However, it is here where Hide and Seek deviates from what made The Mad Ones episode so enthralling. Developers Big Bad Wolf have dialled back the game’s dialogue sequences, instead opting for more investigation and puzzle-solving. It makes sense given that the first episode was in some respects a meet and greet between Louis and the game’s cast. However, the confrontations and dialogue choices are where The Council excelled, thanks to the unique RPG mechanics. While it’s not a negative, it does scratch off some of the gilded sheen the first episode had applied.
Black Geyser: Couriers of Darkness
Black Geyser: Couriers of Darkness Interview
Farflame reached out to David Zakal to talk about Black Geyser.
» Continue reading the article...
The Council Interview
Farflame reached out to The Council Game Director Sylvain Sechi to talk about The Council.
» Read the article
Monday - May 21, 2018
VtM: Bloodlines - Paradox Considering Sequel
@DSOGaming Paradox Interactive are looking into a sequel for Vampire - The Masquerade: Bloodlines.
Vampire: The Masquerade – Bloodlines is considered nowadays a classic PC RPG. Created by Troika Games, Vampire: The Masquerade – Bloodlines was plagued by a number of bugs and issues that were resolved by its community. And according to Paradox’s CEO, the team is looking into a sequel.
VtM: BloodlinesSP/MP: Single-player
Grinding Gear Games - Tencent Takes Majority Stake
@PCInvasion Grinding Gear Games, the maker of Path of Exile, have been acquired by Tencent.
New Zealand based Grinding Gear Games has had great success with their ARPG Path of Exile thanks to their no pay to win monetisation policy and regular content updates. Today that have announced that Chinese publisher and all-round mega-company Tencent has acquired a majority stake in Grinding Gear Games.
According to GGG’s CEO Chris Wilson, this latest move will not impact the way in which the game operated or the company is run. The company will still be independently run by the current team with the change being that they have financial reporting obligations to Tencent. They say there will be “minimal impact on our philosophy and operations”.
Grinding Gear Games
Fallout 4 - Enhanced Mod
Modder ‘Bdogs’ has released a brand new mod for Fallout 4. According to the modder, the Fallout 4 Enhanced mod aims to fix various bugs and rebalance the game in order to provide a more tactical feeling and a better RPG experience. Contrary to other mods, however, this one aims to stay close to the vanilla version and vision of its creators.
Fallout 4SP/MP: Single-player
Tetra: Elemental Awakening - In Development
When was the last time you thought about the periodic table? While game developers at large have been sleeping on the potential of the catalogue of elements, Ocean Spark Studios have been going hard on zinc and magnesium. They’re forging an entire world in Unreal Engine 4 based on not just fire, air, earth, and water, but a chart’s worth of real-world materials and their reactions. The result is an RPG called Tetra: Elemental Awakening.
Obsidian Entertainment - Josh Sawyer Taking a Break
@PCGamesN Josh Sawyer of Obsidian Entertainment is taking a break from game directing for awhile after necessary patching of Pillars of Eternity II: Deadfire has been completed. You can read his reasons at his blog here.
Sawyer revealed the news on his website, in response to a fan asking if the rumour was true about him stepping down due to burnout. He confirmed that he will be stepping away from directing games, and will not be helming any expansions for Deadfire. “I’m now in my 19th year in the industry and I’ve been working on Pillars I & II for about 6 years,” he says. “I’m going to be on Deadfire (not the DLCs) until we’re done patching and improving it, but after that I’m taking a break from directing for a while.”
Kingmaker - Preview @Keen Gamer
Keen Gamer previewed Pathfinder: Kingmaker and found themselves absorbed.
Pathfinder: Kingmaker has some great ideas. Although, the most ambitious and intriguing ones are falling just shy of proper functionality at the moment. Some work yet needs to be done in the area of difficulty balancing. I love the concept of the camping mechanic but with little to explain how its systems work, only to later get punished for soldiering through the system, this is one big area that needs attention. Regardless, Pathfinder: Kingmaker is absolutely going in the right direction and I know this as, despite its current misgivings, I was absorbed. I wanted to continue the grind and level up my characters and most importantly, I wanted to know what would happen next. Stick around at KeenGamer as we learn more throughout the game’s development.
The Council - Episode 2 Reviews
Some reviews for The Council: Episode Two.
http://backlogcritic.com/all-review-…d-seek-review/It is shorter than the first episode, split up into a mere three chapters compared to the five its predecessor had, and there significantly less conversations this time around. However, I do appreciate how it moved the story along and answered a number of questions. A few issues aside, it is another stellar job by Big Bad Wolf, and I anxiously await the next installment
While this was a great episode, it was still let down by the same issues the first episode had. My GPU usage was at a constant 100%, with the only areas running smoothly being those accursed corridors again. The voice acting is still iffy at times, and the animations can be janky, but again its unique charm wins you over, making you want to play to the end.
The Council’s second episode doesn’t manage to hit the highs of the first, which could be down to it being smaller in scale in comparison. Hide & Seek’s murder mystery does bring you in and advances the overall plot in a big way, but at the same time it feels like more could have been made of it. There’s some story threads dangled for you to grab, but those threads could have been expanded upon more within the context of this episode.
You will learn a lot more about the aforementioned Lord Mortimer, as well as Chris, the guy who works at the local chip shop. Just kidding. You’ll learn about Manuel Godoy, who is Secretary of State and Head of the Spanish Government, and Johan Cristoph Von Wollner, the Prussian minister of religion. What I love about The Council is that none of the characters seem to be here for the sake of it. They all are intriguing. Not to mention that Episode 2 also ends on a humdinger of a cliffhanger, so the developers have still got us hanging on every word here. Bring on Episode 3.
The Council Episode 2: Hide and Seek does a terrific job of building more intrigue for its fascinating story. The actual historical figures make things all the more interesting. I do wonder if this story would be as enthralling if not for faces like George Washington and Napoleon Bonaparte. My only issue is there not being enough episode, either in length or in elements unique to this game. I want to play this game, Focus Home Interactive, stop taking it away from me so abruptly. Let’s see what Episode 3 entails, hopefully, sooner rather than later.
The CouncilSP/MP: Single-player
Sunday - May 20, 2018
Non-RPG General NewsSP/MP: Unknown
Release: In development
The Great Gaias - Announced for June 22
After 7 years of development The Great Gaias will be released on June 22:
The Great Gaias
Having evolved from the Dungeons and Dragons table and refined for over a decade, The Great Gaias is a story-driven RPG that tells a compelling tale adapted from an original campaign setting and reimagined as the beloved classic genre.
A mysterious contract from the royal family sparks the interest of an organized band of sellswords. What seems like a normal job quickly spirals into a whirlwind of betrayal and tragedy, thrusting a young rogue and his unlikely companions into the middle of an ancient prophecy.
Rumors of long forgotten creatures, lost magic and a cult devoted to a dark god signify the coming of a new age. With petty feuds and corrupted politicians dividing the unity of the great nations, a blind eye is turned to the true evil about to descend upon the land.loading...
- 60+ Hour Main Storyline
- 17 Playable Characters
- 200 abilities to learn
- Hundreds of unique enemies
- In Depth Crafting System
- Build Your Own City
- A Multitude of Hidden Bosses
- Challenging Dungeons
- Multiple Endings
The Great GaiasSP/MP: Single-player
Release: In development
Star Control: Origins - May 2018 Trailer
Here's a new preview trailer for Star Control: Origins:
Star Control: Origins May 2018 Preview Trailerloading...
You are the Captain of Earth's very first interstellar ship. Congratulations! There's just one tiny problem. It's barely worth mentioning but a powerful alien species known as the Scryve want to exterminate humanity. We need you to go out and find allies, upgrade your ship and save us!
Star Control: OriginsSP/MP: Unknown
Release: In development
Slay the Spire - Patch 25
The roguelike card game Slay the Spire got another patch:
Weekly Patch 25: Building Blocks
It's nice and sunny here in Seattle.
This week's work was focused on balance, reworks, and bug fixes. Too many random issues were beginning to rack up.
We now have about 60/75 card art completed and we're putting on the final balance touches. Keep in mind that balance and changes will still occur after the character is released into the main branch.
Work has begun to add controller support. Slay the Spire from a couch! Those who play 12 hours a day can also give your wrists a break (Tip: Remember to take a break every now and then). Our aim is to make it as intuitive and customizable as we can!
- Fixed SRP crash.
- Fixed potential issues with game not loading if language was set to SRP or SRB.
- Might as well add in some DEU/SRP/SRB loc updates.
- New common relic Potion Belt.
- New common relic The Boot.
- Prayer Wheel relic reworked and is now rare.
- Regen potion gets an overhaul. It now acts like Poison, but heals.
- Fruit Juice can now be used outside of combat.
- Fruit Juice will no longer spawn from Alchemize.
- Entropic Brew can no longer spawn Fruit Juice.
- Entropic Brew now spawns potions similarly to Alchemize now (considers rarity).
- Awakened One no longer incorrectly regenerates to 10 HP if killed by thorn type effects.
- Bronze Automaton combat now has enemies correctly attacking from left to right.
- Card picks in Run History screen now show card names rather than ID.
- Correctly show skipped cards in Run History screen
- Entropic Brew now always gives you potions equal to your potion slot count.
- Eviscerate card now has correct cost when returned from Stasis power.
- Fixed issue where Save & Exit could re-roll certain events at ? rooms.
- Fixed issue where White Beast relic would still spawn on Brewmaster Daily.
- Game now saves after receiving cards from Pandora's Box and Astrolabe via Neow so your cards don't vanish.
- Mysterious Sphere event enemies now attack in the correct order
- Smoke Potion can no longer be incorrectly used outside of combat. (Can still be discarded)
- Snecko Oil wording fix for high ascension levels.
UI and Effects
- Gambler's Brew (Potion) gets an updated color/shape.
- Dexterity Potion shape updated to match Strength Potion.
- Tiny House relic wording improved.
- Black Star relic wording update to be more consistent with other relics.
- Cauldron and Old Coin wording improved to match other relics.
- HP-gain relics (Fruit & Waffle) now have consistent pickup wording.
- Renaming SRB-CYR to SRP and SRB-LAT to SRB as it was causing crashes.
- Updates for DEU, ITA, JPN, POL, RUS, SRB, SRP, UKR, ZHS, ZHT.
Slay the SpireSP/MP: Single-player
Genre: Card-Based RPG
Release: In development
State of Decay 2 - Beginner's Guide
Windows Central has some tips for the upcoming survival game State of Decay 2:
State of Decay 2 beginner's guide: Exploration, base building, and survival
State of Decay 2 is a zombie apocalypse survival simulation like no other, and we've got some tips to get you up and running (literally).loading...
State of Decay 2 is by no means a perfect game, but for fans of the franchise, and fans of zombie media in general, it's an unmissable experience that will keep you hooked for hours and hours. It's also deceptively complex.
State of Decay 2 features base-building mechanics, a subtle, but rich role-playing game (RPG) layer, and various intersecting sim features that can either make or break your nascent survivor community. Here are some basic tips to help you get started, without spoiling the joy of discovery.
In State of Decay 2, you manage a whole community of survivors, and each member has their own unique traits and stats. The way these systems intersect impacts the efficiency of your community, and while the game doesn't telegraph them too strongly, there are menu systems where you can view how a character's behavior might be impacting your community.
Despite playing for dozens of hours, I'm still discovering new bonus character traits and skills, but there are a few basics that come with every character:
- Cardio governs your stamina levels and endurance.
- Wits can improve your scavenging and stealth skills.
- Fighting affects your capabilities in melee range combat.
- Shooting improves your skills with guns.
State of Decay 2SP/MP: Single + MP
Saturday - May 19, 2018
Conan Exiles - Review @ Gamezone
Gamezone has reviewed Conan Exiles:
Review: Conan Exiles has great depth but lacks in areas that count the most
We live in a brutal world but we have rules that keep a general sense of order in our society. Imagine if you threw those rules and that order out the window, created a world where it’s literally survival of the fittest and savages were the ones who came out on top. That’s the world of Conan Exiles.
You’re a criminal, crucified and stuck out in the desert to die a slow and painful death to pay for your evil deeds. As your final moments begin to twinkle in your eye, the mighty Conan comes and cuts you down and then leaves you all alone out in the desert to survive whatever hell awaits you.
Conan Exiles takes a page from survival games like ARK and Minecraft but puts a far more brutal twist on the genre with terrifying abominations that will rip you apart, NPC and players thirsty for blood, and barbaric actions like enslaving people to do your bidding. This is a fairly grim game in its basic premise but its one that makes a fair attempt to keep you locked in its world.
Hardcore fans of the survival genre may find it really fun to try and build a small empire in the exiled lands of the Conan universe but newcomers may find that it is uneven and janky. This is fairly expected amongst these games now but the complexity of building your character and fortresses/settlements may be daunting for people who aren't looking to grind for hours on end, especially with a combat system that lacks. Those that appreciate a world rich with lore will definitely find lots to love here but that's one of the few things keeping Conan Exiles from being a tedious bore.
Forged of Blood - May Update
Forged of Blood has a new progress update for May.
May 2018, Progress Update
Our last update was over three months ago and we’ve been noticeably quiet for awhile – so much so that a few of our fans had decided to poke us to see if we’re still alive – but rest assured that we’re still hard at work on Forged of Blood. So where are we now? Well, we took a couple big hits on the production schedule when we had a couple medical emergencies and took on a few systemic overhauls to our key game systems, but I’ll take this update through one section at a time.
We’ll start with the art side, which has since wrapped up the 3D portion of our production rather nicely. The last three months has mostly been spent on expanding our map count with more unique scenarios tied to specific story driven combat missions and playing a long overdue game of cat and mouse with our asset production list. Our biggest challenge has been reviewing and taking inventory of all our art assets to see what needs fixing and to catch crucial items that may have fallen through the cracks in the last couple years – and boy there are plenty. So far, we’re in the process of building one final largescale custom map – that I had admittedly neglected to put into the pipeline months ago – and hammering through the tedious process of cleaning up our 2D UI assets.
On the animation side, we’ve wrapped up a couple of the big cinematics – music and all – and have begun to make a dent on the endgame variations that Forged of Blood players will have access to. To help make life marginally easier for contractors and the animation side. I’ve parsed the epilogue cinematics into three segments, each with a number of variations that take into account the successes, failures, and personality choices in the game. Each of these segments will act as a standalone finale that reflect the player’s choices in their respective areas, that will then be combined into a final cinematic. Each scene will have to be specially crafted with unique voice-over and music work then paired with custom illustrative assets before it can be put into our system.
As for our programmers, they’ve taken on the brunt of the overhaul work to Forged of Blood in these past months. First and foremost, the key castle and strategic systems have been cleaned up and are now in the final phases of implementation. This will be followed by another UI pass… umm, when I get to it. They also made a huge step in overhauling and updating the narrative system for our various story arcs and quests. The new updates made to the narrative system gives us an incredibly robust and flexible ecosystem to tickle my storytelling fancies – which of course led me to do tertiary overhaul of the story arcs we had planned.
And so, we get to the narrative section of our game which has, and continues to be, the area that lags behind the most in our production. At the moment, I’ve writing out one of the three main faction story arcs, while also taking the time to make sure that the other arcs are updated to reflect the new updates made by the programmers. While it was time consuming at the time, this is really where that massive narrative overhaul really comes in handy. With everything now in place and the range of options we can now do on the quest level, I’ve been able to better tie the story arcs with the mechanics on the strategic level to really bring into perspective the large scale conflict going on in the game.
From the beginning, we’ve wanted to give players the option to chase down or skip the main story arcs, and with the current system I am able to add in a bit more nuance into the various routes that will be open to the player. This is all really exciting and daunting at the same time, as it does require rewrites across the board, but it is all an effort that I truly believe is worth it for the final product that Forged of Blood will become.
So far, we’ve implemented a good chunk of the smaller quests (with a veritable tonnage waiting in the wings for me to review), along with the opening act of the game. This has allowed us to have a small feel of how the narrative flow will be for the player and has further illuminated my writing. To give you guys a little perspective on our process, below is a quick snapshot of our opening act and how it was set up in Google Docs, and a look at how it translates into the system in UE4.
There is still a lot to do going forward, mostly having to deal with the implementation of all the small things that have been piling up over the years, but we are still firm in the commitment to release Forged of Blood in 2018 (though the exact month and date is still in flux). As things start to come together more quickly, we’ll start to push out a few more updates and screenshots, until then we’ll be chipping away at the enormous task of taking Forged of Blood across these final months. Until the next time, thanks for sticking with us!
Forged of BloodSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Last Epoch - Funded
Last Epoch has been successfully funded on Kickstarter.
The KickStarter was successful! What’s next?
Because of your generous support our KickStarter was successful and we've reached the stretch goal for controller support! The entire team at Eleventh Hour Games are very excited to bring Last Epoch from pre-alpha to alpha, beta, release – and beyond.
When KickStarter contacted us by e-mail to congratulate us on reaching our goal, they informed us there will be a 14 day period during which they fulfil pledges and contact any backers who they’re unable to bill for whatever reason (e.g. credit card expiring)
Kickstarter GamesSP/MP: Unknown
Release: In development
Prey - Moon DLC details
PC Gamer reports some more details about the Moon DLC for Prey.
The Prey hype machine started cranking over again today with the appearance of a number of new achievements on Steam. They're not properly named, but they do provide a clue to what's coming: From top to bottom, they spell out, "If you believed they put a man on the moon."
Age of Wonders: Planetfall - Announced
Age of Wonders: Planetfall has been announced with a new trailer.
Age of Wonders: Planetfall is the new strategy game from Triumph Studios, creators of the critically acclaimed Age of Wonders series, bringing all the exciting strategic turn-based combat and in-depth empire building of its predecessors to space in an all-new sci-fi setting. Emerge from the cosmic dark age of a fallen galactic empire to craft a new future for your people. Explore the planetary ruins and encounter other surviving factions that have each evolved in their own way, as you unravel the history of a shattered civilization. Fight, build, negotiate and technologically advance your way to utopia, in a deep single player campaign, on random maps and against friends in multiplayer. Make sure you sign up to not miss any news at http://www.aow-planetfall.com
Age of Wonders 3SP/MP: Single + MP
Friday - May 18, 2018
Vampyr - Gone Gold
DSOGaming reports that Vampyr has gone gold.
Focus Home Interactive has announced that DONTNOD’s action RPG, Vampyr, has gone Gold and will release as scheduled, on June 5th. Players will assume the role of Jonathan Reid; a doctor in 1918 London newly-turned into a vampire following his return from the Great War.
Release: In development
Paradox Interactive - Weekend Sale on GOG
Paradox Interactive are having a sale over the weekend on GOG called the PDXCON Sale.
Oh, you'll want in on that Con!
It's PDXCON time again and for three days Paradox fans will be converging to Stockholm, Sweden to celebrate the epic games in the publisher's expansive catalog! Even if you're not attending, doesn't mean you can't participate in the fun: our PDXCON Sale is now on, with a wide array of modern classics going for up to 80% off.Pillars of Eternity and Tyranny are two prime examples of why the isometric, party-based RPGs of yore needed to come back and stay. Age of Wonders, Europa Universalis, Majesty, and Hearts of Iron will more than scratch your tactical itch while sucking you in their respective worlds.The PDXCON Sale ends May 21, 10pm UTC.
InSomnia - Dystopian World Trailer
Gamewatcher reports that Insomnia: The Ark has a new trailer and an exclusive closed beta has launched.
HeroCraft and developer Studio Mono have released a new trailer for its dystopian sci-fi RPG, INSOMNIA: The Ark, which will be released for the PC this year.
INSOMNIA: The Ark was successfully backed on Kickstarter raising almost $100,000, so HeroCraft wanted to reward those players with an exclusive closed beta, which is launching today. A larger closed beta for other players is planned for later in the summer.
InSomniaSP/MP: Single + MP
Release: In development
Black Geyser - Listen to the Music
In the latest update for Black Geyser, a music mix from the game is made available.
Here is a music mix from the OST of Black Geyser: Couriers of Darkness. (Don't forget we have a soundtrack Add-On for €7!) The mix includes clips from the following songs:
• A Peaceful and Prosperous Land / The Vineyard (full song from 0:00)
• In the Wilderness at Night / Night Wandering (clip from 3:00)
• The Red Damsel / Tavern (clip from 3:16)
• Temple of Alnarius (clip from 3:36)
• Knights of Isilbright / Carnival (full song from 3:49)
Black GeyserSP/MP: Single-player
Release: In development
Bard's Tale IV - Q&A and Original Trilogy News
A new update for The Bard's Tale IV: Barrows Deep brings with it some Q&A and some positive news regarding the remastered original trilogy. There are some images of the remaster at the link.
Q&A with the Dev Team!
Thanks to everyone who sent questions our way! We obviously couldn't answer every single one, but don't fret if yours isn't here – we'll be answering more in the next backer update! If there's a question that you would like answered, please feel free to ask it in the comments section below! What follows is a dive into some of the more specific gameplay mechanics, so we hope you enjoy it!
Q: How many dungeons will BT4 have & how many locations/zones will BT4 have?
A: The combined count is 25 dungeons or dungeon-like areas. That said, it's a dungeon crawler - you always have to be on your guard!
Q: What races will be playable in BT4? The Trow have been mentioned as a new race, but what others are confirmed?
A: Dwarves, Elves, and Trow, and there are different variety of Human cultures (Baedish, Fichti, Einarr, and Outlander).
Q: Will it be possible to create your full party?
A: Yes, though not all at once. You start off with one character, and you'll be able to swap that one out during the introduction if you wish. Over the course of the game, you'll be able to grow your party up to six.
Q: Will BT4 be a continuous world where all locations connect together as one big world, or will it have a travel map between locations like Wasteland 2?
A: Yes, you can access the entire world by walking, or you can utilize our fast travel system to warp to previously explored areas. For those old school types, you are never required to use the fast travel system – it's just there for convenience.
Q: How many of BT4's monsters are from the originals or are directly based on the portraits from the originals?
A: For rank and file enemies, many of them were built to fit the current culture and story of this Bard's Tale. About a third of the monsters are from the original games, and the remaining are new, with most inspired by Scottish folklore and mythology (we covered some of them in a previous update). Some of our old major bosses are coming back as well. And no, we won't be fighting Nazis (sorry, Bard's Tale III fans), but a couple of fan favorites like Herb and the 99 Berserkers make a return!
Q: Does BT4 have time-sensitive puzzles? If so, do they take place in real-time or turn-based mode?
A: There are no Shadow Snare puzzles like in The Bard's Tale II: The Destiny Knight - something which requires a real-time solution or you fail (and, in the case of the Shadow Snare, your party dies). While it was certainly an unique feature back in the day, it was a bit too punishing and there are other ways to challenge the player and provide that fun gaming tension.
Q: How many of BT4's bard songs are from the originals or are directly based on the songs from the originals?
A: The vast majority are songs from the original games. Out of the nine magical bard songs that the bard has access to, only the Song of Compulsory Cavorting is brand new. We took the core of what the songs did, or the role it played in the originals, and updated it to fit our combat & exploration systems. They even sound like the old bard songs.
Q: Will there be references to the other cities outside of Skara Brae (such as those you visit in The Bard's Tale II)?
A: Yes, there will be references to the other cities outside Skara Brae. You may even get to visit one.
Q: Will BT4 be akin to BT1 in forgoing automatic regeneration of SP/HP in dungeons, so there's an element of longer term resource consideration?
A: The answer is yes - HP does not regenerate over time like the originals. HP doesn’t regenerate over time automatically but can through the use of items and abilities. We also added checkpoints in the form of Luck Stones. These strategically-placed artifacts will save the game and restore your party's HP, if you can survive to reach them. This gives the game that feeling of tension as you delve deep into the dungeons, but without needing to backtrack all the way back to the Guild every time you need a breather.
Q: How will attributes work? Will we roll for random attributes like the originals or will we have a point +/- system like WL2? Will attributes go up automatically when a character levels up, or will we get points to raise the attributes of our choice?
A: Everything about your character, including your attributes, comes from your skill tree. Your starting attributes depend on your starting archetype, and you can customize them via the skill tree as you level up. Each time you level up you get to choose how you spend that skill point. You might choose to upgrade an attribute like intelligence, learn to craft a new potion, or learn a new passive ability. Some of these skills, however, are locked behind advanced tiers that only the Review Board can unlock for you.
Q: Will it be possible to permanently recruit monsters from random encounters?
A: While you will not be able to dominate enemies and have them join your ranks, you will be able to summon and keep a variety of monsters in your party.
Q: Will the player be able to fully customize their main character (class, race, gender, etc.), or will there be pre-defined settings (you're always a bard, you're always human, etc.)?
A: Yes, any character you create can be fully customized. You can pick your class, culture, portrait, and even your voice.
Q: Do enemies level scale in BT4?
A: Like the original, enemies don't scale. We set the level and difficulty of the enemy when we place them in the world. So you could come back to an older area and wreck shop because you're much higher level, or you could go into a higher level area and get your face stomped.
Q: Are the party's total action points based on party size?
A: Your party gets more opportunity as a quest reward for completing major plot points. You tend to get larger parties as you get more opportunity, so while they aren't directly linked, they do develop along a parallel track.
Q: The AP system shown in the alpha seems to be favor smaller parties. Is it still worth bringing more party members?
A: More characters is generally always better (except in a few rare circumstances), as it provides more HP on the battlefield to soak attacks, more abilities to chose from, and more people in the right place at the right time to perform key plays in combat.
Q: What is the maximum party size?
A: Six is the max party size. We also leave open two slots for summoning creatures if you have a full group. It can be 6+2, 4+4, 5+3... whatever party configuration works best with your play style.
Q: Are all the conversations fully voiced acted?
A: They sure are!
The Bard's Tale Trilogy Remasters Update
Finally, some long-awaited update news on the original trilogy remasters. As you may remember, when we did our original crowdfunding campaign, we were approached by Olde Skuul and told that they were working on a remasters project. Due entirely to your requests, we agreed to offer these remasters as bonus extras in addition to your backer rewards when they were done.
The project was a large one, and was taking longer than anyone was hoping for. After discussing the situation with Olde Skuul, we agreed to part ways on this. However, the entire inXile development team – from Brian on down – wanted to see this project realized for both the backers and for a new generation of players, so we undertook a search to find the right partner for this project. That journey led us to Krome Studios, and we could not be happier with the work that they are doing so far. It is my pleasure to introduce Lindsay Parmenter, Head of Development of Krome, to walk us through a little of what they have in store for you.
The original Bard's Tale games hold a special place in our hearts - many of us here at Krome Studios, especially Design Lead James Podesta and myself, played the games back in the 80s and are also backers of Bard's Tale IV.
After some casual conversations with the inXile team, the opportunity came up to put something together that we think will be really great for the Trilogy remaster. Not only are we updating the games to work natively on modern systems, but we're also putting on a fresh coat of paint, to give a new generation of role-playing and dungeon-crawling fans an easier opportunity to experience these classic games.
As a short list, our goals for the Trilogy remaster are:
- Up-res the original art, but keep the art in theme with the originals (the original examples are from the Amiga version of Tales of the Unknown):
And obviously it wouldn't be much good doing an up-res of character and enemy images if we didn't animate them!
- Add in various audio throughout the games for attacks, spells, and more.
- Add some quality of life improvements, such as the automap, tooltip popups in the UI, etc.
It's fantastic to be able to share with you some of the work that we've been doing on The Bard's Tale Trilogy. We know everybody's been waiting a while for this, and we look forward to updating you all with the progress in the months ahead.
That's It for Now
Paul here again to wrap things up. Thanks to Lindsay and Krome for this quick look at the original trilogy remasters. Right now, the plan is to complete work on the first Bard's Tale game and then release that to all of you to play while work continues on the next two games. We're hoping to have that for you this summer. Once work has completed on the other two games, the entire remastered trilogy will be made available to you via your CrowdOx rewards. This project is our way of delivering an extra thank you to all of you who backed The Bard's Tale IV, our other crowdfunding projects, and our other games through the years. We're grateful to have you as fans and we're excited to bring you The Bard's Tale IV: Barrows Deep later this year!
Until Next Time,
Public Relations & Community Manager
Bard's Tale IVSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Thursday - May 17, 2018
Disco Elysium - Preview @ Gaminglyfe
Gaminglyfe checked out Disco Elysium:
Disco Elysium | Gaminglyfe Previewloading...
DISCO ELYSIUM is a groundbreaking blend of isometric RPG and hardboiled cop show. Solve a massive, open ended case in a unique urban fantasy setting. Kick in doors, interrogate suspects, or just get lost exploring the gorgeously rendered city of Revachol and unraveling its mysteries. Tough choices need to be made. What kind of cop you are — is up to you.
Disco ElysiumSP/MP: Single-player
Release: In development
Pillars of Eternity II - Patch 1.02
Patch 1.02 for Pillars of Eternity 2: Deadfire is available:
Hello fellow Watchers!It's been a little over a week since we released Pillars of Eternity II: Deadfire and we have received tons of amazing feedback and bug reports. Thanks to all of your support we have been able to find many bugs hidden around the Deadfire and get to fixing them. Below is the list of fixes coming in for the now released 1.0.2 patch.
- [Mac/OSX] Resolved issue with loading into a black screen on Macs with Intel Integrated Graphics Cards.
- Mouse clicks now properly resister for users using the Korean IME in windows.
- Player Dispositions should change less drastically for small decisions.
- Level Scaling now enables correctly when toggled on.
- Players can now set or save cloned AI behaviors for all classes, and quick saves will not be lost when doing so.
- Fixed multiple Pillars I imports that were importing the incorrect state.
- Fixed a permissions issue that was blocking some players from loading saves.
- Fixed a combat related memory leak (should improve some FPS on long play sessions).
- Potential Spoilers:
- Eder's end game state from Pillars I has been fixed.
- Various VO fixes to the Vox Machina voice sets.
- Custom AI settings should now save changes when adding new conditionals or abilities.
- Gold, Greed, and Guts achievement now unlocks when loading a save that has completed the quest.
- Pillars I history creator now removes options from the list once a choice has been made to prevent confusion.
- Various Credit fixes.
Pillars of Eternity IISP/MP: Single-player
Encased - Backstory Trailer
Encased has been announced, plus has a new backstory trailer.
The announcement of Encased, a sci-fi isometric RPG by Dark Crystal Games
We proudly announce the impending arrival of Encased: an isometric RPG in a sci-fi post-apocalyptic setting. This game tells the story of a disastrous research project inside an anomalous zone – the Dome – built in the middle of a desert by an unknown civilization.
Encased will hit early access in early 2019.
Encased is an old-school RPG with a turn-based combat system. The story campaign will be approximately 25-30 hours long with significant replay potential. The player will be able to explore the game’s open world and make hard decisions that influence the plot. The world actively reacts to the player’s actions and changes constantly. This also works vice versa, as environmental changes within the game will influence gameplay style.
The events of the game happen under the Dome – an artificial construction of unknown origin that is shaped like a sheer half-sphere with a small aperture at the top. The Dome is indestructible. Technology, items and relics can be extracted from it, but people who enter the Dome cannot leave. Beneath the earth, yet more mystery awaits, as the Dome is just the cap of an enormous complex hidden under the sands. Ancient underground labyrinths contain bountiful artifacts, weapons and artificial intelligence systems that control the whole complex… not to mention lethal traps and curious anomalies that guard these riches.
Research and exploration of the Dome are conducted by staff of the C.R.O.N.U.S. Foundation – an international corporation and a state-within-a-state. To the outside world, little is known about the inner workings of C.R.O.N.U.S. Those that sign up for a life within the Dome do not speak of their experiences, and those managing the Foundation from outside speak even less. Thanks to the bounty extracted from the Dome, C.R.O.N.U.S. have become powerful enough to hold sway over the leaders of the world. Now, the fate of the entire planet rests in the hands of the soldiers, businessmen, scientists and even criminals who comprise their ranks.
However, within the Dome, something is changing. Another power has arisen – something never faced by explorers before. As a direct result of actions performed by the expedition of the player’s character, an intelligent entity has awakened in the depths of the underground complex – an unstable AI nicknamed Maelstrom. Upon breaking loose, it will change the world under the Dome beyond recognition – all connection to the outside world is lost, and the denizens trapped within the Dome become desperate and split into warring factions.
The combat mechanics of Encased are turn-based and battles have a wide variety of tactical options. The player will be able to target the enemy’s key fighters or the enemy’s support, exhaust the enemy, attack using the environment, use non-combat skills to weaken the foes, and more.
Experienced players will quickly notice similarities with Fallout and other classic RPGs. This will let the player quickly figure out the role-playing system of the game without reading manuals or failing builds. Layered on top of the familiar, we add our own system of perks and skills, forcing the player to make a complicated and interesting choice every time they gain a new level.
The unstable AI Maelstrom is one of the unique features of the game. Maelstrom is intelligent, it can interact with the player and even fulfill their wishes (but everything comes at a price, of course). However, Maelstrom is more than just a character: it’s an enigmatic power that destroys the minds of intelligent beings. Its influence is especially potent within the center of the Dome, so wise players will stick near the borders at the beginning of the game. In addition to the above, Maelstrom affects the performance of some skills and perks.
When committing crimes against society, the player character receives various penalties and begins to accrue a reputation: from ‘Petty Thief’ to ‘Enemy of the State #1’ or even ‘Threat to Humanity.’ Crime begets punishment. The player character can be fined, imprisoned and even executed. There are options to bribe judges, organize a jailbreak or pass the trial in the ‘Labyrinth of Death’ (needless to say, surviving this is a challenge).
Character Creation Prototype
Although the game isn’t ready to play yet, you can already take a sneak peek at character creation and make a lasting impact on the finished game in the process. Our character creation system includes choosing stats and making a biography for your character. Each and every character created in the Encased character creation prototype will be added to the records of the C.R.O.N.U.S database, leaving a permanent mark on the finished game. The best biographies will also be used as prototypes for C.R.O.N.U.S. employee NPCs.
Tales of Maj'Eyal - Forbidden Cults Released
Forbidden Cults has been released for Tales of Maj'Eyal.
My dear minions,
I am very happy to tell you that Forbidden Cults expansion is now officially released!
What started as an idea inspired by a bug in a joke online event turned into a set of races, classes, lore, zones... that makes me very happy!
So without further ado, I give you Forbidden Cults !loading...
Tales of Maj'EyalSP/MP: Single-player
Opinion - On Hard Games and Dark Souls
Sirus Gaming says that people should stop comparing hard games to Dark Souls.
People should start realizing that Dark Souls is its own thing, while other games are their own thing. Dark Souls was meant to be that way so that it could cater to those players who crave that kind of extreme gameplay. Other games, like God of War, while presenting a somewhat similar experience, has allowances provided because it was not meant to give an extreme experience, and you have the option to make it harder or easier for you depending on your preference. But that doesn’t mean it is a Dark Souls game.
Conan Exiles - Reviews
Some more reviews for Conan Exiles.
Conan Exiles is not a bad game, although it’s not a great game either. It’s far more enjoyable than Sea of Thieves thanks to giving players more direction, although gamers that don’t play survival genre video games aren’t going to enjoy this game a lot. Only gamers that have many online friends and love survival games are going to get the most enjoyment out of Conan Exiles.
[Editor’s Note: Conan Exiles was reviewed on the PS4 Pro platform. The game was provided to us by the publisher for review purposes.]
Whether or not these are the end times for survival gaming or the onset of a necessary period of hibernation, despite the dead weight of dozens of unfinished games and the fact that there's not a great deal left to pick from now that Conan has taken his leave, perhaps it's just as well that the genre has saved one of its best till last. If there's half the life left in it that other survival games have enjoyed, it'll be a life worth living.
Given that combat animations and weapon feedback aren’t where you’d hope them to be even when Exiles is functioning more or less correctly, it doesn’t work up much goodwill to look past the glitches when they happen. Nor are these shortcoming enough to write the game off entirely: its capacity to throw impressive new areas of the map at you while maintaining epic clan war sagas is something to be celebrated.