s feel of the game. One of the biggest changes is that the sword’s hit box was reduced to prevent strange feeling hits that were just beyond the reach of the weapon. Another major addition is arm motion. The arms now react to your change in movement making them feel more realistic. Lastly, dropped keys can no longer uplift the player slightly.
The enemies received feel improvements too. The most important change was tuning up their turn rates. Their turns were originally not that smooth but after playing with several parameters they now are able to turn with ease creating a better experience. The death animations for the skeletons and spiders also got a touchup. They now play faster and reposition themselves better when dying making it look more realistic. Another major improvement is that the enemies’ time to react to hits has been adjusted to give you more of the feeling of hitting the center of the enemy rather than the sides. The final change is that the rats in the first chamber at start of the game now don’t morph so you will not encounter morphs too early in the game.
Here are the full details of the update:
- Adjusted all enemy hit boxes
- Adjusted player melee weapons hit boxes
- Adjusted all enemies to make for smoother motion
- Added player arm motion effects for acceleration/deceleration
- Adjusted all spider death animations
- Disabled morphing in the first chamber in the first level
- Fix some minor issues found in our testing and reported by the community
Castle TorgeathSP/MP: Single-player
Genre: Dungeon Crawler
Burden of Command - WWII Tactical Leadership RPG
@RockPaperShotgun Burden of Command is a WWII tactical leadership RPG which is due to release sometime in 2018.
World War II Tactical Leadership RPG -- Coming 2018
More information at: http://www.burdenofcommand.com
Project Lead Luke Hughes is keen to stress that there are no ‘right' answers on the BoC battlefield and that issuing an order is not the same thing as executing an action. When I asked him to explain how the game will go about modelling the chaos of war, he said this:
"The game is designed such that everything that happens in BoC happens on a probability curve. Which is a fancy way of saying that while normally for any given ‘event' (firing an MG, giving an order, rallying the men, making a move or an interactive fiction decision, etc.) what you expect to happen happens, the dice are always being rolled for a disaster (e.g., the gun jams, the men panic, an order gets lost) or an unexpected success (critical hit, a squad auto rallies...). Further, as a battle progresses and the natural friction of war occurs through suppression and injury, command and control will start to break down. That is, suppressed units will tend to ignore orders, or not receive them, or implement them only minimally (crawl towards the MG rather than run).
Put one last way, while in a typical tactical game like XCOM we're all used to the chance to hit being probabilistic, in BoC even the chance to follow an order is probabilistic. In the face of this pervasive chaos it is the leaders who play a critical role in overcoming the chaos and turning your intentions into actions. Chaos is central to the battlefield and BoC, and leadership is its central anecdote.The good news about chaos is that it tends to create good stories (‘There I was all my units suppressed, no hope, then out of the blue Lt Stern stood up in the face of fire, rallied his men and overcame the enemy position. Sadly he was wounded in the final assault.")"
Stellar Tactics - Dauntless Remastered update
Stellar Tactics has received a large update that has brought the Dauntless area up to date with the rest of the game.
Dauntless Remastered update
I'm happy to release the Dauntless Remastered update. The Dauntless has been revised significantly. The story remains the same.
- The entire start of the game uses new level art.
- The Captains Quarters has been merged into the Crew Deck.
- The distance you need to travel for various missions has been reduced.
- The last boss fight is a bit easier.
- Mission objects in the game environment have been scaled up in size so they are easily seen and interacted with.
- The Dauntless is brighter overall. If it's still too dark for you, however, there is a new Gamma slider in the options menu that will allow you set the games brightness to your liking.
- All dialog, mission text and log's have been professionally proofread for errors.
- Several of the longer conversations now have shorter dialog options available.
- Better direction has been provided in the log for several of the missions.
- Many screens have been increased in size so their font's are more visible making reading easier on the eyes. I'll be addressing the space UI's when I work on space combat.
Overall the Dauntless is now in line with the rest of the game. These changes were all inspired by feedback from the community. I felt it was important to make the experience of the first hour or so as fun, intuitive and trouble free as possible.
IMPORTANT: If you have a save on the old Dauntless, that save game is no longer valid. If you are currently playing on the Dauntless, you must start a new game. Game's saved on the old Dauntless will now appear on the load screen as "SAVE INVALID - OLD DAUNTLESS!" and you will not be able to load the save game. You can delete these saves. Saves after the Dauntless are unaffected.
I'm hoping you will all give the new Dauntless a try and post feedback on the forums. I'm eager to hear what you think. Lots of content, bug fixes and community suggested enhancements have been added since the game released on Early Access.
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Friday - June 30, 2017
Wasteland 3 - Fig Update
A new update for Wasteland 3 is available at Fig now. It contains a variation of topics, like this one about vehicles.
Hi all, Charlie here. Vehicles? In Wasteland 3? Oh it's happening, and we've made some good progress on that front in the past few weeks! We now have a vehicle playground, a test scene in Unity that we're using to drive around in so we can figure out our parameters for fun vehicle gameplay. While we intend to show that at least one faction in post-apocalyptic Colorado is equipped to build their own vehicles, most of the drivable machines you'll find are examples of ingenuity and resourcefulness, with a healthy dose of auto shop and welding skills thrown in. In this world, scrounged materials can make the difference between barely mobile and fortified, armed transport.
The first vehicle you'll acquire in the game is a bit of a beater. We wanted to provide the player with something that is functional - it can be trusted to get you from point A to point B - but that would be sparse when it comes to weaponry or armor. Our beater has nice big tires and some attached armor plating, so it's a whole lot better than walking. On the other hand, the starting place for those modifications is a vehicle that looks like its previous owner might have been a "soccer mom." Not to worry, if you survive with this puppy, you will be well rewarded with the next vehicle, which is a beast!
Wasteland 3SP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Starpoint Gemini Warlords - Patch 1.110
A new patch has been released for Starpoint Gemini Warlords, bringing it to version 1.110. It is also available at a discount at Steam.
With the end of the week coming, we bring you some fixes and some changes so you'll enjoy the weekend even more!
Most of the work in this patch was focused on bug fixes and polishing, but we've made some improvements too. We've changed the mining aspect of the game so it's more rewarding and fun to do. We've increased the base amount of Ore yielded when mining asteroids, the Miner perks give a considerably larger boost, and some asteroid fields, depending on the asteroid composition, will yield even Materials and Gas!
Secondly, we've also improved the Anomaly Scan and Distress Call Encounter Quests so they're more fun and rewarding. The new Encounter Quests are expanded upon so there's more incentive to finish them, and the resources and experience gain is scaled better so there's better incentive to take on quests even in late-game.
The complete changelog can be found at the link.
Starpoint Gemini WarlordsSP/MP: Single + MP
Exzore: The Rising - New Trailer
The Open World RPG Exzore: The Rising has provided a new trailer today.
Exzore: The Rising - New Trailer!
Uxbridge, England and Hyderablad, India - June 30, 2017 - Tiny Shark Interactive has launched a new trailer for its upcoming 2018 open world RPG, Exzore: The Rising.
About Exzore: The Rising
Exzore: The Rising, is coming for PC, PlayStation 4 and Xbox One in 2018. Set in the medieval world of Eogaan, the game follows Damien Clive, former commander of the Exzore army unit, as he is emerges from the ashes of his betrayal to seek retribution and regain his honor. Exzore: The Rising features the use of "mechanical gadgets" which give special abilities to the hero and can be used in combat and exploration. The game also features a unique Affinity system, which affects the player's experience and how the story unfolds as the character interacts with the game world and the various factions, as well as an extensive combat system that allows players to mix and match Exzore abilities in a wide variety of combos. More information about Exzore: The Rising can be found at Exzore :The Rising Website.
Indie RPGsSP/MP: Unknown
Release: In development
Paradox Interactive - Acquires Triumph Studios
Paradox Interactive have acquired Triumph Studios, the makers of Age of Wonders.
We are super excited to bring you the news that Triumph Studios has been acquired by Paradox Interactive. Our Triumph adventure began 20 years ago, taking us from the first Age of Wonders strategy game to the Action RPG series Overlord, and back to our turn-based roots again. We have created the sort of original games that we ourselves craved, and that we wanted to share with a like-minded audience. Triumph's games are genre-defying, can be experienced with other people, appeal to the inner nerd and somehow all involve conquering the world in some fashion.
Throughout our history we have worked with varying degrees of independence, from full-on indie to close cooperation with publishers. After self-publishing Age of Wonders 3, which creatively and commercially turned out tremendously well, we realized that development - in close relation to our fans - is the thing that we care about most. Additionally, the games market is constantly evolving and we drew the conclusion that expanding our publishing efforts for the limited number of games we release would be inefficient.
So we were super excited when Paradox proposed joining their family. As one of the world's premier publishers - and developers - of strategy games, they really understand the type of games we make. The have specialized, highly skilled personnel to complement our activities: from marketing and PR, to QA, localization and of course development itself. Many of us are huge fans of Paradox games, so we're very much looking forward to sharing knowledge with their renowned Grand Strategy developers.
As a development studio we will keep on flying our own flag, but with the help of Paradox and the continued support of you -our fans- we'll be able to take our games to another level, and contribute to the continued development of a strategy powerhouse. We just can't wait to reveal to you what we've been cooking up over the last two years.
Thanks for all your support. A new Age of Wonders dawns today, the future for strategy games has never looked better!
Arno, Lennart and the Triumph Team
Paradox and Triumph will host a live stream and Q&A about the acquisition on Friday, June 30 at 4PM CEST. Tune in at twitch.tv/paradoxinteractive.
Exoplanet: First Contact - Status Update
The Expolanet team provides a status update on the development of the game.
Thanks to raised funds we were able to hire several specialists and freelancers and managed to significantly improve the game. Sure, we have to admit that the very first build was also very raw but we were ought to fulfill our promises to you and release Exoplanet on Early Access at least till the end of the year. Moreover, because of the delay, we invested a lot of our own money to the project, and Steam could help us to get additional funding for hired professionals. It was a risky move and we expected a tough time. Well, we were right.
We knew that the game is still very raw so there was no advertising campaign. Our primary goal was testing and gathering feedback. Positive and negative reviews were scrupulously analyzed to improve Exoplanet. Of course, overwhelming majority of negative reviews were due to the lack of optimization. We are aware about the problem but it is hard to fix it very fast due to its size. Anyway, we are working to improve optimization with every Exoplanet’s update.
Also we have made an impressive amount of work for such a small team as Alersteam. Improved and significantly increased location, new quests, NPCs including traders and enemies (their AI is very primitive at the moment but it will be greatly improved) and much more. We are working hard to make the world of Exoplanet a deep and immersive place, make it interesting for a player.
Exoplanet: First ContactSP/MP: Single-player
Release: In development
Thursday - June 29, 2017
Skyrim - Skyrim Meets Bloodborne
While many would argue that The Elder Scrolls 5: Skyrim is already chock full of plenty mystical and magical gameplay moments from its base game to its DLC, the Japanese modder Vicn has decided that it needs to have even more and could even stand to learn some tricks from the PlayStation 4 exclusive Bloodborne in the process. In order to make this happen, the incredibly talented modder has decided to to transport Yharnam to Tamriel with quests, weapons, and armor sets inspired by From Software's 2015 action-RPG in an expansive mod called Project Glenmoril.
As seen below in the trailer for Project Glenmoril, The Elder Scrolls 5: Skyrim fans will be able to utilize such familiar weapons as Bloodborne‘s Hunter Blunderbuss, its Saw Cleaver, the mace-like Tonitrus, and more. Not to mention, the action-RPG's Crowfeather gear, Yharnum Hunter armor set, Gehrman's Hunter garb, and more can be worn as apparel while traveling around Bethesda's fantasy role-playing game.loading...
Kingmaker - The Music of Pathfinder
Pathfinder: Kingmaker has a new update about the music which will be composed by Inon Zur.
A good soundtrack doesn't just help set the mood and transport emotion. It follows you on your journey and tells a story. Let me show you the creative process behind my work, some of the instruments I'm using for the soundtrack to Pathfinder: Kingmaker and how a tune starts as a melody in my ear and finally turns into a full track. I hope you will enjoy my video for today's update.loading...
Music Composer, Pathfinder: Kingmaker
Fell Seal: Arbiter's Mark - Announced
6 Eyes Studio announced their tactical RPG Fell Seal: Arbiter's Mark for a 2018 release:
Fell Seal: Arbiter's Mark is a tactical RPG much in the vein of great classics like Final Fantasy Tactics and Tactics Ogre.loading...
It features fully hand-drawn environments and sprites, in a 2D isometric perspective, as well as an original score by Jan Morgenstern, composer for Black Sigil: Blade of Exiled.
You will need to use strategy and cunning, as well as master a complex class system, to conquer the challenging battles ahead of you. Unfold a mature story centered around your position as one of the Arbiters, an order dedicated to keeping the peace and the balance of power throughout the lands.
While many allies with storied personalities and goals of their own will join your ranks during your adventures, you may find yourself favoring a cherished non-story character due to the ability to fully customize them. By changing their portrait, name, clothes, hats, color and accessories, every ally is unique.
Reminiscent of Final Fantasy Tactics both in scope and style, Fell Seal's intricate class system offers a widely varied array of customization and possibilities, allowing the player to chose a class, a sub-class and multiple passive abilities for every one of their characters. Countless possibilities and combinations are within reach and crafting your perfect band of combatants is only limited by your imagination and cleverness.
Fell Seal: Arbiter's MarkSP/MP: Single-player
Genre: Tactical RPG
Release: In development
XCOM 2 - Inside Look: The Reapers
XCOM 2SP/MP: Single + MP
Druidstone - Dev Update #2
Druidstone has a new update on its progress which brings the news that the game will be split into acts, the GUI has been overhauled and cinematic cameras introduced for dramatic effect.
Dev update #2
Hullo fellow druidsters! It's time for another Dev update. As always, we've been busy with the game getting a lot of stuff done. We're giving a last push before the well earned summer vacation time, so it will be a bit more quiet in the Druidstone's forest during July.
In the last Dev update, we told that we started working the game synopsis into a script and that we also split the game into acts. The acts will help pacing the game, but they can also help the development: We can focus on them one at a time as they are sort of isolated entities and each has its own theme going on. We'll do a pass on all of them to get the basic structure of the game complete with the story and gameplay elements blocked in. After that it's an iteration after iteration until the game is done. Past couple of weeks we've been working on Act 1 and it's pretty much playable right through. Of course it still needs a lot of polishing and balancing but it's already really fun to play. We get to meet new party members, monsters and at the end explore the smoke scented Blimmur cave.
We've also done a major overhaul to GUI (that's the Graphical User Interface) to make it work with the newly introduced party concept. The coders have been also hard at work making the GUI scalable and functional in every way. The GUI most probably will go through many changes and iterations in the future, but that's business as usual. We've also tweaked the main character/s quite a bit. Well, number one: we've done two more main characters alongside our Druid. And two: As we added "cinematic" cameras to the game (a zoom or pan to frame a character that is doing something interesting), the characters need to hold up the closeups, so they needed an extra layer of detail as they were initially designed to be only looked at from top down perspective. Though it was a lot of work, it really helps bring the party members alive and show their different characteristics. Don't worry, we'll introduce the new party members in some other post.
Like stated on the last Dev update, the new party concept spawned various issues related to the dying mechanism and reincarnation concept, so there's been a lot of thought and work put on them. Most of the problems concerned characters involved in story elements, but we're drawing close to a solution that we're happy with. We'll cover that in a later post in more detail as it's still work in progress and too big subject to discuss here in detail.
That highlights some of the things we've been up to lately. We're off to summer vacation, see you back in August! Cheers!
Release: In development
General News - The Swords of Ditto
@DSOGaming The Swords of Ditto is an action rpg from Devolver Digital due to release sometime early 2018.
Players will become one of the legendary heroes of the Island of Ditto and battle through each unique legend alone or alongside cooperative companion. Each legend becomes their own as every success and failure are recorded in the tomes of Ditto and have an effect on subsequent adventures. Heroes will also be able to find the monuments and even loot from the adventurers that came before them to take along on their crusade.
The Swords of Ditto is currently planned for an early 2018 release.
Wednesday - June 28, 2017
Kingmaker - New Stretch Goal
Pathfinder: Kingmaker has a new stretch goal for 700K which features Mac and Linux versions of the game and an extra story chapter, that will see characters reach level 20.
Camping is in the bag!
You never cease to amaze us with your enthusiasm and support for our project. You have just knocked out our first stretch goal! Thanks to your help, we can add camping to Pathfinder: Kingmaker! Thank you so much! Next stop: The Magus! But what's next? What lies beyond? Get ready as we are happy to unveil our next stretch goal!
New stretch goal - Extra story chapter and Mac & Linux version of Pathfinder: Kingmaker
We are excited to unveil the expansion of the story of the Stolen Lands. While it's difficult to describe the story of these additional adventures without major spoilers, it is safe to tell you that this additional chapter will make it easier for you to get all the way up to level 20. Threats and encounters in this chapter will be challenging for even the most powerful heroes, so be prepared to face the deadliest, meanest and scariest foes.
One request, which has been made by our community time and time again was for a Mac release. So we are excited to unveil that the second part of this stretch goal is bringing the Pathfinder experience to Mac & Linux platforms.
As we were typing this update, a gust of wind rushed in, bringing several leaves and a mysterious letter addressed to you, Pathfinders. We are presenting it below, but be warned! For those of you not familiar with the Kingmaker Adventure Path, this message may contain major spoilers!
Hartacon Tactics - EA Release Date: June 30
The turn-based tactical RPG Hartacon Tactics will be released on June 30 as EA:
Hartacon Tactics is a turn-based tactical RPG, featuring higly deterministc mechanics, beautiful hand-painted 2D art and deep gameplay.
Hire characters of unique classes, and wisely use their strengths, skills and weapons to defeat tough enemies as you travel through the continent of Kaus in the single-player campaign, or challenge other players in co-op battles and multiplayer.
Classes differentiate themselves in terms of a variety of battle stats: from strength to magic power and defense, movement capability such as walkable distance and jump height, as well as frequency of action. Moreover, fighters of a given class specialize in the use of only two weapons and their related techniques. The knight is your all-round balanced warrior, the dwarf a martial artist with great defense, the lionman an unstoppable force of nature, and the list goes on with eight carefully diversified unit types, each with their own strategic role in battle.
There are many different weapon types: swords, bows, axes, knives, and all have their characteristic attack patterns and allow the execution of specific techniques. Hammers can be used to break your opponents armors, knives thrown to inflict status ailments, while hand combat is good to move targets and open paths through your enemy's defense line.
All magic skills belong to some element, and different elements include skills that are quite different among themselves expecially in terms of range and area of effect.
To give you some examples, Water skills are able to hit multiple targets in wide patterns, and they can target only positions lower than the caster; Earth skills always affect the positions around the caster; Lightning skills can only strike single targets and have no height limitation; Wind skills target multiple positions and have the highest range.
In addition, some elemental skills may cause some status ailments, like Ice skills that induce Paralysis, or Lightning that induce Darkness.
On top of that, different characters have higher or lower affinity with each element, making them more or less vulnerable and able to deal more or less damage.
You can develop your characters by learning new skills and balancing their battle stats to suit your strategy.
Build your own maps with the in-game map editor.
Hartacon TacticsSP/MP: Single + MP
Release: In development
General News - Mike Laidlaw Interview
The 1099 interview Mike Laidlaw of Bioware about how Dragon Age is made and the probability of Jade Empire 2.
On this week's episode, the creative director of Dragon Age, Mike Laidlaw, joins host Josiah Renaudin to discuss how the team at BioWare creates such massive open worlds. Mike explains the different roles he's played at BioWare, the struggles of even starting a five-year AAA project, what a linear Dragon Age (similar to Uncharted) would look like, how he deals with Dragon Age reviews, and the possibility of a Jade Empire 2.
Arkane Studios - Raphael Colantonio Says Goodbye
Arkane Studios' Raphael Colontonio, who worked on Ark Fatalis, Dishonored and Prey has left Arkane and is off doing, err... something else.
The last 18 years have been an amazing adventure - from starting Arkane in 1999, to making our first game, Arx Fatalis, to joining ZeniMax Media in 2010 and releasing the Dishonored series and Prey to critical acclaim - it is time for me to step out to spend some time with my son and reflect on what is important to me and my future.
I’ve had the opportunity to work with some of the best and brightest people in the industry, and I feel extremely lucky to have been part of this journey with everyone at Arkane.
I’ve lived many magical moments. I’ve also been through the hard times. But, I can say that joining ZeniMax took things to the next level and gave Arkane the opportunity to emerge as a world-class studio. ZeniMax enabled us to make the best games that we’ve ever made. And I know there is even more to come.
ZeniMax strongly believes in Arkane’s ability to make great games, and is committed to supporting the studio. My long-time friend and colleague, Harvey Smith, will oversee the team in Austin and I will be around for as long as necessary to ensure a smooth transition to the new management team in Lyon.
I wish the best to everyone at Arkane, Bethesda, and ZeniMax. Without a doubt I will miss everyone.
As I close, I’d like to thank the Arkane fans for their passion and support. I proudly join them as Arkane Studios' biggest champion, and I look forward to playing the extraordinary new games the studio is working on.
Tabula Rasa - Looking Back
RPS looks back at Tabula Rasa, the MMO Richard Garriott worked on before the MMO/MP/No-SP game he is working on now.
Tabula Rasa cost NCSoft a fortune, so sure were they that combination of a legendary developer and spaceguns in a World of Warcraft structure would be the MMO to end all MMOs. It didn’t exactly work out like that (and we’d see remarkably similar folly from them half a decade later, with WildStar). Which is a shame, as the fault was less with the game and more with impossible expectations – both from the people behind the game and from the millions of people they spent a couple of years convincing it would be the answer to their every prayer.
What a strange time 2006-2008 was. So many of us were so desperate for a World of Warcraft alternative, specifically because we spent our every waking hour for months playing World of Warcraft, loving it to bits, then burning out of it. How could any game using the same approximate structure somehow achieve that? We had all seen Oz behind his curtain by that point, and no self-proclaimed WoW-killer stood a chance.
Tabula RasaSP/MP: Massive
Darkest Dungeon: Crimson Court - Reviews
Here are some reviews of Darkest Dungeon: Crimson Court.
I’m conflicted. Conceptually, The Crimson Court is very much my cup of blood, but the execution, particularly when it comes to the first mission and the curse, sometimes feels off. That said, Red Hook has clearly been taking feedback seriously, and changes have already been made to make things a little less punishing.
The Crimson Court’s new mechanics are fantastic additions to Darkest Dungeon, and they’ve definitely helped to keep things fresh with all these new twists and developments. While I do love how seamlessly the new content has been integrated into the game, it might need a bit of balancing before it becomes truly fun and engaging to play. As it stands, The Crimson Court feels too much like an unfair beginner’s trap which continues to punish players with devastating consequences that you can’t plan for. You’ll look on in helpless despair as your heroes fall to the Curse one by one, and you’ll eventually have to make the difficult choice of giving your last Blood vial to one favorite hero and leaving the other to die. You’ll also probably have to reset your game multiple times before you get lucky with your RNG attacks and resource gathering. But then again, I suppose that’s the name of the game.
The Crimson Court pumps Darkest Dungeon full of disturbing blood-sucking enemies, a challenging new class, and a marathon-style new area that forces you to think differently about how to sustain your team over a long run. While there’s definitely enough new content in The Crimson Court to come back to Darkest Dungeon for, it’s more the kind of DLC that mixes things up for a new replay than an essential upgrade you should install from the beginning.
Darkest DungeonSP/MP: Single-player
Total War: Warhammer II - Teases Skaven
Total War: Warhammer II is teasing the Skaven according to PCGamesN.
It looks like the Skaven scourge will be confirmed for Total War: Warhammer 2 soon, as Creative Assembly are hosting an ARG. We don't know for sure it's the Skaven, but it's probably the Skaven. After all, the devs have been teasing the rat men for a while now.
Despite all the teases, Skaven are the only race that haven't been confirmed, and are one of the most popular in the setting. Now there's an interactive image of a barren Empire town and a link to a cryptic message.
The message reads: "When our rivals tremble, [space] their kin." The missing word is "missing", and if you type it in you get a code to unlock a wallpaper that looks very Vermintide, though CE have confirmed it's not.
Total War: Warhammer IISP/MP: Single + MP
Release: In development
Phoenix Point - The XCOM remake influence
PCGamesN asked Julian Gollop how the XCOM remake influenced his design for Phoenix Point.
"You have to remember that the original X-Com was released in 1994, aeons ago," Gollop says. "Obviously a lot has progressed, not just in terms of graphics, but in usability and how games teach players."
The original X-Com, he points out, came with a chunky manual, and an equally heavy text description of how to play the game. Phoenix Point, by contrast, will be born into a world where Firaxis have figured out ways to make turn-based tactics more presentable and accessible.
"But actually," Gollop adds, "the underlying mechanics are still drawing from the original 1994 game."
Sometimes these mechanics are pretty much invisible. Take movement as an example. In X-Com you spent time units: two for moving straight, four for kneeling down, or five to take a snapshot (the attack from which Gollop's new studio, Snapshot Games, takes its name). Taking a turn was an act of addition.
Phoenix PointSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Kingmaker - Building Characters
Pathfinder: Kingmaker is near to its first stretch goal and has a new update on building and developing characters.
Pathfinder builds character: A look at our Character Sheet
Creating and developing your character is one of the pillars of any RPG, be it a computer game or pen-and-paper gaming. Most beginners find this process very complicated. A lot of them make their first characters with the help of experienced friends learning the rules, tricks, and nuances on the way. The Pathfinder Role Playing Game provides a deep, rich and complex system for character generation, which allows creating characters, which are interesting to play with, follow archetypes players want and feel useful not only in battle but also in exploration or social interactions. These characters could be quite simple, consisting of just one class, skills, and feats selected from recommended lists and some class features; or characters could be a complex build from several classes, each of them modified with archetypes, complete with carefully picked skills, traits, feats, and spells from myriad of rulebooks and equipment that complements the character's strengths.
Pillars of Eternity II - E3 Video Deep Diving
Pillars of Eternity 2 has a new update that explores the E3 video in more depth.
Greetings, everyone! First up, some great news: Pillars of Eternity II: Deadfire has won the Best PC Game at E3 2017 from HardcoreGamer.com. This adds to the RPGFan.com Best of Show award we received at E3 a couple of weeks back.
Contratulations to the entire Deadfire team! Now on to the update. Last week, we said that we'd be back one more time with the E3 video to provide a deeper dive, and that's what we're doing. To help us with that, we're joined by Pillars II Executive Producer, Adam Brennecke! Adam is going narrate the video and point out some of the updated systems in play, as well as flag some key information you may have missed when he and Josh were talking to IGN. Without further ado, let's pass it over to Deadfire Producer, Katrina Garsten, to tell us more.loading...
That was a lot of great information! As Katrina said, we'll return in just a few more weeks to take a deeper look into the mysterious and always enrapturing videos that Game Director, Josh Sawyer, has been putting up on his social media feeds.
Let us know below what you thought of the features we discussed in the E3 video and what you'd like to see us discuss in future videos. We also want you to keep July 12th marked on your callendars as we'll be doing a Q&A stream over on our Twitch channel at 4:00PM PST/1:00AM CEST with Josh Sawyer and Lead Character Artist, Dimitri Berman. Until next time, everyone!
Be sure to join in on the conversation over at on our forums.
Pillars of Eternity IISP/MP: Single-player
Release: In development
Tuesday - June 27, 2017
The Guild 3 - Preview @ Hardcore Gamer
Hardcore Gamer checked out The Guild 3:
E3 2017: Build Your Own Dynasty in The Guild 3
So many fantasy games use the middle ages as a template that is easy to forget that life in this time period was not all powerful wizards assisting gallant knights in rescuing beautiful princesses from evil dragons. Life in the middle ages sucked. People took baths once a year, just about everyone except royalty was poor and life expectancy was short due to poor medical care, lack of hygiene, and wars and plagues breaking out all the time. And based on historical records, dragons and magic did not exist, though we like to classify that so-called history under the category of old fake news. The Guild 3 may not be 100% historically accurate (editor’s note: neither is your description of the middle ages or anything else in this article), but it’s more realistic than most fantasy games.
The Guild 3 is a combination of strategy game, eco-simulation, historical life simulation, and RPG all rolled into one. The Guild 3 starts in a version of Europe as the middle ages come to an end and make way for the Renaissance, where the despotic domination by nobles and clergy gives way to prospering, independent cities with a free trade mindset. The primary objective is to build a dynasty that will last for centuries. This is most easily done by finding a mate and creating offspring that will carry on whatever sort of empire the player starts to build for themselves, but should the player choose to create an unlovable wretch there is an option to adopt from the orphanage.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Greedfall - Interview @ Game Watcher
Game Watcher has interviewed Spider devs about Greedfall:
Greedfall: An Interview With Spiders' Marie-Cécile Jacq & Sébastien Di Ruzza [E3 2017]
GameWatcher: So take us into the world of Greedfall. What is going on here?
Marie-Cecile Jacq: It’s a fictional 17th Century. We were inspired by art, music and Flemish-style painting, as well as the fact that it was a time of discovery and scientific growth, although alchemy was also still a practice. You’ve got this mainland continent of three nations which represent three of the factions. One is heavy into magic, religion, and faith. Another is all about science and alchemy. The last is a merchant nation that was once an economic power, but is starting to weaken. There’s also a faction of sailors that control most of the transportation across seas and a mercenary faction that is happy to jump in and capitalize when conflict is about. In all of this, there is an outbreak of a weird disease affecting the entire mainland. It isn’t long after that the sailors discover this uncharted island that is entirely free from the disease. It leads every faction to rush there and attempt to claim land and gain resources. Every faction has a big reason to be there. Meanwhile there’s native people on the island that are immune to the disease, take part in an old and nature-driven magic, and are heavily defiant against all of these sudden invaders.
GameWatcher: And who are you in all of this? What role does the player play?
Jacq: You are a prince or princess of the merchant nation and faction and you’ve come to the nation with a dual purpose. Your cousin has established a merchant town and needs help as the governor of the merchant presence on the island. Moreover, your family has suffered from the disease. Your mother is afflicted and you leave home with just as much in not more stakes in the cure than anyone. The disease kills almost everyone, so you’re assuredly leaving her to her death, knowing something must be done.
Sébastien Di Ruzza: It’s not just you and the merchants either. There’s going to companions and party members in the game that come from each of the factions, including the natives. What you do for their factions will gain you influence and trust with them, while doing things for other factions or acting against that faction could anger them. You could just as well bring the companion of a scientist to a place controlled by the religious nation and gain some notoriety for having that companion in your company when dealing with religious characters. There’s a lot of flexibility and depending on how you handle it, you could become great friends with a companion or lose them outright as an available ally.
Release: In development
Pamela - Mega Update
Mega-Update: PAMELA v0.2.1.2 is Live – Crafting, Tutorial 2.0, and much, much more!
<Please note! This update will cause existing world save files to be deleted!>
Happy Thursday, Sleepers. Sit down, get comfortable, and grab a snack because this is going to be a long read!
Picture in your mind a snowball, rolling down a snowy slope. It starts out small, but before you know it you’ve got a ton of frozen destruction barreling down towards you.
That’s pretty much what happened with this update; with each passing day we squeezed in more new features, optimizations, and fixes, and this ended up postponing the update up until today. This is now *by a huge margin* our largest update since launch. Thank you for your patience during this period between updates; let’s dive into it!
Release: In development
ELEX - Preview @ Hardcore Gamer
Hardcore Gamer checked out ELEX:
E3 2017: Will Reason or Emotion Prevail in Shaping the World of Elex?
As creatures with a higher level of cognition functioning, us humans are cursed by possessing both reason and emotion. Both of these traits are essential to experiencing life at its fullest, whether it be feeling the bitter pain of heart break or a fleeting moment of pure joy, emotion is a crucial part of the human condition. Likewise, the ability to reason is necessary to understand those emotions and to survive and prosper in general. These two sides of the same brain also play a role in our decision making; do we tend to act on impulse because it feels right or do we weigh the pros and cons of each option and choose based on which option seems more practical? For most people, the answer is both, depending on the situation and with varying results. Now imagine a post-apocalyptic world where your actions and decisions shape how it grows. Do we want to live in a world that is forged by the mind or the heart? The developers of Elex must have asked themselves the same question, as this is an element in how players can choose to progress.
Elex is an action RPG from the creators of the Gothic series. Players are thrust into an original post apocalyptic universe that blurs the lines between fantasy and science fiction. Here the players will encounter monstrous mutated creatures and interesting characters. This desolate world is a harsh environment, where action is never scarce due to the large number of denizens that would like nothing more than to send the player to an early grave. There are also several factions, groups of people joined together which formed their own cultures. In sharing this world with the various inhabitants, the player will have to make some difficult moral choices, and as this device has been used in other games we should all know by now no choice is without consequence. Head or heart, there is no right or wrong way to progress, though one will have to live with their decisions.
Platform: PC, PS4, Xbox One
Release: In development
Kingdom Come - E3 build with Tobi and ESO
Tobi and ESO are showing some Kingdom Come: Deliverance gameplay:
Kingdom Come: Deliverance - E3 build with Tobi and ESOloading...
Tobi and ESO are introducing the E3 2017 build of Kingdom Come: Deliverance. See the complex quest structure of the game, a fighting tutorial, a small skirmish and get new insights into the development of Kingdom Come: Deliverance. They are also answering questions about the game and are discussing interesting current topics. Let's take a look!
Kingdom ComeSP/MP: Single-player
Release: In development
Witcher 3 - Behind the Scenes
Gamepressure has collected a lot of info about the Witcher series:
Behind the scenes of The Witcher trilogy with CD Projekt RED
Digital Dragons in Cracow have gathered top Polish video game developers, and more. We’ve took this chance to talk with some members of CD Projekt Red (both their current and former workers) about the Witcher series and some behind the scenes mysteries.
I’m fully aware that a lot has been already said and written on the Witcher video game series, and especially on its third installment. We’ve been told about the secrets behind the development of the games, about various nods and shoutouts hidden within, and things that were supposed to be included in the story, but in the end weren’t. But does this mean that the topic has been exhausted and there’s nothing more interesting left to be discovered about it? Certainly not! We’ve learned that during the latest Digital Dragons, where we had a chance to talk several CDPR members – both current and former. We’ve had three quest designers answering our questions about various plot related matters – Artur Ganszyniec, Pawel Sasko, and Blazej Augustynek.
What we got is a timeline of sorts, on which we were able to follow the evolution of the entire series, as seen from behind the scenes, through a series of trivia. We invite you on a journey following the history of CD Projekt RED – except this time you’ll be going via the backstage scenic route. A fair warning though – you will encounter many a spoiler before this editorial is done.
Witcher 3SP/MP: Single-player
GOG - Weekly Sale with Free Game
If the recent summer sale was not enough for you, this weekly sale at GOG brings us over 70 games with a discount up to 90%. On top of that you get the Double Dragon trilogy for free upon your first purchase.
GOG GamesSP/MP: Unknown
Release: In development