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Ultima Underworld II: Labyrinth of Worlds
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Are you excited about the 2018 games?
Absolutely not
1.18%

Not really
22.35%

Somewhat excited
40%

Oh yes!
36.47%

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Expected Releases

Jun: The Great Gaias
Jul: Forged of Blood
Jul: Hero-U
Jul: Disgaea 5
Jul: Griftlands
Jul: Bard's Tale IV
Jul: Banner Saga 3

Monday - June 18, 2018

Unsung Story - Developer Blog #3: Animation

by Myrthos, 12:45

The third developer blog for Unsung Story is focussing on animations, which includes some animated gifs.

The first thing an animator needs to begin animating is a fully “rigged” and “skinned” 3D model. Most of you are probably familiar with the idea of a 3D model, but the ideas of “skinning” and “rigging” are a bit more esoteric.

“Rigging” is essentially the process of creating a skeleton that sits inside the 3D model, which an animator can then use to control motion. Each skeleton is comprised of several controllers that the animator can use to quickly deform and move different parts of the model, which is obviously useful! 

“Skinning” refers to the act of assigning the amount of influence that each of these controllers have over the model and each other. In the real world, moving a part of yourself moves everything connected to it to some degree, which is what skinning emulates. For example, when moving the arm of a model, we want the shoulder to influence the whole arm, the elbow to influence the forearm and hand and the wrist to only influence the hand.

Unsung Story

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

Details

Grimshade - Funded

by Silver, 07:27

Grimshade has been funded on Kickstarter.

$100,000! We reached our goal!

Hi backers! We’ve raised the money we needed. Hooray! Hooray! Hooray! Now Grimshade has the financing it needs, and our little elves are hard at work putting together your bonuses and gifts.   

There are only a few days left until the official close of the campaign, so if you want to support our game, increase your pledge, or purchase some kind of “delicious” add-on, you still can!  

Thank you again! You’re the best!

Grimshade

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

Details

BattleTech - Review @RPG Codex

by Silver, 06:34

BattleTech has been reviewed by the RPG Codex.

...

Mechs & Potatoes

The core of BATTLETECH are the battles and the tech. Go figure.

[Disclaimer: I’m not familiar with the source material here so I can only judge BATTLETECH the PC game by what it is – though I will state that the misgivings of some of its more ardent players makes it seem as though the tabletop and digital experience are fairly different.]

BATTLEBECH’s battles are split between “freelance” randomized missions and story-missions. It’s similar to Emperor: Battle for Dune in its staccato timing but lacks usage of ‘controlling the strategic layer’ of games like Dawn of War: Dark Crusade. Despite that, both story and random missions are pinned to the larger star map and must be traveled to. Although it’s littered with places to go, the lack of player influence on the map does make it feel a bit barren. And you will make use of its plentiful space as each story-mission is often gated behind a bit of a time limit. During this downtime – or anytime, really – the player can manage a side hustle of pretending to be a mercenary.

On the mercenary missions the players discuss contracts with factions and decide whether to take more cash or a better haul of scrap. You can also give up on either to improve relations with the faction offering the job. I did not once give a damn about faction relations. You get awashed in cash real fast and there is no real fear of being a wanted criminal in a faction’s territories as the gameplay firmly sequesters itself in the mech battles. The lack of care for the factions further sapped the star map of any life (which is mostly unfortunate because it seems absolutely ripe with potential).

Each mission starts with a setup stage where you prep four mechs (a Lance) to take the field. This is the core of where you can alter your BATTLEMECH experience. For example, you can go all medium/heavy/assault mechs and just can-opener your way into the enemy lines, though you risk bearing the full brunt of their attacks hitting your fat, juicy ass. Or you can take a light mech or two with you to dive into enemy ranks, drawing fire which your dwarven machines duck with ease.

[...]

BattleTech

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

Details

Iratus: Lord of the Dead - Minions!

by Silver, 02:18

The latest update from Iratus: Lord of the Dead introduces us to some new minions. The Kickstarter has three days remaining and is close to funding.

Devblog #3

Posted by Iratus Official

In our previous devblog we introduced you to the Dwarven Floor and the many new enemies within, which are certain to oppose Iratus in his quest for vengeance and destruction. This time, we would like to show you a few new minions that were created by our exasperated necromancer. Well... they were really designed by our Lead Artist. At the moment we are working on their abilities and animations and we hope to update you on the result in our future devblogs!

***
Ghoul

A ghoul is a surprisingly proud predator, seeing themselves as the apex on the food chain. Stronger, faster and sleeker than any mortal or undead, they have the attitude of particularly lazy cats, wanting the world to revolve around them. In the end, only the threat of utter destruction can make them remember their place as servants of Iratus.

***
Bone Golem

A bone golem is actually a compromise. Normally it is not possible to craft an undead such as this without an equally large body to serve as the foundation (and there are precious few giants around). Only Iratus discovered a way around this limitation: the golem is made of several bodies, held together by the forces of decay and entropy, constantly crumbling and regenerating to maintain its form. Living in a constant cycle, these creatures would make for interesting subjects of philosophical study, were they not far more effective on the battlefield.
Work process

We're still working hard to bring you new updates, which will include bug fixes and fresh content.

As you know, the Bride of Iratus is hysterically jealous and won't let anyone get close to her beloved lord. Our archer will receive a feature which increase her accuracy against female enemies.

Furthermore, the Shade will get its own rework in order to diversify its tactical applications. We would like to make this minion more interesting for our players. For example, the Shade will now move enemies when using his skill "Dark Light".

If you played the alpha or watched the streams, you've probably noticed that the Heavy Firethrower causes a lot of pain, especially when he begins the fight in the first position. Don't worry, it won't happen again! Our apologies :)

Following our players' requests we are also going to add the ability to skip your turn, to hopefully diversify your tactical arsenal. In an upcoming update will add a "Wait" button that will allow your minion to move in the end of the initiative que.

We made tooltips to show hit chance and critical damage on a particular enemy. You will be able to turn tooltips on and off in the settings menu.

Finally, our Save Menu has become more convenient.

These are the main changes to date. Our work is ongoing and we will give you more details for you in a week. We are happy to answer any questions you might have!

Iratus: Lord of the Dead

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

Details

Sunday - June 17, 2018

Bloodstained: Ritual of the Night - Gameplay Video

by Silver, 16:05

@IGN Bloodstained: Ritual of the Night was shown off at E3.

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Watch the opening 16 minutes from the E3 2018 demo build of Koji Igarashi's spiritual successor to Castlevania, Bloodstained: Ritual of the Night

Bloodstained: Ritual of the Night

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

Details

Age of Wonders: Planetfall - Dev Diary #1

by Silver, 15:36

Over on the Paradox forums Age of Wonders: Planetfall gets its first development diary.

Hi there! and welcome to the first Age of Wonders: Planetfall development journal. From here on, the team at Triumph will be giving you weekly updates on our progress and revealing details of the game along the way.

Join us at the Paradox Forums: First a request to the AoW3 community: we kindly ask you to join us here on the Paradox forums, as the old Age of Wonders ones will be closed down later this year. This way Triumph can spend more time making games and less on fighting spam-bots. Please create your account here.

Inspiration: By Gandalf’s beard - A sci-fi Age of Wonders? Yes - It’s been a long-standing wish from many of the team to do something with our love of sci fi: Starwars, Dune, Fallout, Starship Troopers have all been an inspiration in one form or another. We feel our beloved war-focussed 4X game formula is a great fit for sci-fi themes - and futuristic weapon arsenals. At the same time, nothing gets the creative juices flowing like a new setting.

Premise: As one of the heirs to the shattered Star Union, you emerge from a cosmic Dark Age to craft a new future for your people. You travel to one of the many lost worlds of the old empire, where you will find marvels among the remnants of this once great civilization. You will need to develop / rediscover technologies and social doctrines for your colonists to thrive on these hostile worlds, for you are not alone here. Other houses compete with yours to rebuild the Star Union, and you will need both a carefully crafted arsenal, and a firm grip on diplomacy if you are to have a chance at victory.

Our Goals:

  •  Build a new setting filled with lore and new gameplay opportunities.
  •  Transform the melee centered fantasy battles to new ranged sci-fi clashes with cover, overwatch and destructible terrain. Hit chances are back. It’s familiar and vastly different at the same time.
  •  Develop Planetary Empire building: Compared to AoW3, we want to added new layers of depth to the economy and diplomacy systems. Sessions now play on wrapping planets which are procedurally generated.
  •  Roll out the fourth generation of Triumph’s Creator Engine, which is 64 bit, has a PBR renderer and a new toolset. This allows us – and eventually you through modding – to create a better looking worlds, that contain more content, more efficiently.

There is nothing that reflects the fusion of the gameplay and the setting better than the unit line up. So here is one in pre-alpha state for you: A Vanguard Liberator with Flechette Ammo and Jetpack mods called the Screaming Eagle. How would you name this unit variant?

BonanzaDevDairy1.jpg


Next week we’ll tell more about the setting and its central element: the galactic empire called the Star Union.

Age of Wonders: Planetfall

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

Details

Kingmaker - E3 Impressions @RPGamer

by Silver, 10:36

RPGamer took a look at Pathfinder: Kingmaker at E3.

...

My demo took me to a dungeon filled with trolls that had become immune to fire damage. Given that is one of the troll’s primary weaknesses, this is a problem. Maneuvering around the dungeon was easy enough, a ring formed around the party that served as its line of sight. It felt like I was only able to move the party within this range, which did prevent me from allowing my party to travel long distances after I had cleared most of the dungeon out. The characters I was given were more powerful than they would have been otherwise so combat was no problem. That is until I made a rookie mistake and spent all my resources fighting a troll and not taking care of the mage backing it up. Yes, I wiped with an overpowered party. My only defense is I’m no good at real-time with pause.

[...]

Thanks Purpleblob!

Kingmaker

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

Details

Azuran Tales: Trials - Released

by Hiddenx, 09:42

The challenging platformer Azuran Tales: Trials is now available on Steam:

Gameplay

Azuran Tales: Trials offers a different take on platformer gameplay with a hardcore combat experience, punishing levels and brutal enemies to defeat. Don't expect any help as you explore all of its handcrafted levels full of lore, monsters, traps, and unique Bosses. This game is straightforward and hard to beat. Magrath's trickery won't be stopped with just one or two bodies clogging the gears of his traps, so you will be forced to learn and adapt or fail and die each and every time!

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Story

Drukandra, the God of the Dead, Ruler of the Underworld, found your soul worthy for his quest. After granting you his blessing, you are sent to hunt down Magrath, an entity shrouded in mystery, who wields great power and wishes to claim the world of Azuran as his own. Only by finding the hidden pieces of the Amulet of Valur can you bring this foe down, but doing so won't be easy. Deadly traps and villainous enemies await you for Magrath knows you are coming, and he doesn't intend to make things easy for you!

Features

  • 15 handcrafted levels
  • Different environments - Dungeons, Caves, Cities, Underground and more
  • Choice-based character progression
  • Deadly mechanics
  • Awesome Boss fights
  • Nerve-shattering reaction speed usage
  • Battle Cleric class gameplay and storyline

Azuran Tales: Trials

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

Details

RoA: Blade of Destiny - Retrospective Review

by Hiddenx, 08:56

RetrospectiveGaming looks back at Realms of Arkania: Blade of Destiny:

Realms of Arkania: Blade of Destiny Review (1992)

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About:
"Realms of Arkania: Blade of Destiny is a role-playing video game developed by Attic Entertainment Software. It was the first game based on the German pen & paper RPG system The Dark Eye by Fantasy Productions. The original German version of the game (German title: Das Schwarze Auge: Die Schicksalsklinge) was released in 1992. Due to its success it was translated to English and released by Sir-Tech in 1993."

RoA: Blade of Destiny

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

Details

Cyberpunk 2077 - Preview @ Digital Trends

by Hiddenx, 08:50

Digital Trends is impressed by Cyberpunk 2077, too:

‘Cyberpunk 2077’ preview

The epic sci-fi sprawl of ‘Cyberpunk 2077’ feels like the future of gaming

Cyberpunk 2077

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

Details

Saturday - June 16, 2018

Gothic - Retrospective Review

by Hiddenx, 20:18

Jay Krishnan of IndianNoob looks back at Gothic:

Retro Saturdays Episode 22 :: Gothic

The year was 2002 and The Elder Scrolls III: Morrowind had taken the RPG market by storm. People were praising it left and right for pioneering the modern 3D RPG genre. Meanwhile in an another corner of the world, a 10 year old boy was enjoying the hell out of another 3D open world RPG. No, it wasn’t Bethtesda’s seminal title that went on to win countless awards. The game that had this little kid hooked was relatively unknown and was made by a small team of German developers who called themselves Piranha Bytes. The game was none another than Gothic, a game which is regarded as one of the best RPGs of all time in niche RPG circles, and one which does not hold much impact to the mainstream masses outside that circle. I’m hoping that those who are unfamiliar with Gothic will find this retrospective to be a bit informative, and those that are familiar with the cult classic will get a trip back to memory lane. Without further mumbo-jumbo, let’s take a look at Gothic, an RPG which was truly ahead of its time.

[...]

Gothic- The Legacy

Gothic, while a huge succes in Germany, didn’t get the appreciation it deserved outside the region at the time of release. It however garnered a huge cult following. Gothic was succeeded by Gothic II, which improved upon the game in almost every way imaginable. The map was made 10 times the size of Gothic. Hell, even the prison colony from the first game can be visited in Gothic II and that’s just a small portion of the map. An expansion called Night of the Raven was released for Gothic II. Gothic II and Night of the Raven now comes bundled as Gothic Gold. Gothic II was followed by Gothic 3, an ambitious game with a huge open world. Gothic 3 was ridddled with bugs and performance issues and was received poorly back when it came out. But nowadays Gothic 3 is made a pleasant experience thanks to a gigantic community patch. After making Gothic 3, Piranha Bytes lost the licence to JoWood and JoWood would go onto publish an expansion for Gothic 3 titled Forsaken Gods, and Arcania: Gothic 4, a sequel in name only. Both of these games were poorly received. Piranha Bytes then made the Risen series and Elex in the spirit of Gothic. Even though the Gothic licence is back in their hands, it doesn’t seem like Piranha Bytes is doing anything with it at the moment. Maybe we’ll see a remaster or a remake sometime in the future. In my opinion, Gothic is a modern masterpiece that should be played by fans of the RPG genre. It’s just a damn fine game man.

Gothic

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

Details

Sanctus Mortem - Demo available

by Hiddenx, 14:41

A demo for the JRPG Sanctus Mortem is now available:

The Demo is now released!

We're very pleased to announce that the Demo for Sanctus Mortem is now available to download! Just click on the "Download Demo" button on the store page, and you're ready to go! The Demo features approximately 3 to 4 hours of gameplay depending on your playstyle.

We hope you all enjoy, and thank you very much for the support!

Sanctus Mortem

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

Details

Stellar Tactics - Progress Update

by Silver, 10:43

Stellar Tactics has a new update.

Progress Update 6/15/18
16 JUNE - STELLAR TACTICS


Hi all - It's time for another progress update. I've included a video that shows some of the work I've been doing. Details below.

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The last few months have been pretty crazy around here. Since the last major patch, I've been focused on opening the FTL gates and there is still a lot of work to do. Most of this time has been spent wrapping up all the procedural mission sets needed to make sure the universe is populated with locations to explore. This has been thousands of hours of work over the last year between me and a talented modeler/ level designer I work with. I'm happy to say that work is now done - I'm finished with the level sets for the next content patch.

Another large block of work that is finished is generating the interiors for the various stations found in the universe. That means the interiors are in the game, loading based on where you are in the universe, vendors are placed and faction mission contacts are available. You can now dock at trade stations across the universe in the development build - if you have the proper level of faction needed. In a future patch you will be able to hack station security remotely and board the stations of hostile factions. Doing that will place a station on alert and you will need to fight your way through the station to disable various systems like external station turrets and interior defense systems. Should be interesting.

All the space stations that were completed some time ago have been added to the universe. Later I'll be adding external turret systems to the stations for faction warfare.

The incursion system is now working in all systems that have stations or a faction presence. I'll expand on this in the future with faction warfare and more.

I've also added volumetric effects to all systems as well as LUT Color Grading. They add a lot to the visual appearance and diversity of star systems.

For the last week I've been focused on performance on the Star Map. The game processes tens of thousands of independent AI vessels. The Star Map uses LOD algorithms to display ships and systems that are nearby and places them into a secondary processing queue when they are out of range. Every ship has a task or set of tasks and when they are out of visual range, they switch to a secondary process that uses universe time to determine arrival, task completion and assign new tasks. It's a fairly complex system and seems to be running well. I'm going to give myself another week with this to make sure everything is performing and running as expected.

And finally, the revised animations are finished, including special attacks for all weapon types. You might notice that "stealth" will be going in the game. I'll add these animations into the game when I get through a longer list of tasks I'm working on right now.

So, what's next?

Performance on the Star Map, tying the mission generator into the rest of the universe, finishing the crew manager, adding commodities and refining the trade system and a good number of other things that need to be done like data buoy's, the mission tracker and more. These should move along pretty fast. It does take time though, so I hope you will all be patient. It's going to be a huge update when it's finished and I need to make sure everything is in and working well.

I'd like to thank all of you for supporting the game and hope you all have a great weekend!

Stellar Tactics

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

Details

Friday - June 15, 2018

Ashen - Gameplay Demo

by Hiddenx, 18:39

IGN checked out the ation RPG Ashen:

Ashen Gameplay Demo - IGN Live E3 2018

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Thanks Porcozaur!

Ashen

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

Details

Legends of Ellaria - RPG System

by Myrthos, 16:19

The Legends of Ellaria team gave a short message that they have started working on the RPG system of the game.

We have now started to develop a full RPG system for Legends of Ellaria (yes, finally). For this reason, we will be releasing fewer updates in the summertime, with only bug fixes, optimizations, and some minor features to be released in the meantime.

However, this will all be worth your time since we will be releasing a Major update with a brand new RPG system that includes leveling, talents (similar to Skyrim's skill tree), new animations, attacks, skillsets, magic effects, improved combat system, classes, and much, much more.

Legends of Ellaria

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

Details

Shadows: Awakening - Featurette Trailer

by Myrthos, 16:17

A new trailer for Shadows Awakening is available, in which development director, Peter Nagy shows the features of the game.

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DARKNESS APPROACHES IN NEW SHADOWS: AWAKENING FEATURETTE 

Devour new insights into the world, characters and mechanics of upcoming action RPG

Bracknell UK, 15th June 2018 
Kalypso Media and Games Farm are proud to present a brand-new video preview of upcoming soul-sucking action RPG Shadows: Awakening, offering both series veterans and newcomers alike a sneak peek at the unique party system that makes every playthrough so thrilling and unique, as well as a more detailed look at the game world itself, combat and the cast of characters you'll meet on your journey through the darkness.

If the featurette has got you yearning for some soul-devouring action of your own, pre-order customers on Steam can be among the very first to play the closed beta ahead of the game's launch in Fall 2018. As well as instant access to the closed beta, pre-order customers on Steam will also unlock the Legendary Armory pack, a digital artbook, the digital soundtrack (available at launch) and a 15% discount.
 
About Shadows: Awakening
Shadows: Awakening is the new adventure in the Heretic Kingdoms saga. After the members of the secret council known as the Penta Nera are assassinated, their souls are consumed by the Devourers - evil demons which possess the ability to absorb the memories and personalities of the souls they acquire and materialize them as their puppets. Re-emerging into the mortal realm once again, the demonic Penta Nera continue their quest for power and immortality, but at what cost?

Shadows: Awakening is a unique, isometric single-player RPG with real-time tactical combat. You take control of a demon summoned from the Shadow Realm - the Devourer - to consume the souls of long-dead heroes and embark on an epic adventure with challenging gameplay, a gripping storyline and enchanting graphics. Do you have the focus and wits to master the world of the Heretic Kingdoms? Gather your party, control powerful heroes and use their skills to your advantage. But who is in charge... the demon, or the souls that it has devoured? It's up to you to either thwart a major threat and save the world, or to plunge it into complete disaster...

Features

  • A Tale of Two Worlds - In a parallel universe inhabited by demons and monsters; seamlessly switch between the Shadow Realm and the mortal plane and witness a gripping storyline in a world full of myths, destinies and legendary creatures.
  • Unique Party System - multiple characters in one demon, each retaining their own personalities with internal dialogues, rivalries and communication between the characters.
  • Wide variety of Skills and Characters - Choose from 3 heroes, each with their own personal storylines, quests and dialogues. Consume the souls of 14 playable characters, each with their own unique skillsets, like Kalig the Bandit King and Evia, Daughter of Fire.
  • Tactical Real-Time Combat - Combine the skills of your various characters to maximize the effects of your devastating skills and spells.
  • Extensive Gameplay - 20+ hours for a single playthrough, but with substantial options for replayability which accumulate to 60+ hours for the full experience.
  • Challenging Puzzles - Complex puzzles are scattered throughout the game, and will take you through a vibrant set of locations, from rustic towns to the deepest and darkest of dungeons.
  • Crafting and Looting System - Expanded crafting and looting system will let you use rewards to configure the ultimate adventurer.
  • Fully Voiced - All dialogues are fully narrated, including actors like Tom Baker

Shadows: Awakening is scheduled for a global release in Fall 2018.

 

Shadows: Awakening

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

Details

The Surge 2 - Gameplay Video

by Silver, 15:07

A new gameplay video for The Surge 2.

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Three minutes of footage from the upcoming sci-fi souls-like sequel, which is already looking like a vast improvement over the original.

Thanks porcozaur!

 

The Surge 2

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

Details

Thea 2: The Shattering - Pre-Alpha Gameplay

by Silver, 14:55

A new update for Thea 2: The Shattering shows some pre-alpha gameplay.

Hi everyone. 

So we've had a chance to show a short demo of some pre-alpha gameplay for Thea 2 at Digital Dragons last month and today, we want to share a play-through from that. 

Now, the video is a bit long, but we wanted to show as much as possible.

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[...]

Thea 2: The Shattering

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

Details

Dying Light 2 - Has Witcher Writers

by Silver, 12:31

@VG24/7 Dying Light 2 has some of the writers that worked on Witcher 3.

Techland is taking the story, writing and quests for upcoming zombie parkour game Dying Light 2 very seriously.

Not only has it hired the talent of designer Chris Avellone to shape the game, but it has also hired writers from CD Projekt RED who worked on The Witcher 3’s Bloody Baron quest.

[...]

General News

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

Details

Cyberpunk 2077 - Interview @PC Gamer

by Silver, 12:00

An interview conducted by PC Gamer about Cyberpunk 2077.

...

Another thing I noticed in that demo is there's a scene where you're walking down an alley and they point out a crime scene on the side and say "Night City's dangerous, crime's happening all the time." What I was curious about is how dynamic or how static Night City is. Is that crime scene something that's always going to be there in that district?

This stuff is going to depend on, we've got dynamic weather and day and night cycles. Things are going to happen differently depending on that time and weather. I can't go into too much detail, but there's going to be a sense of feeling a different space, and how it feels different in those time events, as well.

Okay, so returning to that same area, things will be changing as you go?

Yeah.

Because you're a level designer, I'm curious—this is a roleplaying game and a shooter, I feel like there's a massive challenge in combining those two very big genres and making both parts feel equally satisfying. Level design is so paramount to making a good shooter. How are you designing these environments that enable roleplaying, feel realistic and immersive, but also make for a good shooter experience? The two don't always go hand-in-hand, you know?

I think you hit the nail on the head when you say they don't always go hand-in-hand. But one of the things that's been great to work on this game, from my personal perspective, is that class system. We showed a bit today. There's the three you can have: netrunner, techie, solo. Each of these is going to have a different way to solve a combat encounter or an environmental challenge.

Having that makes this easier, in the sense that because it's about choice, that way there's more options for you to handle those situations differently. Because of that you'll be able to move through the space, and you'll have the traditional sense of that sort of shooter space, but to layer that extra stuff on top, that excitement when you use those abilities for that class system—that's what's made it an exciting thing, from my point of view, to make the levels. And I know the rest of the team, the other level designers, enjoy having those choices.

[...]

Cyberpunk 2077

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

Details

Phantom Doctrine - E3 Tactical Gameplay

by Silver, 10:57

A new tactical gameplay video for Phantom Doctrine was shown at E3.

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Phantom Doctrine

SP/MP: Single + MP
Setting: Historical
Genre: Strategy-RPG
Platform: Unknown
Release: In development

Details

Mutant Year Zero - Interview with Mark Parker

by Silver, 10:41

@Shacknews An interview with Mark Parker who is working on Mutant Year Zero: Road to Eden.

One of the best things about developing a hit game is that it allows studios to branch out into passion projects. Developer Funcom did a fantastic job with recently-released action title Conan Exiles, and the next game from the studio is set to blend strategy and adventure into a gorgeous game filled with unusual creatures. Shacknews caught up with Mark Parker, producer at The Bearded Ladies Consulting, at E3 2018 to learn more about the team's latest "tactical adventure" title.

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Mutant Year Zero

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

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Thursday - June 14, 2018

Cyberpunk 2077 - Angry Joe Interview

by Hiddenx, 21:50

Angry Joe has interviewed CD Project Red at the E3 about Cyberpunk 2077:

Cyberpunk 2077 - Angry Interview E3 2918!

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Cyberpunk 2077

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

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Nioh 2 - Video Interview

by Silver, 14:10

Gamebanshee reports that the developers of Nioh 2 were interviewed recently.

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The developers also mention that the first Ni-Oh was a learning experience of sorts for them. It gave them an understanding of how to better utilize the RPG elements in an action-RPG like Ni-Oh, and I have to say, I like the sound of that.

See for yourself:

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Nioh

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

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The Sinking City - Releases March 21st 2019

by Silver, 12:21

The Sinking City will release March 21st 2019.

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The Sinking City

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

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Greedfall - E3 Video

by Silver, 09:36

A new video from E3 for Greedfall.

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[E3 2018] GreedFall paints the genesis of the game’s story in E3 Trailer GreedFall is the latest RPG from Spiders, currently in development for PlayStation 4, Xbox One and PC.

Set in a 17th century setting embedded in magic, Greedfall has a unique visual identity inspired by European Baroque art, depicting grandiose sceneries in muted warm colors and dark undertones. This E3 Trailer reveals the origins of GreedFall’s story, as settlers, mercenaries and treasure hunters, fleeing a continent plagued by pollution and an incurable disease, set foot on a remote island seeping with magic, rumored to be filled with riches and lost secrets.

A grand journey filled with mystery follows, as you find yourself in the middle of ever-increasing tensions between the invading settlers and the locals, who are protected by manifestations of the island’s earthly magic in the form of supernatural beings. With a strong focus on its core RPG identity, GreedFall follows Spiders' experience in building intricate worlds filled with mysteries to discover, weaving deep character interactions, and offering players freedom to achieve quests and objectives in many different ways – through combat, as well as diplomacy, deception or stealth.

The island of GreedFall is a living, ever-evolving world. Your actions, from seemingly trivial choices to the most important political decisions, will influence and alter its course, as well as the relationship between the different factions established on the island. GreedFall releases on PlayStation 4, Xbox One, and PC in 2019. Hands off presentations and interviews are available at E3 2018.

Thanks porcozaur!

Greedfall

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

Details

Wednesday - June 13, 2018

Xenonauts 2 - Kickstarter 20th June

by Silver, 22:33

Xenonauts 2 will launch on Kickstarter 20th June.

At long last we've set a firm date for the launch of the Kickstarter for Xenonauts-2 - it will be happening on Wednesday 20th June, at 14:00 GMT / UTC.

We've been working on this Kickstarter for a long time and we hope you'll be willing to support us when we launch, as it really makes a huge difference to a crowdfunding campaign when you have a strong first 24 hours! Our funding target is £50,000 but we're hoping to raise more than that - the more money we have to spend during the last phase of development, the better the game will be!

I should also mention that Kickstarter takes a much smaller cut than the other sites on which we sell, so if you enjoyed Xenonauts and are pretty sure you'll be buying Xenonauts-2 at some point, Kickstarter is definitely a good place to do it - about 20% more of the money ends up in our pockets compared to you buying the game on Steam for the same price. It also makes the project look more interesting and popular, which means we're more likely to get press coverage about the game in the future and the people wavering about whether to support the game on Kickstarter would probably feel more confident in doing so!

We will be sending out a notification to everyone on our mailing list one week before the Kickstarter launches (13th June) and then a reminder on the day of the Kickstarter itself. 

Reward Tiers:
These are our plans for the reward tiers, all of which (awkwardly) have to be priced in £ rather than $ because we're based in the UK.

  • £1 - show your support, and get our project updates and notifications
  • £18 - get a copy of Xenonauts-2 on Steam / GOG when it launches onto Early Access (the game will launch at $30 when finished).
  • £25 - as above, but with a digital copy of the soundtrack and additional access to the three-month beta we will run on Steam / GOG prior to the Early Access launch (this tier is limited to 2000 backers)
  • £35 Option 1 - as £25, plus your name in the credits, and you can put a soldier in the random soldier pool with a name, nationality and gender chosen by you
  • £35 Option 2 - as £25, plus your name in the credits, and you get a second Early Access copy of Xenonauts-2 to give to a friend
  • £50 - all of the above, including both £35 rewards
  • £75 - all of the above, plus you can create your own unique face for the custom soldier using our portrait generator
  • £100 - ?????
  • £200 - all of the above, plus our portrait artist will paint you from an image you send him (tier is limited to 20 backers)
  • £500 - all of the above, plus you'll get to work with us to create a random event that can hit the player - possibly incorporating yourself (tier is limited to 5 backers)

We're expecting the beta testing period to be about three months long, and it should start 1-3 months after the end of the Kickstarter. You will have access to this if you back at the £25 tier or above. Once this beta test is complete the game will launch into Early Access and everyone who backed at the £18 tier will then get access to the game.

You'll notice we've gone in very heavily on the digital rewards. The physical rewards we did for the original Kickstarter were a massive pain to organise, particularly with regards to the shipping ... and I worked out afterwards that we actually lost money on them. Things are easier these days because specialised fulfillment companies exist but unfortunately I still don't think we'd be making much money from physical rewards.

The downside is that we're left a bit short on reward tiers. I honestly can't think of anything to put in at the £100 tier, and I'm open to suggestions - if we can't think of anything good then we'll just take that one out, but it's a nice round number and I'd rather include a tier at that level if I can.

If you want to see how the custom portraits look, here's the Beloved Leader himself drawn from a still from the Kickstarter video. Pretty good work, no? There's a total of 25 portraits available (5 of which are at the £500 tier) so if you're interested in getting some custom art done, you might want to grab the £200 tier early :)

 As I mentioned before, we'll be starting our PR push one week before the Kickstarter on Wednesday 13 June, so we've got a bit of time to tweak the reward tiers etc before that happens. If you've got any thoughts on the rewards tiers or how well the custom portrait editor program works, please let us know!

It would also be super-useful if you could spread the word about this to anyone that might be interested. Several hundred thousand people have played Xenonauts over the years but unfortunately we don't have contact details for most of them ... so we're reliant on our mailing list (and hopefully the gaming press) to reach them. Word of mouth can be a very powerful thing!

Xenonauts 2

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

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Wolcen: Lords of Mayhem - Review

by Hiddenx, 19:55

Tobe4funas checked out Wolcen: Lords of Mayhem:

Wolcen: Lords of Mayhem REVIEW - Diablo 2 on Steroids!

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Wolcen: Lords of Mayhem - action rpg similar to Diablo 2. Absolutely loved how it captures the atmosphere and how it looks overall. It's currently in alpha (going into beta this September), so there's little content at the moment and obviously some bugs and stuff, but I'll be personally waiting eagerly for this one to come out.

Wolcen: Lords of Mayhem

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

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Assassin's Creed Odyssey - E3 Demo & Trailer

by Silver, 14:24

Assassin's Creed Odyssey was shown off at E3.

Reveal Trailer

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From outcast mercenary to legendary hero, embark on an epic journey to uncover the truth about your past and change the fate of Ancient Greece in Assassin's Creed Odyssey.

Gameplay Walkthrough

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Watch the first ever gameplay walkthrough of Assassin’s Creed Odyssey! Visit the beautiful Mykonos City in Ancient Greece where our Spartan hero Kassandra prepares for her next adventure. Assassin’s Creed Odyssey will feature dialogue options, weapons and combat ability

Assassin's Creed: Odyssey

SP/MP: Single-player
Setting: Historical
Genre: Action-RPG
Platform: Unknown
Release: In development

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