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Balrum

2017-02-20

Balrum Review

Balrum was released almost a year ago, so with no further delay, here is our review.
» Continue reading the article...

RPGWatch

2017-02-02

Game of the Year Awards 2016 - Most Promising RPG

What is the most promising RPG of 2017? Like every year, you had your say. Check out the details to find out what games we and our visitors think are most promising.
» Read the article

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What Game to Review Next?
Balrum
40%

The Dwarves
34.29%

Ember
14.29%

Halcyon 6
11.43%

Vote

Wednesday - February 22, 2017

Colony Ship RPG - Factions' Headquarters

by Silver, 08:30

Iron Tower Studios has posted another update for Colony Ship RPG and has concept art for each area. This update focuses on factions' headquarters.

We're picking up speed and working on the starting town (the Pit) putting together the very first level. The new engine makes a huge difference and so far everything is going very smoothly, but obviously we're still in the early stages.

The writing for the starting town is almost done, the quests will require 14 portraits and Mazin is already working on the first two, so we can dedicate the next update to the Pit, introduce some characters and tell you what to expect design wise. Our new concept artist is still working on the locations.

[...]

The Habitat - The Brotherhood of Liberty:

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. More importantly, their ideals of liberty and freedom are now discussed everywhere.

The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. If the Brotherhood had had access to the older histories they would have realized that democracies beget their own factions, factions which cannot be put down with violence for now they are within. The Executive Council was also forced to consider issues like the right to vote, and whether it should be granted freely to all, or earned through service to the state. The first generation earned their rights rebelling against the tyrants, whereas the youth of today have forgotten even the names of those heroes. Easily swayed by rhetoric and bribed with cheap comforts, these layabouts could hardly be less concerned with such abstractions as liberty and universal suffrage.

To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee. The unwillingness to back high ideals with bloodshed is, as far as the Council is concerned, the reason for the recent losses against the Protectors. Yet any attempt to limit majority rule must be interpreted as a retreat from the ideals upon which the Brotherhood's very identity is based. If every decision, even those which mean death to some of the Brotherhood's own citizens, must first be approved by a majority, how is it possible even to start?

The Brotherhood's mindset is that of a group under siege that must remain vigilant and stand ready to repel the invaders. Their government building is not a tall and proud spire (that can be brought down) but a bunker-like structure. Turtle vs Eagle.

Unlike the Protectors who carry the torch of the centuries old Mission, holding it sacrosanct, the Brotherhood's ideology is far less stable. What started as an anarchist uprising driven by the desire to free the people (whether they wanted or not) was slowly transformed into a different form of tyranny - that of the majority. Hard won freedom had to give way to security and the great struggle against the Protectors. Some might even argue that the Protectors and the Brotherhood are two sides of the same coin and question the wisdom of the mutineers who replaced one authoritative state with another.

* * *
The Habitat - The Church of the Elect (the Garden of Eden district)

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose.

The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. We all face a series of difficult trials, yes, but with a very definite end.

When the Ship arrives at her destination, Judgement Day awaits every citizen. The righteous will be welcomed into the Promised Land of Alpha Centauri-4, while the unrepentant will be returned to the Hell from which we fled -Earth- to suffer for all eternity.

Led by the Chaplain-General, the Church of the Elect is a militant organization. While Christ was undoubtedly a man of peace, what he preached on Earth does not strictly apply in the void of space. Extraordinary challenges require exceptional measures, for even Jesus can't do much for an unarmed man.

The Church represents militant Christianity as no other kind would have lasted long against the Protectors whose God is the Mission or the Brotherhood that sees God as yet another master. As far as the Church is concerned, both the Protectors and the Brotherhood as living proof that men who don't follow the teaching of Jesus Christ to the letter are bound to get lost. It's obvious that the Ship won't arrive to the Promised Land until everyone follows the same guiding light, thus it's the Church's holy duty to save the Mission and land the Ship.

* * *

As always, your feedback and comments are welcome. I updated the 'concept art' thread to keep all art in one place.

http://www.irontowerstudio.com/forum/index.php/topic,7244.0.html

Colony Ship RPG

SP/MP: Unknown
Setting: Sci-Fi
Genre: RPG
Platform: PC
Release: In development

Details

NieR: Automata - Delayed on PC

by Silver, 07:43

@DSOGaming Nier: Automata has been delayed on PC with no new date being announced.

Whether this delay is due to console time-exclusivity deals or not remains to be seen. The point is that when this latest trailer was originally created, Square Enix planned to release the Steam version on March 10th. However, this is no longer the case. Moreover, and according to the latest press release, NieR Automata will be coming to the PC later this year.

"NieR: Automata, developed by SQUARE ENIX and PlatinumGames Inc., will release in North America on March 7 for the PlayStation® computer entertainment system and Steam® in 2017."

And that is that!

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NieR: Automata

SP/MP: Single-player
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC
Release: In development

Details

Tuesday - February 21, 2017

Banner Saga 3 - A look at combat

by Silver, 23:57

The Banner Saga 3 will have more variety in its combat according to the latest kickstarter update.

Hi, everyone! I'm Matt Rhoades, Lead Designer at Stoic. I'm excited to share some of the new combat designs we have in store for you in Banner Saga 3. Hopefully this will answer some questions as well as serve to start more discussions in the community about what's to come.

Our unique Strength-versus-Armor dynamic has always been the hallmark of the Banner Saga trilogy, but Banner Saga 3 will utilize new combat-focused features that we haven't been able to implement until now.

Battlefield Variety

In Banner Saga 2 we had destructible props, such as barricades, but in Banner Saga 3 we want to create more dynamic battle boards that can change and evolve over the course of a fight. Picture a flaming urn that, when struck, tips over and ignites a line of oil on the ground, creating a wall of fire with which your enemies (or your heroes) have to contend!


Enemy Minds (Updated AI)

We're improving enemy Artificial Intelligence to make enemies feel smarter and more dangerous! We're enhancing ‘pathfinding' to let the enemy be attracted to or repelled from certain areas. This will let us tether enemies to make them better at defending objectives and also better at avoiding dangerous areas of the battle board (like fire pits). As a side effect, we will also be able to create battles that incorporate more hazardous terrain, which will make movement a more tactical choice for players.

We'll set AI target priority in a more granular way, which will allow us to do more interesting attack/defend scenarios, and tell stories through our battles with a higher fidelity. This will lead to more organic behaviors and new strategic opportunities for players who want to build a plan around anticipating enemy's actions.

Fighting in the Darkness

There's a growing Darkness overtaking the world, and we've been crafting new mechanics that differentiate these battles from what you've seen before. I'm not going to say TOO much, but I will tell you that you can expect a replacement for the war horn and a press-your-luck element. This should have even our most experienced players torn while trying to decide what to do.

Lastly, I want to mention our "Alpha Access to Game Battles." This will be your chance to try some of these new mechanics, including new bosses, in story - free battles that will help us gauge difficulty, fine tune some of our numbers, and, of course, make sure things are FUN! We're looking forward to sharing these battles with you and we can't wait to get your feedback on the backer forums.

Banner Saga 3

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Underrail - New Weapons

by Hiddenx, 23:24

Styg presents some new weapons for the Underrail expansion in dev log #51:

Dev Log #51: New Weapon Types

Hi guys. In the past few months we've been working (and we're still working) on a couple of major features for the expansion, but we didn't want to show any of them before they were ready. First of these that are now done are the new weapons, so without further ado I give you the three new weapon types - the spear, the machete and the shotgun.

The choice of spear and machete as new weapons was mostly thematic (you will learn why in some later dev log), but these weapons will also have their own place in the melee arsenal. Spears are meant to be versatile offensive and defensive weapons, while machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. More on the exact mechanics of this will be revealed later when I get to implementing their specific feats. There are two types of machetes that differ slight in critical chance/damage stats.

[...]

Underrail

SP/MP: Single-player
Setting: Sci-Fi
Genre: RPG
Platform: PC
Release: Released

Details

Pit People - Review

by Hiddenx, 20:47

The Den of Geek has reviewed the turn-based combat strategy game Pit People:

Pit People (Early Access) Review

The Behemoth's new whimsical indie RTS game, Pit People, has hit early access. Is it worth picking up?

Strategy is not the most accessible genre.

Besides planning out the best path to victory in each battle, most modern strategy titles require endless grinding and gear customization. It’s a commitment that few older gamers have time for. Pit People, the latest game from indie developer The Behemoth, tries to strike a balance between accessibility and complexity, with a good dose of juvenile (yet often hilarious) humor. For the most part, it’s successful, though the lack of content in the early access release on Xbox One and Steam is a little disappointing.

Pit People begins where the Behemoth’s last game, Battleblock Theater, ends, with a giant bear crashing into the planet. This actually makes sense in context. We’re then introduced to Horatio, a humble blueberry farmer, who begins a quest for vengeance after his son is apparently killed in a battle with bandits. Though this would be a tragic scene in many video games, here it’s played for laughs, thanks to the consistently hilarious voiceover from Will Stamper, and interference from the previously mentioned giant bear.

[...]

Score: 4.5/5

Pit People

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Pixel Privateers - Released

by Hiddenx, 20:31

The squad based tactical RPG Pixel Privateers has been released:

Pixel Privateers is a Squad Based Tactical RPG “Loot ‘Em Up” that will send your team of mercenaries through a mysterious wormhole on a quest to gather technology for your employer. In a twist of fate, your journey becomes a one-way ticket – with an entire galaxy of worlds to explore, factions to encounter, and epic gear to collect. Will you make it back home, make your mark in this new universe, or become another victim of the many dangers of the cosmos? Ultimately, how your story plays out is up to you!

Focusing on a user-customizable experience and robust multiplayer within the framework of a deep and engaging space exploration RPG, Pixel Privateers seeks to provide a truly accessible experience that will appeal to gamers of all types and skill levels.

GAMEPLAY DETAILS

  • Huge Universe to Explore
  • Navigate your ship through the universe and land on any planet you choose! Take care, however, for many perils await – from warring factions to bloodthirsty aliens and more!
  • True Tactical, Squad-Based Combat
  • Control your squad individually in tactical mode - where you issue orders and have them carried out - or control your squad as one - directing them all at once!
  • Accessible Gameplay
  • An array of difficulty settings will allow you to enjoy the game in a more casual manner – or challenge yourself in Hardcore Mode where death is quite permanent!
  • Storyline and Factions
  • Learn the history of various factions and their place in the universe, and become part of the intrigue yourself. Where do your loyalties lie? What part will you play? See how the story unfolds!
  • Deep Skill and Tech Trees
  • Advance your knowledge and conquer: Gain awesome new skills, abilities, and technologies as you research alien artifacts. Train and advance individual crew members by enhancing their stats and collecting better gear!

Pixel Privateers

SP/MP: Single-player
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Krai Mira - Extended Cut: Available in April

by Hiddenx, 20:28

Krai Mira: Extended Cut will be released on April 4th. Owners of the standard version will get the update for free:

Krai Mira: Extended Cut will be available in April

Krai Mira, the spiritual successor to the classic Fallout, is making a huge comeback in April thanks to the Extended Cut release. It wouldn’t be possible without the cooperation between IMGN.PRO and TallTech Studios. The Extended Cut rebuilds formula of Krai Mira and makes it even more addictive with tons of new content. We are happy to announce that the release date is set for April 4, 2017!

February 20th, Bielsko-Biała, Poland.

War. War never changes. Krai Mira, a post-apocalyptic isometric RPG, takes huge inspiration from genre classics like Fallout 1 and Fallout 2. In order to survive, the player needs to be cunning, ruthless, and use their survival skills. The air is filled with toxic poison and enemies lurk ahead – it certainly won’t be easy to make it out alive…

The action takes place in an open world full of a variety of locations. Every step reveals new dangers. The smell of the toxic air makes breathing almost impossible. Skin is burnt by the sun, the ground is soaked with radiation and blood. Survival is the priority here, then finding out what actually happened in this forsaken place. To do that, the player needs to fight monsters and looters alike.

That’s why the most important aspect of Krai Mira is combat. The player is given a wide range of weapons and armor, including some pretty unusual items. It’s possible, for example, to wear various things you pick up during exploration, like old flat tires. This realistic element makes Krai Mira’s universe a whole lot more believable. The player levels up, developing their character and carefully selecting abilities. While exploring the radioactive desert, lost cities, forests, caves, and swamps, NPCs are waiting to offer interesting quests.

KRAI MIRA: EXTENDED CUT

This old-school production by TallTech Studio, styled after the genre’s classics, is getting a spectacular amount of improvements thanks to this special version of the game. Rich new content will enhance the experience of the dangerfilled post-apocalyptic world: developers implemented interactive help and tips, new inventory view and UI adjustments. Players will also find many new items, including high level armor and advanced cures. And this is just the beginning – you’ll meet even more dangerous creatures and much more random encounters. The truth is, you always need to watch your back in Krai Mira.

At the same time the developers have added new localizations (French, Polish, and German), tons of new dialogue lines, and smarter AI. The player will also find new locations: the monastery, catacombs, “Lake” laboratory complex, ancient ruins, and more. So you can be sure of the fact, that Krai Mira: Extended Cut is carefully polished – the developers also took care of bugs, balance and optimization fixes. And, most importantly, now you’ll be able to continue your adventure after completing the main quest.

FEATURES:

  • improved, better-quality content
  • impressively precise in-combat design
  • sneaking, setting up traps and mines
  • additional flavor in minigames: gambling, dice, arcade machine
  • exploring various locations, such as swamps, forests, desert, caves, ancient ruins
  • collecting weapons, armor, and unique items
  • intriguing main storyline in an open world
  • additional side missions
  • dynamic day and night cycle
  • character development around personal preferences
  • gaining followers
  • inspired by cult games like Fallout, Commandos, and Diablo

Krai Mira

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released

Details

Battle Brothers - Let's Play Episode 5

by Hiddenx, 20:08

Another Battle Brothers let's play episode:

Let's Play Battle Brothers (Final Update) - Episode 5

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In episode 5 our Battle Brothers face a horde of wiedergangers in the snow - let's hope no one gets turned!

Battle Brothers

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Monday - February 20, 2017

Unavowed - New Screenshots

by Hiddenx, 20:38

Farflame spotted some new Unavowed screenshots on Indie Retro News. Unavowed is an Adventure/RPG Mix:

Main Features:

  • Choose a male or female protagonist
  • Choose one of three playable origin stories
  • Branching storyline
  • A total of five companion characters to choose from. Each with their own talents and abilities.
  • Double the resolution of a typical Wadjet Eye Game!
  • All the usual guff - voice acting, commentary, original music, etc.

Unavowed

SP/MP: Single-player
Setting: Modern
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Call of Cthulhu - Preview

by Hiddenx, 20:31

Farflame spotted this informative preview of Call of Cthulhu on GodisaGeek:

Call of Cthulhu combines true detective spirit with quintessential Lovecraftian horror

The number you have dialled has not been recognised.

I’ve never read anything by H.P. Lovecraft. My knowledge of his work extends to knowing that Cthulhu is some massive squid geezer and that our boy Crafty was a bit of a racist in his work. Regardless, his writing has stood the test of time and continues to be read and referenced today. In fact, it’s even being used for inspiration in a video game.

Call of Cthulhu is a video game adaptation of the paper role-playing game of the same name, developed by Cyanide Studios. Set in the 1920s, it’s a first person horror-adventure RPG which puts you in the shoes of Private Investigator Pearce who has been tasked in discovering the truth behind a mysterious fire that ravaged through the Hawkins Mansion and killed three people.

I watched a demo which showed off the opening to the game and then a monster encounter which takes place further on in the adventure, which is aiming to be around 10 to 15 hours long. Although I completely hate horror in whichever form it takes (so much so that I jumped when a flock of birds frantically  took flight at the beginning of the demo) and have no connection to Lovecraft in the slightest, I was very impressed by Call of Cthulhu. There seems to be a lot of depth and interesting ideas going on.

[...]

Call of Cthulhu

SP/MP: Unknown
Setting: Historical
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Werewolf: The Apocalypse - Interview

by Hiddenx, 20:24

GameWatcher interviewed the lead storyteller of Werewolf: The Apocalypse:

Monsters are hidden among us, watching, waiting, in the shadows

GameWatcher: Could we just get you to introduce yourself for us, please?

Martin Elricsson: I am Martin Elricsson, I am the Lead Storyteller of White Wolf, the reformed White Wolf. For years, we were owned by CCP, to do with the MMO World of Darkness, I worked as Senior Content in that and it completely broke my heart when that project went downhill, as some computer game projects do, of course. We left with a treasure of concept art and ideas, but now we are our own thing. We are financed by the Paradox group, we are not owned by Paradox but the money comes from the same place. We are very clear that we need to be our own thing in order to do our mature and complex stories about monsters hidden among us.

Martin Elricsson: Are you familiar with Vampire: The Masquerade?

GameWatcher: Somewhat, yes…

Martin Elricsson: This started in 1991 as a pen and paper table top roleplaying game which became the second bestselling roleplaying game during the 90s, after Dungeons and Dragons. Of course, it’s a game that pulls in a lot of women, a lot of goths and people with alternative lifestyles. It’s one integrated universe of monsters hidden among us, manipulating politics and being affected by us. It’s our world but under the surface, the nightmares are boiling. Twenty-five years later, we are updating the whole universe for contemporary times. Continuing the same stories that began in the 90s, we are now in the age of the apocalypse, we are in the end age.

[...]

Thanks Farflame!

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

ELEX - Gameplay Video

by Myrthos, 17:20

PCGamer have a video on Twitch showing in-game footage of some games, amongst others ELEX. The ELEX part starts at 1:07:00 in the video.

ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

RPGWatch Feature - Balrum Review

by Myrthos, 12:16

Forgottenlor has played a few games for which he did not want to write a review, at least not for all of them. So in a poll we did last month, our visitors decided that most of them would be looking forward to a review of Balrum.

The story of Balrum isn't bad. It's a sort of classic fantasy story where the character's mysterious origins are revealed, where an ancient evil awakens, and where in the end only the character can make things right. The writing also isn't too bad. Most of the background story is revealed in text discussions with npcs or in the various notes you find throughout the world. Unfortunately there is nothing particularly interesting going on here either. The characters you meet in Balrum are for the most part as flat as cardboard. Since you can't interact with them much, and the few side quest are pretty uninteresting, that's not really so important. Indeed the story's main goal appears to be to sending you from one corner of a map to another, so you can explore first the Dark Forest and then the world of Balrum as a whole. Though you spend hours wandering around, you really only interact with the story and its characters for a small portion of the game. Players who are looking for a story oriented game or clever or interesting quests probably should avoid Balrum. That's simply not the kind of the game it is.

Balrum

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released

Details

Sunday - February 19, 2017

Bethesda Softworks - Three new Projects

by Hiddenx, 18:48

Glixel reports that Bethesda Softworks is working on three new projects:

Bethesda has three new projects in the works

Two of them are "classically" Bethesda.

[...]

Todd Howard:

"We've got a good number of projects on the go," he said. "We're bigger now and we do want to be putting out more stuff. We have two larger projects that are more classically the scale of what we do, but even bigger. We overlap the projects so we're working on them at the same time, but they're staggered," he teased. "I can't talk a lot about them, but I can say that they're bigger than anything we've ever done. They're a bit different, but definitely in the wheelhouse that people are used to from us."

[...]

Thanks henriquejr!

Bethesda Softworks

Details

NIS America - 6 PC Releases in 2017

by Hiddenx, 15:51

PC Gamer reports that NIS America is working on 6 new PC releases:

6 games from NIS America coming to PC this year

Ys VIII: Lacrimosa of Dana, Psycho-Pass: Mandatory Happiness, and Cladun Returns are all on their way to PC this year.

NIS America announced six games coming to PC at its recent San Francisco press event. Among them are the next games in the Ys and Cladun series, in addition to Psycho-Pass: Mandatory Happiness, both New Tokyo Legacy games, and something called Tokyo Tattoo Girls.

[...]

Release dates for the following games were also revealed, and you can check out their Steam pages by clicking the links below.

[...]

Thanks henriquejr!

NIS America

Details

Cave of Sorrows - Live on Kickstarter

by Hiddenx, 15:35

The old school RPG Cave of Sorrows went live on Kickstarter today:

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With your help we will be able to bring to life my dream of bringing back the old school feel of playing a CRPG. 

Cave of Sorrows is not your eye-candy type of rpgs rather it focuses on gameplay and excitement, and replayability. Although the graphics are very well made and nice to look at, it is not the main focus.

So what are you waiting for help us out! Lets make this happen together.

About the Game:

Cave of Sorrows offers many hours of true role playing, hundreds of monsters to do battle with, all turn base. plenty of classes, and races. It has well over 30 dungeons to explore including caves :) about 15 villages and 3 main cities. Full customization of all of your character. In game map. The story is very deep and exciting with many twists and turns.

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Towards The Pantheon - On Steam Greenlight

by Hiddenx, 10:41

The RPG Towards The Pantheon is on Steam Greenlight right now:

Overview

Towards The Pantheon is a top down 2D role-playing game where four unlikely heroes venture through a variety of dangerous regions to find and defeat the source of The Sworn Light at The Pantheon.

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Details

For a thousand years after the defeat of The Terrorforce the world has believed itself to be at peace. But a new elite group known as The Sworn Light has been gaining power and is using divide and conquer tactics to destabilize the world. Tensions are rising between the many races but a young warrior has been called by her elder to journey towards The Pantheon and stop the destruction of their cultures.

Gone are the RPG clichés of potions, wars between elemental gods, and plots about youngsters who accidentally stumble upon a magic power that allows them to save the world. Instead Towards The Pantheon is a unique and unusual game that follows Freyja the warrior, Bam the cat, Mishima the cyborg, and Phenez the ghost on their simultaneously lighthearted, fun, dark, and painful adventure.

Whether it be silent protagonist Freyja searching for self confidence to overcome her mutism, Bam wishing he was back home with his stash of catnip, Mishima’s conflict over whether she must replace her heart with a computer chip in order to fit into her cyberpunk society, or Phenez’ dark struggle for redemption, Towards The Pantheon deals with personal and philosophical topics that all players can relate to.

While the game draws inspiration from a variety of classics ranging from Paper Mario to Silent Hill to Golden Sun, Towards The Pantheon is an ambitious game that aims to leave its own mark of originality. It is currently aiming for a Summer 2017 release.

Features

  • Ability to switch between the four main characters, each with unique overworld mechanics.
  • Turn based combat system where each character has unique battle mechanics.
  • A Card/Combo system that allows collectible cards and combos found throughout the world to be used during battle.
  • A huge fully connected overworld with an interconnecting transportation system.
  • More than 10 regions to explore including lush forests, freezing planes of snow, cyberpunk cities, barren wastelands, and an abandoned mansion.
  • Dialog and support systems that allow for further character development and stat boosts.
  • An original soundtrack that combines modern production techniques with SNES/GBC/Genesis era synthesizers.
  • The soundtrack will be released as both an Original Soundtrack (~70 minutes) and Complete Soundtrack (containing every song in the game).
  • A unique and complex overarching story line that ties together more than 5 races spread over 10 regions, each contributing to a deep and rich lore.

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Vigilantes - Version 14 Sneak Peak

by Silver, 06:48

The latest Vigilantes kickstarter update has a bit to say about version 14 and what to expect.

Hello!

Version 14 is shaping up nicely, with 4 new maps in a residential setting, and a significant enhancement of close combat mechanics. Instead of just one standard attack for unarmed, blunt and bladed weapons, there are now multiple attack types. These include lighter attacks with a higher chance to hit, heavier attacks with a lower chance to hit, attacks with higher critical chance, and attacks which cause negative effects on their target. If you'd like more information on these changes, you can find out more on the development video below:

We will also be adding base building to Vigilantes sometime over the next few updates. The workshop is one of five facilities which you can build and upgrade to unlock enhanced crafting options, character buffs, and free items. Olga has just completed the illustrations for the workshop, and we wanted to share the level 4 illustration with you.

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Version 14 is coming along well and will be available for download in around 2 weeks. Thanks for reading, please let us know what you think!

Vigilantes

SP/MP: Single-player
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: In development

Details

Saturday - February 18, 2017

General News - The Future of RPGs

by Hiddenx, 15:29

Some developers discuss how RPGs could evolve on PC Gamer:

What does the future hold for RPGs?

Developers discuss how roleplaying games need to evolve.

Imagine a roleplaying game in which you aren’t Champion of the Realm, but a homely bystander such as an innkeeper or a carpenter’s apprentice. Imagine an RPG in which you aren’t able to hand-craft your own posse of adventurers, fussing over everything from eye colour to movement modifiers, but must do your best with the character or characters you’re given. Imagine an RPG in which you aren’t there to save the world but simply find your way through it, as cleverly as you can. If there’s a common theme to my discussions with developers about the future of roleplaying games, it’s that the old “pick your stats, level up by killing stuff, decide the fate of the universe” premise is in sore need of an overhaul, or at least some decent alternatives.

“There have been dozens of attempts to reinvent the RPG story, but the heart of the gameplay is always bodding from one combat to the next, gathering rewards that make you better at combat,” says Alexis Kennedy, creative director for Failbetter’s acclaimed Sunless Sea, who now divides his time between the forthcoming boardgame Cultist Simulator and freelance design work for major studios like BioWare. “So characters tend to be warrior-adventurers and stories tend to have a big showdown fight conclusion and generally you’re combing the countryside for things to fight. That’s a really compelling core, and it’s been perfected, but I like seeing other activities emphasised in RPGs. There are other loops than these.”

“I feel like in spite of what some people have been saying, there’s been a lack of really amazing RPGs for a few years now,” says Katherine Holden, a Cumbria based manga artist and designer whose projects include the RPG series Vacant Sky. “I’m sure that’ll be an unpopular opinion, but I feel like all these ‘create your own character, run around doing busywork in a sandbox and meet NPCs who all fall over themselves to give you power and authority’ games get a little tiresome after a while.” Holden points to 2015’s incredibly accomplished but slightly uninspiring Dragon Age: Inquisition as evidence of this stagnation. “Inquisition wasn’t bad, but it was such a shallow, toothless game compared to Dragon Age II, which featured deeply flawed, yet likeable characters and also a very timely story about refugees, prejudice and religious tension.”

[...]

Thanks henriquejr!

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Morrowind - Retrospective Review @ RPG Codex

by Hiddenx, 10:02

Deuce Traveler of the RPG Codex has reviewed Morrowind:

RPG Codex Retrospective Review: The Elder Scrolls III: Morrowind (2002)

The two most recent entries in the Elder Scrolls series will never win any popularity contests on the Codex, but the hivemind is split on the question of which of the more well-regarded earlier games was the best. Arena is admired for its character progression and class specialties, Daggerfall for its dauntingly huge scope which is still unmatched, and Battlespire for its puzzles and dungeon crawling. But for myself and many others, The Elder Scrolls III: Morrowind is the clear favorite. Playing Morrowind is an engaging experience, starting right from the beginning with the complexity of its character creation sequence.

[...]

Although there are some quests in Morrowind that can be completed using stealth or dialogue, combat is unavoidable as you travel back and forth across the world and delve its many dungeons. Dungeons are no longer procedurally generated like in Daggerfall and are more thematically consistent. You'll find yourself exploring places such as mines, Dwemer ruins, and Sixth House fortresses. The Dwemer ruins are particularly haunting, offering a glimpse at what the extinct Dwemer civilization was like before their magical catastrophe wiped them out. Some ancient machines still operate and guard these vacant halls, creating an evocative mixture of steampunk and fantasy. Too bad that getting to all of these interesting dungeons can be a pain in the ass.

I believe the developers of Morrowind made a design decision that resulted in a glaring flaw. The game is amazingly detailed, with architectural styles and natural terrain that vary from region to region, city to city, and dungeon to dungeon. All of that detail meant that something had to be cut somewhere, and so the game's dungeons are very small compared to the ones in previous Elder Scrolls titles. Some of the dungeons on the main questline can be fully explored in fifteen minutes, which would have led to a rather short total playtime if you could run through them back to back. I also believe that the developers were so in love with the world they had created that they wanted to ensure that players took their time exploring it. And so Morrowind is the only game in the series where you can't fast travel on the world map. Even Oblivion for all of its faults handled this better by allowing you to fast travel to any significant location you have already visited. Your character can only fast travel using in-world transportation services, which means that in order to get to most dungeons you're going to have to hike painfully long distances. This experience becomes worse at higher levels as much of the wildlife is out to kill you while not being any sort of real threat. The notorious cliff racers are the worst of the bunch. They'll sneak up on you from above and you'll only realize they are there when you hear their annoying screeches and start getting knocked around by their tail strikes. I suspect the only reason the designers made cliff racers so prolific was to stop you from circumventing everything using levitation magic. All of this ensures that most of your time in Morrowind will be spent pointlessly walking from place to place, rightfully earning it the derided moniker of 'hiking simulator'.

[...]

Morrowind

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC, Xbox
Release: Released

Details

Apocalypse Now - Leaves Kickstarter

by Hiddenx, 09:41

Apocalypse Now leaves Kickstarter and asks now for $5,900,000:

Update #10 - Terminate the Colonel's Command With Extreme Prejudice

Kickstarter Page is Terminated.

Pledge here:

https://apocalypsenow.com/pledge

Questions here:

montgomery.markland@apocalypsenow.com

All supporters coming over to our website will receive a pledge tier increase of one level on ApocalypseNow.com.

Never get off of the boat.

Thanks Farflame!

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

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Prey - Opening Hour Hands On

by Hiddenx, 09:33

PCGamesN checked out the first hour of Prey:

Hands-on with Prey's opening hour: Arkane put sci-fi horror at centre stage

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Morgan Yu and Groundhog Day’s Bill Murray are hardly doppelgangers, but there are similarities. At the time of Prey’s introduction sequence, Morgan appears to have been stuck in something of a rut, living the same day out over and over - wake up, go to facility to do baffling tests, rinse and repeat - for who knows how long. However, ‘90s comedy drama does not await. The exact circumstances of Morgan’s loop haven’t allowed the situational awareness needed for the wisecracks and world-weary hijinx that Murray came to make his calling card in Punxsutawney, PA. Like I said: not doppelgangers, but Morgan and Bill might find common ground if they got to talking.

 

The game begins in earnest with a wrench smashing through your flat window and exposing the world for what it is: a dingy test facility in which you’ve been the unwitting guinea-pig. Prey’s near-future world has gone to heck, and over the course of a tentative journey through that test facility’s corridors, you’re educated as to exactly how bad things have become.

[...]

Thanks Farflame!

Prey

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: In development

Details

Pillars of Eternity II - The Setting

by Hiddenx, 09:28

Farflame spotted an article about the setting of Plillars of Eternity 2 at PCGamesN:

Pillars of Eternity 2: story, setting, companions and more - everything we know

A few years ago, Obsidian designer Josh Sawyer flipped a map of the Forgotten Realms’ Dalelands, stuck some different labels on it and named it the Dyrwood. One record-smashing Kickstarter later, he and his team had revived the spirit of the Baldur’s Gate games, with the wilderness exploration and spacebar-thwacking tactical combat intact.

[...]

We’re going god-hunting. Eothas, the Eoran deity of light and rebirth, has inhabited the stone titan buried beneath the player stronghold Caed Nua for millennia. But now he’s awoken, tearing up through the earth, destroying the keep and half-killing you in the process. 

The story of Deadfire, then, is a personal quest: to chase down Eothas, save your soul and find answers - answers which could “throw mortals and the gods themselves into chaos,” according to Obsidian.

[...]

Pillars of Eternity II

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

General News - Condition of the MMORPG Genre

by Hiddenx, 09:25

Gamepressure has analyzed the current the current condition of the MMORPG genre:

The end of MMORPG? – we analyze the current and future condition of online RPGs

The 12-year long rule of World of Warcraft is an impressive feat, but it hides a grim reflection on the current condition of the MMORPG genre. Are Asian and/or mobile free-to-play games its only hope?

Pretty much everybody has Internet access these days. The popularity of online games, including MMORPGs, has been steadily rising throughout the last few years. The problem is, the said genre is currently very busy chasing its own tail. There are no fresh titles, especially from American or European developers. Houston, does this look like a problem to you?

MMORPG is an acronym for Massively Multiplayer Online Role-Playing Game, which basically means that a lot a people can have fun at the same time by playing together. But the name does make it sound more dignified, doesn’t it? Well, you’ll be perhaps surprised to know that it all began as mud… I mean MUD, or Multi-User Dungeon, the genre from which all MMORPGs originated. Imagine a game implemented entirely as text, no pictures, nothing even resembling an interface by modern standards. The system provided us with information, world building, everything in the form of written description; we, in turn, controlled our character by manual command input. This enabled us to fight monsters, explore, or talk with other people. That’s how things looked around 1978–1980, making MUDs older than MS-DOS (that’s the grandfather of Microsoft Windows, in case you didn’t know).

[...]

Thanks Farflame!

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Beautiful Desolation - Interview

by Hiddenx, 09:18

Two Left Sticks interviewed the devs of Beautiful Desolation - The Brotherhood:

Beautiful Desolation Refreshes The Apocalypse – A TLS Interview

True talent, that’s when a creator takes something known and puts a new spin on it. A difficult task, no doubt, but when one succeeds it immediately stands out.  However, developers may find it especially difficult to escape a derivative vision when exploring popular sub-genres.

Take for example the post-apocalyptic sub-genre.  There’s a very definitive idea in the minds of many people of what the world would like if it came to an end, only to then reboot from the ashes.  The Mad Max film series presented a vision in the late 1970s that many creators still look to as inspiration.  Now, the new isometric adventure game Beautiful Desolation is presenting a vision of the apocalypse which could inspire a new generation of developers.

A NEW WORLD

Created by the South Africa-based team The Brotherhood, Beautiful Desolation is the studio’s follow-up to their critically acclaimed 2015 title Stasis.  Now, The Brotherhood sticks with what they crafted so masterfully in Stasis, as they present another vision of a world unlike ours.

“I have been a fan of the post-apocalyptic genre since I first saw Beyond Thunderdome. If there was ever a genre that I felt as passionate about as I did sci-fi horror, it’s post-apocalyptic,” The Brotherhood’s Chris Bischoff said.  Inspired by what he saw at a young age, Chris wanted to capture that sense of wonder in Beautiful Desolation.

“There was this feeling I had when I played Fallout and wandered out into the unknown… that’s the feeling we want to capture in Beautiful Desolation. The openness of a world that is familiar yet alien, that feels tangible, but has a hint of magic and fantasy around it.”

[...]

Thanks Farflame!

Non-RPG General News

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Pillars of Eternity II - Sidekicks and Neketaka

by Silver, 04:54

The latest update for Pillars of Eternity 2 explains the thinking behind the city of Neketaka and introduces the next stretch goal of sidekicks.

Neketaka

Bobby Null, the lead designer of Deadfire, is excited to introduce our big city, Neketaka:

Allo, pals! It's time for a new update and what better topic to discuss than cities? Now, if you're anything like me, a good city is a wondrous thing in an RPG. What better way to meet new and interesting people... and kill them? Well, maybe not always that last part, right... right? As inPoE1, if that's the way you roll, we're not judging, but there will be many other ways to deal with the population of the Deadfire Archipelago's big city, Neketaka.

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The one and only metropolis in the Deadfire is Neketaka. You may ask yourself, why only one big city this time around? While having two big cities in the first game was an awesome experience, looking back, the team felt splitting them into two made neither one as amazing as it could have been. This time around we wanted to make a bigger city than Defiance Bay or Twin Elms, but smaller than the two combined. Coupled with some awesome new features and overall direction, Neketaka should feel like the fantasy city you've always wanted to explore. Below I'll list some goals we had and how we plan on achieving them.

Goal: Build a city that feels different from anything in Pillars I and/or other Infinity Engine games, while not being so different as to feel alien.

Solution(s):

Build a city vertically. The district structure you expect in this type of game still exists, but some of these districts are organized vertically as shown in the video.
Add parallax features. To really sell the idea of a mountainous island, we've added multiple parallax layers to the art scenes for some spectacular views.
Architecture varies based on the cultures that dominate the districts. Vailian buildings and locations are distinct from Huana and Rautai locations.

Goal: Create a city that feels more alive than our previous work. Retain and reinforce the "fantasy scale" of a massive city.

Solution(s):

The new city map and encounters- This map shows the size of a truly impressive city without the need to model every home, alley and citizen. We're creating interstitial content when traversing districts on the map. These take the form of special combat and narrative encounters, as well as randomized events. Meet a strange fortune teller that may reveal cryptic prophecies about your future. Cross paths with a drunken noble with a large coin purse lost in the dangerous back-alleys of Neketaka. These encounters take place in scripted interactions as well as on all-new, city street scenes. It is important to note that many of these encounters still include choice & consequence and none are of the "fight x generic enemies" variety.

The time of day matters. Ambient NPCs use schedules to live their lives in Neketaka, but so do many of the quest NPCs. This allows us to add creative, and sometimes hidden, ways for players to solve problems/quests. Wait for an NPC to go outside and take a smoke break before picking his pocket for that key you need. Follow an NPC to the bathhouse and eavesdrop on a conversation to gain some juicy information. Infiltrate a location in the dead of night to avoid any unwanted civilian casualties.

That's all we've got for you this time. Stay tuned for more updates. We're heading into the final week and the fan support has been amazing. We love you all and can't wait to see how far we can push this budget.The more funds we raise, the better of a game we can make for you! Blog, tweet,tell a friend, sell a kidney... well, maybe don't do that.

-B

Pillars of Eternity II

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Friday - February 17, 2017

Mass Effect: Andromeda - Combat P1

by Silver, 20:23

Mass Effect: Andromeda has revealed its combat in this video.

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Welcome to the Mass Effect: Andromeda gameplay series. In this video, learn all about combat. Battle with weaponry from an alien galaxy, outmaneuver enemies with your jump-jet, and unlock the power of Biotics. In Mass Effect: Andromeda, you are on a mission to find a new home for humanity. How far will you go?

Mass Effect: Andromeda

SP/MP: Single-player
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: In development

Details

The Surge - Gameplay Video

by Myrthos, 17:12

A new gameplay video for The Surge has been released with 14 minutes of material and developer comments.

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Sci-Fi Action RPG The Surge Unveils 14 Minutes of Uncut Gameplay with Developer Commentary

February 17, 2017 - Upcoming sci-fi action RPG The Surge today reveals 14 minutes of gameplay with commentary from Deck13 Game Designer Adam Hetenyi. Explore the dystopian environments in CREO's mysterious industrial RND complex, the Abandoned Laboratories.

Fitted with an industrial exoskeleton, you must fight your way through CREO, equipping the spoils of combat to your suit. Take advantage of The Surge's unique limb-targeting system to attack and cut off parts of the enemy you want to equip or craft.

Targeting a part of the enemy that is armored will deal less damage, but you will earn the opportunity to deal a finishing blow that will cut off the limb intact, allowing you to loot the spoils, blueprints, and tech scrap used to level up your exoskeleton.

The Surge features vertical and horizontal attacks, which are used in combination with parries, ducks, jumps, as well as boosted dodges-courtesy of your exoskeleton-culminating in swift, snappy, precise combat situations unlike anything you have experienced before.

At CREO, you will meet survivors who need help or who can offer assistance. Accepting missions can yield extra rewards, but you will have to balance that against your desire to go deeper into the complex, as the stakes grow ever higher-once dropped, your tech scrap will diminish over time.

Face the dangers of CREO and set your own challenges. Accept missions, learn more about CREO's history and lore, and fight various mini-bosses, or play it safe and struggle to survive- it's up to you.

The Surge slices its way onto PlayStation 4, Xbox One, and PC in May 2017.

The Surge

SP/MP: Single-player
Setting: Sci-Fi
Genre: Action-RPG
Platform: PC
Release: In development

Details

Bloom - Development Update

by Myrthos, 12:29

In the most recent development update for Bloom, information is provided on programming, art and the world map.

Lately we have been digging more into abilities and getting them in the game (along with working out balancing issues). This meant more work on the inventory system (which is just about where we want it now, including having it set up for both controller and mouse / keyboard)....and also messing with the features needed to use them (mostly script events).

Though we still have to address some of the unique abilities (such as the track moss, which creates a patch of sound muffling moss that sticks to the feet of whatever steps on it for a bit....allowing them to sneak up on things while leaving mossy footprints), core plants like the sunleaf (gives energy to anything nearby) and the hushroom (saps energy) are working fine.

I also added a default melee ability for the prologue character, and after walking around a while....realize we very much needed a run button too (at least for the prologue, might handle speeding up travel a little differently in the core game). The run still needs to be implemented, but at least the animation + rendering is out of the way (should be a quick feature to add).  

I'll just list a few more things we added.

  • Bridge feedback scaling for creatures based on their size
  • Dialogue functions (though we are still working on this)
  • Scaling control for creatures (including slight auto scaling while walking vertically to simulate perspective)
  • Added "default target" ahead of player to allow abilities to be used when not using manual or lock-on target.

We also worked a bit on creatures sleep / tired, unconscious, and death states....but it still has a few missing aspects (such as a speed debuff as a creature or player becomes sleepy, or having death assign "dead" attribute to a creature automatically to keep abilities from hitting it). 

Anyhow, basically this next month we will be trying to get everything going to a point we can balance enemies damage / abilities and start to get a feel for how things will play (tweaking the speed of attacks, run speeds, adding abilities to counter them, stuff like that....good news is we are actually including quite a few abilities in the prologue to try out. So that will be fun! Especially the way you get them ...mu ha ha).

Bloom

SP/MP: Single-player
Setting: Fantasy
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Hero-U - Schedule Update

by Myrthos, 12:26

The Cole's are planning to start beta testing of Hero-u at the end of April, with a release date set in the summer of this year.

The current plan calls for “Code Complete” – all features implemented and ready for outside Beta testing – in 2-3 months. Figure on April 30 for the start of Beta. We plan to distribute digital copies of the game through a download on BackerKit for backers, and through Steam, GoG, and Humble for new orders.

The Beta phase will also last 2-3 months, so we’re targeting late June to mid-July for game release. We are following the tradition of similar Kickstarter projects in releasing the digital version of the game first. After we’ve fixed most of the problems reported by players, we’ll manufacture the boxed games and send them out to the backers at higher contribution levels.

We might still slip, but it won’t be by much. Lori and I have strong financial and creative incentives to get the game out the door and into your hands.

It’s a Trap

Here’s a sneak peek at the trap disarming puzzle. As Shawn practices disarming traps and improves in skill, some of the incorrect letters will be removed from the dial of Shawn’s Trap Tapper.

Remember, Rogues, it takes more than a disarming smile to bypass a diabolical trap!

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Hero-U

SP/MP: Single-player
Setting: Fantasy
Genre: Adventure-RPG
Platform: PC
Release: In development

Details