Forgottenlor checks out the dungeon crawler Vaporum
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King's Bounty II
King's Bounty II Gamescom Preview
Does the successor to King's Bounty live up to the expectations.
» Read the article
Wednesday - October 09, 2019
Sense - Interview @TheGG
TheGG interviewed Benjamin Suzaku, developer of Sense - A cyberpunk ghost story, about Cyberpunk waifus, horror, and thoughts on censorship and cancel culture.
What could you tell us about “Sense: A Cyberpunk Ghost Story”? And how did you even come up with the idea for the game and title name in the first place? And is “Sense” a game that you have wanted to create for a long time?
Sense is a game I’ve wanted to make for nearly a decade. Fatal Frame is in my top three favorite game series of all time, and the sparse releases (particularly in the US) left this giant hole in my chest, especially after the butchered US release of Fatal Frame 5.
I wanted to make a game that wouldn’t just fill that void, but be something different that I personally would kill to play. I loved Fatal Frame 4, and especially 5’s attention to the waifu player characters, and pushing that line further was always a core idea of mine.
The narrative, though, was meant to be a Japanese ghost story set in the cyberpunk world I had been creating.
No culture gets ghost stories better than the Japanese, and pulling as much as I could from literature, movies, and even manga I wrote something that was based on a true story from where I was living at the time.
It was my wife’s suggestion to switch the Japanese setting to Hong Kong, which is where she’s originally from.
We realized that Hong Kong is a rarely used setting in video games. Even cyberpunk stories, which pull a huge amount of their aesthetic from Kowloon and other older areas in HK, rarely go the full mile.
We also found almost no Cantonese culture presented anywhere in media. I fell in love with Hong Kong the first time I visited and wanted to share that with the world in my own way.
The other key aspect was the biggest and most unique thing, hence the title “A Cyberpunk Ghost Story”. Horror and cyberpunk are very rarely mixed, Observer did it 3 years after I started writing what’d became sense (and a few months after I began earnest development), but at the time Cyberpunk Horror was a totally untapped genre.
It was really exciting, and still is because almost no one’s doing it, and no one is doing an old fashioned ghost story in the setting but us.
Release: In development
Rain of Reflections - Reviews
Some reviews for Rain of Reflections.
All that said, Rain of Reflections manages to introduce a cast of interesting characters and plot that becomes so emotionally complicated in the final minutes that I want to continue playing just to find out how they unravel the knot. The adoption and adaptation of tactical gameplay shows real promise, and I hope the next two chapters continue to build on those instincts.
If you’re itching for a character-focused story set against the grime and rot of cyberpunk dystopia, Rain of Reflections checks all the boxes. It’s a bit of a rough introduction, but I’m hopeful Lionbite can sand down the edges for Chapter 2.
[Reviewed on PC]
Rain of Reflections offers a neat adventure game fused with the combat element which sets it above similar games. Chapter 1 acts as an introduction and if the following two chapters expand upon the ideas here (especially the turn-based combat) then this will be an interesting series to dive into. The hacking lets the game down somewhat, but perhaps some players will enjoy the mild puzzle element here. For under £15 it’s not bad value at all but in terms of replay it’s not offering too many choices if any at all considering once you playthrough you know what to expect. Perhaps a difficulty option could have improved replay. As it stands, Rain of Reflections comes as a interesting prospect but not a game for all players.
Rain of ReflectionsSP/MP: Single-player
Release: In development
Skyrim - Requiem Mod to improve Roleplaying
DSOGaming reports on a mod for Skyrim that overhauls its roleplaying mechanics.
Requiem aims to make the game “more immersive, semi-realistic and coherent, with the tend to find a compromise between old school mechanics and more modern approaches.”
According to its description, the mod changes nearly every aspect of the vanilla game. This includes basic gameplay concepts such as combat, magic and player statistics. It also re-balances items across the game world, introduces interface and aesthetic treatments, and so much more. Furthermore, it completely de-levels the game world’s challenges and rewards.
Disco Elysium - Preview
Get Indie Gaming checked out Disco Elysium:
Disco Elysium Gameplay First Impressions - Indie Insightsloading...
Disco Elysium comes out via Steam on October 15 and is one of the most ambitious RPGs seen in years. It wants to do so much and in this pre launch preview video of pc gameplay, I take a look at this noir isometric rpg detective game how it plays and if it lives up to its aims.
Indivisible - Video Review @ God is a Geek
God is a Geek has reviewed Indivisible:
Indivisible review | A beautiful genre-hybridloading...
Indivisible is a wonderful blend of RPG and Metroidvania that has exciting battles and a world ripe for exploring.
Tuesday - October 08, 2019
Broken Roads - Interview @IndieGraze
Indie Graze have interviewed Game Director and studio founder Craig Ritchie about Broken Roads.
EM: You incorporate a morality system that influences dialogue and other in-game actions, thusly rewarding different kinds of play (Utilitarian, Machiavellian, Nihilist, Existentialist). In a practical sense, how did you come up with this system, and what led you to tie specific leanings to unique perks?
CR: I’ve always been really interested in philosophy and ended up doing 6 years studying the subject in my undergrad and post-graduate time at University. As for Utilitarian etc, I landed on this mix because it covers both morality and attitudes towards being in the world. It’s by no means an exhaustive list covering all views – far from it – but they do allow us to have a 360 degree ‘compass’ where the fringes of each quadrant could arguably be blurring the lines between different moral philosophies. For instance, you could pick a response that’s Machiavellian from a certain perspective, but the exact same thing could be seen as a Utilitarian solution to a problem. So in a situation like this, the dialogue choice would be right on the border of the two, and because your philosophical leaning can be anywhere on the 360 degree range, and any degree of commitment from 1-100 from the centre of the compass outwards (we’re referring to this as broad- or narrow-mindedness), there are over 35,000 philosophical leanings that a character can have. It also allows us to show how intent vs action can affect your morality, so we might put players in a situation where there is only one course of action, but their approach to it affects their character’s philosophical leaning.
Their range of options is called their ‘World View’ – shown as a highlighted gold area on the compass, and any dialogue choices, quest solutions, and moral traits within their World View are available to them. And this is over and above the skills and abilities in the talent tree – so you can have your pursuits and projects on the one hand, and your quirks and complexities on the other. While talents are generally always positive or open up something new, traits are generally a double-edged sword. For instance, going full nihilist might grant some brutal combat abilities but prevent you from any greater-good dialogue and questing options.
I always felt philosophy was a little underserved in gaming, as there are so many interesting moral dilemmas and thought experiments that can be played out in an RPG if the underlying system allowed for it. I really just wanted to create something that broke away from a light-side/dark-side split, or clear binary good and evil thinking. Even a spectrum between those two extremes doesn’t capture the depth and nuance of many situations we can face in our lives.
Broken RoadsSP/MP: Single-player
Release: In development
Dominus Galaxia - On Kickstarter and Beta Available
Dominus Galaxia is a 4X game that is heavily inspired by Master of Orion 1. The beta can be downloaded and played now if you are interested. There are still 18 days left in the Kickstarter.
Dominus Galaxia is a 4X space strategy game, heavily inspired by Master of Orion 1.
In comparison with other great MoO 1-inspired projects (1oom, Remnants of the Precursors) it’s not a recreation, but an attempt (and a very playable attempt if I may say so) to evolve the mechanics and to add flexibility and variability while staying true to Master of Orion 1's spirit.
You don’t have to take my word for it (though it would be nice if you’ll read what I want to say).
I’m releasing a freeware, non-constrained, non-demo build of the game you can download and play. It’s beta-stage, fully functional and fully representative of where I am this far.
As I continue developing the game, this build will be updated over the course of the campaign. If the campaign is successful (I hope so), this version will be updated until I’m able to send out all beta keys to backers.
I'm excited to show you my game. I want to persuade you that even while it’s really fun now, it will be so much better in the future. And, of course, I want to hear your feedback.
Download the game, play it, see if it's something you want to help me to create.
John Wick Hex - Review @PCGamesN
John Wick Hex has been reviewed by PCGamesN who call it animalistic strategy.
John Wick Hex teaches you how. It is, as my dad and Desmond Tutu before him once said, like eating an elephant: a matter of tackling the meal one bite at a time. This is a turn-based tactics game that will appeal if you’re a fan of XCOM, but it’s no place for long-term strategy. There is no overarching plan that will see you from one end of a room full of goons to the other. Instead you have to do as Wick does: react, react, react, until the bodies pile high and the gunfire quiets.
Your tools are the same as those of your enemies: punches, parries, pushes, and whichever loaded gun is closest. Your advantages are a slightly faster trigger finger, a thicker health bar, and the mind of John Wick. You spend the majority of your time occupying the thin mental space where Wick does his work, analysing the scene before him. Mercifully, in Hex, that split-second lasts as long as you need it to.
Alder's Blood - Interview
The Turn Based Lovers have interviewed the devs of the tactical game Alder's Blood:
10 Turns Inteview with Alder’s Blood Developers
Sympathy for the…evil
Few weeks ago I decided to take a walk on the grim land of Alder’s Blood.
Among werewolf, vampire and many others nice friends, the travel eventually was really fascinating and I resolved to have a chat with the demonic developers of the game, Shockwork Games, but not before taking a long rifle with me 😉
I don’t’ like to hunt animals, but I really like to hunt demons…
1st Turn) What can you tell us about the world of Alder’s Blood? What were your inspirations?
Hi! First of all thank you for the opportunity for this interview. Alder’s Blood was inspired by a lot of things. Mostly my and Alex’s (illustrator and concept artist on the project) love for dark, Victorian setting. There are not many games where you can play as a vampire/werewolf hunter, so we decided to create one.
Ideas for a world like that were floating around for years before the development even started. Dualism was something I find very attractive and so I incorporated that into the game’s world building. We have this conflicts of extremes: nature, emotions, desires against civilization, reason and logic.
Indivisible - Released
The RPG platformer Indivisible has been released today:
Indivisible is a hand drawn action RPG platformer from Lab Zero, creators of the critically acclaimed Skullgirls! Set in a huge fantasy world, Indivisible tells the story of Ajna, a fearless girl with a rebellious streak who sets out on a quest to save everything she knows from being destroyed.loading...
System Shock - October Update
The October update for the System Shock remake features a lot of images with a bit of text and is all about character art of the humanoid mutants, the invisio and zero-G mutants,the autobomb, the cyborg drone and the cyborg surgeon. Next to that we should apparently not forget that in the game the ship is orbiting Saturn, which is shown with real time lighting and there is some concept art of, amongst others, the data reader.
Above we have Robb's concept on the Data Reader, while below we have it in action.
System ShockSP/MP: Single-player
Release: In development
Monday - October 07, 2019
Isles of Adalar - Gameplay Trailer
A gameplay trailer for open world action RPG Isles of Adalar. The game is expected July 2020.
About This Game
We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.
Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.
Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.
ROLE PLAYING AND REPLAYABILITY
Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.
Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.
Isles of AdalarSP/MP: Single + MP
Release: In development
Disco Elysium - Preview @ Indian Noob
IndianNoob checked out Disco Elysium and are positive about the game.
It’s not possible to say if Disco Elysium is going to re-invent the RPG genre with just the 15 hours I spent in the preview version. But what I can say is that it is a massive game made with lots of love and care. The sheer amount of brilliant writing and creativity in Disco Elysium is seldom present in any other game in the genre. It’s a thinking and reading man’s RPG that continues to reduce the gap between PnP RPGs and VRPGs. It’s a very ambitious and experimental game that’s not going to be everyone’s cup of Masala Chai. The lack of traditional combat, text-heavy gameplay and slow pace might turn casual players away. Truth be told, I haven’t been this impressed with the narrative of an RPG since Torment. Hopefully, the rest of the game continues to keep up and polish this excellent formula. Expect a full review once the game launches on October 15.
Din's Legacy - Reviews and Patch
Here are some reviews for Din's Legacy.
So would I recommend Din’s Legacy? Absolutely, this game has gobbled up all the best features of their preceding games with the exception of their sci-fi living world game Drox Operative, which I also recommend.
3rd Strike, 8/10 :
Din’s Legacy is complex but fun game hiding behind low-end graphics and sound. While no game is for everyone, it’s clear that they had a very specific target audience in mind: older and more advanced players. This game is pretty much a gem for those who can look past the rugged exterior. Fans of old-school titles such as Diablo 2 and Dungeon Siege will love the freedom this game has to offer, but this freedom comes at the price of messing up your character.
Gaming Respawn, 4/10:
For fans of Soldak Entertainment's previous releases, you'll feel right at home with Din's Legacy. Although it may feel like more of an expansion rather than a full blown title release, for the rest of us, the lack of a story-based narrative, walls of texts explaining every detail of the game and the sheer difficulty spikes from monster traps to the world generation will probably put you off from playing this title for any lengthy amount of time.
The Gamers Lounge, 2.5/5:
Overall I feel that Soldak Entertainment has found a niche in their game design, and in order to appreciate it you must take the good with the bad. However, I do see improvements when comparing Din’s Legacy to previous games and their general opinions across the web. Din’s Legacy could use a little more focus and a little less randomization. The overall storyline could use a bump up in importance, and a tutorial of some sort that actively taught you some of the more basic pieces of game design would be greatly appreciated. However, the overall gameplay cycle is a lot of fun, and it is nice to level up a character and import them into a new game so you can at least start with a little more footing. Being able to tweak the game’s random mechanics and difficulty allows you to make just the right amount of difficulty, and the diplomacy between nations spices up what would usually be a bland Diablo-Clone. Din’s overall control scheme, interface, and ability management may be overwhelming to some, but to others, that kind of control is exactly what they’re looking for.
Through the good and the bad, Din's Legacy is absolutely worthy of your time and money. Truly the most unique action RPG in over a decade? Yes, I would say so. Din's Legacy is just another example of just how great a game can turn out when it is made from the love and passion of a dedicated developer rather than for the corporate obligation of a AAA studio. There are certainly issues present, but the good far exceeds the bad in Din's Legacy's case. From the incredibly in depth role-playing mechanics to a truly dynamic world, Din's Legacy is unmatched in pure content for an indie game. The most heinous crime surrounding Din's Legacy is just how underrated it is. Do yourself a favor and check this one out.
SciFi Fantasy Network, positive:
Overall, this is a great indie title which gives a lot of gameplay for your money. The new explorer mode makes it much more new player friendly. So, if you tried one of the previous titles and found it too unforgiving and overwhelming while getting started then I would suggest that you to give this game a try. Selecting the new exploration option, will give new players more breathing space in order to get to grips with the basics before plunging fully in.
There is also a new patch out for the game (the 5th patch at thispoint in time) . This patch fixes a high level slowdown, makes it much easier to find uprising targets, fixed a couple major DOT issues, and fixes a bunch of smaller issues. More information to be found here.
Din's LegacySP/MP: Single + MP
Sunday - October 06, 2019
Spellforce 3 - Free Oktoberfest DLC
TheGG reports that SpellForce 3 has some free DLC available called Oktoberfest.
Vienna/Austria and Munich/Germany, September 26th, 2019 – Grimlore Games and THQ Nordic are today very happy to announce that the free Oktoberfest DLC is now available for “SpellForce 3” via Steam.
One crisp fall morning, General Aerev received an urgent letter from Queen Ayelith. It reads as follows:
Reports have informed us of a barbaric ceremony taking place in the distant land of Bavaria: the “Oktoberfest.”
While no one knows the exact nature of the dark transgressions transpiring there, scouts report blasphemy and debauchery of unparalleled dimensions.
Intoxicated by excessive amounts of alcohol and hypnotised by unholy tunes called “Blasmusik,” the Oktoberfest is said to break even the most virtuous spirits — prompting men and women alike to break into salacious dance and mindlessly roar along to music of questionable taste.
For the sake of morality and all that’s good and holy, Your Queen commands you to foray into Bavaria, seize control of the ceremonial grounds, and put an end to this debauchery.
A specialised general from Bavaria with knowledge of native battle tactics shall aid you in your endeavours.
If possible, do return a barrel of “Wiesnbier” to Nortander upon emerging victorious. Or two. For, uhm, research.
Signed, Queen Ayelith
Spellforce 3SP/MP: Single + MP
Ghostrunner - Interview @Gamingbolt
Gamingbolt interviewed developers One More Level about first person cyberpunk action title Ghostrunner.
Can you speak to us about combat? Melee combat can be tricky to pull off in first person games, but Ghostrunner’s combat is looking fast and kinetic.
It’s true that players often find feeling the distance and the range of the blow hard. That’s why we’re using a system known from, for example, slashers where the player is drawn to the enemy. Our one-hit-one-kill mechanic is very satisfying as you can see the result of the hit immediately. The combat in Ghostrunner is quite fast, requires dexterity, but the trial and error method is another part of the game: there’s nothing unusual about dying several times at one point.
Ghostrunner has shown some interesting glimpses of what looks like slick, fast-paced platforming. How much of a focus is that going to be in the game?
We treat fast-paced platforming and the whole movement system as a core mechanic. According to our premise, reaching the enemy in one piece should be a challenge for the player, not just killing them.
Will combat and platforming expand as players earn more abilities?
Yes, we’re taking a character development system into account. It would cover both movement and combat abilities as well as new skills, which we have not disclosed yet.
Stygian - Reviews
Some reviews for Stygian: Reign of the Old Ones.
Once again, I find my old frame hurtling through time and space to another video game realm. When I slid into the dimensionally displaced city of Arkham, I adopted the clever pseudonym Mord Aithinsworth. I woke up in some dingy attic over the top a noisy bar, from some horrible dream about a man with questionable fashion taste.
I had some expectations going in. I was adopting the persona of a conman, a charlatan, a nogoodnik – in other words, a not-very-nice person at all. I was expecting in this world of madness to sneak, creep, and generally lie my way through things. And I was mostly correct. There was a problem with my expectations, though one fixed with a growing understanding of the genre I found myself in.
Stygian isn’t just a horror game, nor is it just a noir mythos game. I mean, it is those, but it also smacks of pulpy adventure stories. There is a loving camp to everything (that thankfully does not break the grim tone of the game.) The story makes mention of masked vigilantes, but all the heroes are dead now. There are evil criminals – ones that would be at home in a Dick Tracy comic, though maybe with a darker source of power and debauchery? And combat with the eldritch horrors was a more viable option than I was expecting going in… Though still not the best of ideas.
Aside from the skill set of managing and successfully engaging in combat, Stygian also requires players to maintain personal health through survival mechanics. This means that not only do you have to keep an eye on health before diving headfirst into conflict, but you have to be aware of other things such as hunger, fatigue and most importantly sanity. Unlike hunger, which can be automatically quenched by simply having rations in your inventory, sanity has to be delicately managed, else you will succumb to the Abyss and, well, die.
One of the ways to do this is to steer clear of horrific scenes such as mangled bodies, never presenting yourself with the opportunity to be affected, however, this will impede your progress. Losing sanity means you will be afflicted by some form of mental illness during a playthrough (schizophrenia was the most common for us), resulting in gameplay being altered, such as certain dialogue options being ruled out or the general perception of your character changing.
System Shock 3 - Interview @The Escapist
An interview from The Escapist who talked to Warren Spector about System Shock 3 and how it is being modernised, while being faithful to the series.
Coming back to a series that was so formative for the entire medium has the usually unflappable Spector feeling a little nervous.
“My usual answer when I’m asked about pressure is, ‘No, I’m not really feeling a lot of pressure.’ Even working with Mickey Mouse a few years ago (on Epic Mickey), I didn’t feel much pressure. But this time I really do,” he said. “We’re making a game that has to live up to people’s memories of these games, not the reality. They were great games — there’s no question. But people have embellished them in their minds to the point where it’s a little scary.”
OtherSide wants to retain the original games’ core identities but filter them through modern conveniences and sensibilities. Spector concedes that the series needs to be updated to appeal to modern audiences, but he’s still taking inspiration primarily from the incredibly dense original System Shock.
System Shock 3SP/MP: Single-player
Release: In development
Disco Elysium - Previews
Some previews for Disco Elysium.
I’ve played only a small bit of Disco Elysium, but that was enough for it to get its hooks in. It’s an RPG with very little combat about a down-on-his luck cop trying to get his job back while working a case across a single city block. Some more recent devblog posts have gone into detail about all it contains: weather states; times of day; game time that advances by the player reading a line of dialogue; 24 skills, which butt in to your thoughts to have their say on what situation you’re in; over a hundred inventory items; about a million words. It’s funny and inventive in ways games rarely are.
Disco Elysium also has a Thought Cabinet, an inventory for brainstuff. Kurvitz went through about 12 different versions of how to do it. Maybe thoughts could also be wounds. Maybe the position of thoughts, their relative inventory slots, could affect each other. Maybe the health system could be balanced on the Thought Cabinet. In the final version of Disco Elysium, the Thought Cabinet interacts with many other systems in the game, and it takes a while for you to uncover what a thought actually is by ‘internalising’ it. An average play through results in 16 fully internalised thoughts.
The prose in Disco Elysium has a very organic lilt which seems borne of tabletop role-playing games, though it turns out that this is no coincidence. “I’ve been playing pen-and-paper since I was fifteen or sixteen,” says lead designer Robert Kurvitz. “I’m something of an evangelist, and I started pouring into it my ambitions as a novelist. I was playing it with my young artist friends back then and we went really highbrow with it. I think it’s as good as storytelling and culture gets. The problem is you can’t record it. You can’t take it anywhere. I shudder to think of all of the hundreds of really, really good pen-and-paper games which just evaporate, so we decided to build our own world and ended up dedicating a large part of our lives to try and encapsulate this in a video game.”
Kurvitz has a point. For anyone familiar with tabletop role-playing, whether it’s Dungeons & Dragons, Cyberpunk or any one of the countless settings and scenarios available, there’s nothing quite as magical as achieving something seemingly impossible with a character of your own making by simply forming an idea and executing it with a dice roll. Capturing that moment of tension in a video game has still not fully been realised. As the likes of BioWare’s games developed from the homely isometric feel of Baldur’s Gate to the bland Mass Effect: Andromeda, more and more of that tabletop personality dissipated. It was this need to transport organic world-building outside of verbal narration which influenced Kurvitz’s own novel — and this in turn led to the success and significant funding required to create Disco Elysium.
Arcanum - Unofficial Fan Patch 1.5.1
The latest fan patch (1.5.1) for Arcanum has been released.
For a long time Arcanum was seen as one of the buggiest cRPGs. Although there were some fix packs floating on the internet, most of them were poorly done and not compatible with each other. A complete and tested community patch was needed. A pure patch that just polishes the game without adding any questionable content or changing the gameplay in any significant way.
I decided to make such project a reality. I've been replaying the game many times, fixing a lot of bugs, omissions, inconsistencies. The problem was that one man simply can't find all the bugs on his own. But with the great help of so many fans from all across the globe this patch was made a reality.
And if you're wondering who I am, I'm just a long time fan of the game. When I decided to start this project, I spent time researching the game, learning how it works. It's been a long way, but now I've accumulated a great deal of information on the game and its internal workings, including basics of the engine and most file formats.
The patch consists of several modules:
- UAP Base
All the bug fixes plus Extra Animations, Extended Ambient Tracks, HQ Townmaps and HQ Music.
- High Resolution Patch
Allows the game to be played at any resolution. Defaults to 720p. Improves Windows 10 compatibility.
- Official DLC
Adds 7 additional mini-campaigns. You can choose them in Options -> Game -> Module.
- Beta Content
Various things restored from pre-release versions of Arcanum.
- Misc Mods
Various miscellaneous mods and additions.
- The patch is compatible with only English language versions of the game and will not install on localized versions.
- Old saves are generally incompatible and will cause crashes and lockups in many locations, please make sure to start a new game.
- If used with the Steam version, it's likely the game won't launch through Steam anymore, please use the provided desktop shortcut to run the game.
Saturday - October 05, 2019
Cube World - Review @ Hardcore Gamer
Hardcore Gamer checked out Cube World:
Review: Cube World
The map extends forever in all directions, an endless world of potential adventure. Its blocky hills and valleys, mountains, volcanoes, deserts and oceans teem with monsters guarding loot in various forms, waiting for a questing hero to put it to good use. Friendly bands of warriors wander the landscape, giving advice and sometimes helping in combat, and the occasional town or settlement provides a safe spot to get down to crafting better gear. The wilds of Cube World are a massive series of lands filled with quests and exploration for the self-motivated adventurer, with the small disclaimer that each new area is the start of another quest to rise from what’s effectively level 1.
Cube World is a cheerful blue-skied open-world action/RPG where you’re free to go in whichever direction catches your fancy at any time. Traveling is easy if you don’t mind walking, but at the start the character you create is incredibly weak. The game starts with a choice of race, gender, character class, and some options for designing just the right head, and then leaves you free to do whatever you’d like to do next. A big part of Cube World is figuring it out, which can be nice when you’ve got a few systems down and significantly less helpful at the start when there’s not a single hint as to how to deal with a land crawling with monsters that can take you apart in a few hits.
There was a huge expectation put on Cube World since its alpha, and while things have changed significantly since then the resulting game is almost exactly as promised: a big open adventure to explore at your leisure, with no pressure beyond what you bring to it. Whether going it alone or teaming up with friends there’s plenty to chase after or you can grab a bench in a nearby village and chat as the in-game day slowly drifts by. Getting started and learning to first survive and then have fun doing it takes more experimentation than it should, but there’s a consistent internal logic to the game’s systems that eventually comes through, making for a game that always has a new adventure waiting wherever you care to look. The rise and fall and rise again of the progression system may not be for everyone, but for those who recognize that the real treasure is the friends we made along the way the quest to become a hero, Cube World grants the opportunity to do that in an endless succession of new and adventurous lands.
Cube WorldSP/MP: Single + MP
WARSAW - Review @ 3CR
3CR has reviewed the tactical RPG WARSAW:
Review: Warsaw is Dour, Crushingly Difficult, and Often Just Soul-Crushing
During World War II, when the Soviets were finally pushing the German forces back, an uprising in Poland was getting ready to kick off. The exiled Polish government gave the go ahead for the local paramilitary forces in Warsaw—known as the “Home Army.” It was a ragtag group of freedom fighters. While they would be no match for the Germans occupying the Polish capitol, the Home Army only planned to fight for a few days, at which point Soviet forces would be there and Warsaw would be liberated. That outside help never came as the Soviets intentionally left the Home Army to fend for themselves, and eventually, despite the passion and some of the heaviest fighting the German forces ever faced, the Home Army fell. Warsaw is a game that depicts these events, and you’ll experience it from the narrow perspective of a group of freedom fighters.
Warsaw is crushingly difficult, and often just soul-crushing. It depicts a war you aren’t really supposed to win. Unfortunately, that doesn’t really translate into fun, and despite its important depiction of a notable historic event, and beautiful art, it’s such a dour, depressing game.
Betrayal at Krondor - Retrospective Review
The Digital Antiquarian looks back at Betrayal at Krondor:
Betrayal at Krondor
During the 1960s and 1970s, a new type of game began to appear in increasing numbers on American tabletops: the experiential game. These differed from the purely abstract board and card games of yore in that they purported to simulate a virtual world of sorts which lived behind their surface systems. The paradigm shift this entailed was such that for many players these games ceased to be games at all in the zero-sum sense. When a group came together to play Squad Leader or Dungeons & Dragons, there hung over the plebeian kitchen or basement in which they played a shared vision of the beaches of Normandy or the dungeons of Greyhawk. The games became vehicles for exploring the vagaries of history or the limits of the imagination — vehicles, in other words, for living out shared stories.
In retrospect, it was perhaps inevitable that some of the stories generated in this way would make their way out of the gaming sessions which had spawned them and find a home in more traditional, linear forms of media. And, indeed, just such things were happening by the 1980s, as the first novels born from games arrived.
Needless to say, basing your book on a game you’ve played isn’t much of a path to literary respectability. But for a certain kind of plot-focused genre novel — the kind focusing strictly on what people do rather than why they do it — prototyping the whole thing as a game makes a degree of sense. It can keep you honest by forcing your story to conform to a simulated reality that transcends the mere expediency of what might be cool and exciting to write into the next scene. By pushing against authorial fiat and the deus ex machina, it can give the whole work an internal coherency — an honesty, one might even say — that’s too often missing from novels of this stripe.
Betrayal at KrondorSP/MP: Single-player
Friday - October 04, 2019
It Lurks Below - Badlands Update October 10th
It Lurks Below will have a large free content update October 10th called 'Badlands'.
FREE content update for It Lurks Below
Available October 10th 2019
Ogre RacePlay as the new Ogre Race, experts in melee combat and cute, flapping ears.
Multi ClassUnlock your class ancient items and pass them onto new characters to build the ultimate multi-classes.
Shared TownBuild the most amazing town and share it among all your characters.
Badlands ZoneExplore the Ogre home area, know as the Badlands, meet all new monsters and bosses.
Class RunewordsClass runewords are one among the many new runeword recipes sold in the Badlands.
EnchantingUpgrade your gear, the way you want, with the new enchanting books.loading...
It Lurks BelowSP/MP: Single-player
Red Dead Redemption 2 - Releasing on PC November 5th
The Verge announces that Red Dead Redemption 2 will release on PC November 5th.
The long-anticipated PC release of Red Dead Redemption 2 is coming very soon. Today, Rockstar announced that its Wild West epic will be launching on PC on November 5th. As expected, the new platform will mean graphical and technical improvements, and Rockstar also says that there will be “new bounty hunting missions, gang hideouts, weapons, and more.” The PC release will also include the multiplayer add-on Red Dead Online.
Pathway - Update 1.1 Details
Devlog #17 - Adventurers Wanted Coming October 9!
We're excited to announce that the 1.1 update to Pathway titled Adventurers Wanted is coming out October 9!
Whilst we're busy getting everything finalized we want to share some more details about the update. In our previous devlog we already talked about the new abilities, Chinese & Japanese translations and the new content. Today we want to expand on a few more changes that are part of the Adventurers Wanted Update:
Reworked Skill Trees
With the addition of the new abilities we've also reworked the skill trees of all characters. Each character now begins with an additional ability specific to them. Natalya for example begins with the "Bait" ability, whilst Brunhilda starts out with "Sucker Punch". As they level-up they can unlock two more abilities.
We feel these changes really help in making the character roster feel more varied. Each character now has their own combination of up to 3 special abilities which opens up a range of new tactical options. It gets even more interesting when trying them out in various team configurations.
New euippable item: Artifacts
With 1.1 we're introducing a new type of equippable items: Artifacts. They're unique (and very rare) items that can only be found once per profile. Artifacts can be placed in a character's off-hand equipment slot. Some of them yield stat boosts or open up event options whilst others may even unlock new abilities.
It's worth noting that Artifacts can be used by all characters and don't require a skill to use.
More Difficulty Customization Options
We've completely reworked the difficulty customization options in the game. You are now able to adjust the enemy difficulty and the size of combat groups independently.
Whilst larger combat groups do increase the difficulty slightly, it mostly presents the player with a more involved combat experience. So if you enjoy longer and more involved combat sessions crank this setting up. On the other hand if you like easy and quick combat you can lower this setting.
The difficulty slider really pushes the overall power of enemies up. In practice it means you can play the earlier adventures at the difficulty of later adventures and push the later adventures even higher. If you increase the difficulty of the adventure, you are also going to find better loot. Additionally, each difficulty level presents the adventure in a new daytime setting.
We are really excited to get this update into everyone's hands!
Oh and if you live near London come say hi to us at the EGX. We will be showing the new update between 17th and 19th of October at the Chucklefish stand! (More details and tickets here: https://www.egx.net/egx)
OutwardSP/MP: Single + MP
Solasta - Kickstarter Campaign successful
The Solasta: Crown of the Magister Kickstarter campaign was a success - the Sorcerer class will be added later as DLC:
Kickstarter Campaign is over! THANK YOU EVERYONE!
That's it, the Campaign is over! The entire Tactical Adventures crew thanks you, each and everyone of you who made this Kickstarter a success. It was a wild month, but worth all the effort! But we're sure you're wondering about the last Stretch Goals. Did we make it or not?
We fell short of the Sorcerer Stretch Goal, which means we most likely won't be able to add it to the final game... at launch, that is! We've seen how much love this class received in the comments and on our social media channels, so we decided to offer the Sorcerer Class as FREE DLC after we wrap up Solasta: Crown of the Magister!
Get ready to sling Empowered Fireballs and Twinned Haste, for the Sorcerer will definitively make its way to Solasta!
Thursday - October 03, 2019
Solasta - Half-Elf and Music Upgrade unlocked
The voters for the half-elf or half-orc to be added to Solasta, favored the half-elf. And with one day to go the full orchestral music upgrade has been unlocked as well, which makes the next stretch goal another vote. This time about which of four monsters to add.
The music upgrade was about this:
Currently, we have planned for live musicians recordings in studio for Maxime Hervé's compositions - most often done individually.
This Stretch goal will be used to extend it to Live Orchestral recording sessions. This means not only more recordings for more variations and better interpretation, but also a greater cohesive musical ensemble to create an even more vibrant world.
The four monsters are:
Bulette - Extremely dangerous and heavily armored, the Bulette burrows beneath the ground to snatch its prey from below.
Remorhaz - A gigantic beast that can grow up to 40 feet long, the Remorhaz is a monster that can produce an incredible amount of heat, easily melting any non-magical weapons that dare hit it.
Cloaker - A stealthy creature of the dark, the Cloaker is an intelligent monster that manipulates shadows and hunts unsuspecting victims from above.
Roper - A horrifying monster that often goes undetected until it's too late, the Roper grabs its victims with long tendrils to sap their strength, drawing them close to consume.
The Iron Oath - September Update
Hey everyone! Another thirty days have passed by and we're back to show you some of our work from the month of September. We don't have too much to share this time around, as the majority of our workload from this past month is a bit of a secret and not something we're ready to reveal quite yet ;) You'll have to wait a few more months for that but it's something we think is pretty cool and hopefully you will all feel the same!
Earlier in the month, Chris spent his time implementing new enemies and creating sound effects to go with it. You can see a small sample of this below:
...and a few gifs from other abilities!
Next month's update will have a bit more to showcase. The dialogue windows (including player responses/choices) have received some love this past month but there's still a little bit more cleaning up we'd like to do before we show it off. We've also begun work on prototyping and implementing some new environments, so we'll be looking to share some of that next month as well (might even make it a subject for a dev video!). It's our intent to make combat environments more varied and less straight forward (with more obstacles and hazards that are unique to each environment, requiring careful attention!), so we hope you'll like the direction we're taking with that.
See you next month, and as always, if you haven't already done so, please add us to your wishlist us on Steam as it helps to boost visibility and awareness! Thanks as always for taking the time to read :)
The Iron OathSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Paranoia: Happiness is Mandatory - Delayed to November 14th
DSOGaming reports that Paranoia: Happiness is Mandatory has been delayed until November 14th.
Bigben Interactive has announced that Paranoia: Happiness is Mandatory has been delayed until November 14th. Paranoia is a CRPG that takes place in humanity’s last idyllic refuge, Alpha Complex, which is controlled by Friend Computer.
Paranoia: Happiness is MandatorySP/MP: Single-player
Release: In development
Skyrim - Play Daggerfall in Skyrim
@DSOGaming A new mod for Skyrim allows you to play the entire main quest of Daggerfall in Skyrim.
This project took oracus0 almost two years to complete. Its main purpose is to bring some of its magic and lore to Elder Scrolls fans of the Skyrim generation that would never otherwise experience it. It also aims to delight those fans of the original game that would love to see the Main Quest in an new engine. It’s also worth noting that Skygerfall comes with voice acting, re-mastered music and better graphics.
Fallout 2287 - Nuclear Winter total overhaul mod
DSOGaming Fallout 2287 is a total overhaul mod for Fallout 4 that turns the game into a survival sim.
Modder ‘D1v1ne122’ has released a new version of his must-have total overhaul mod for Fallout 4, Fallout 2287 – Nuclear Winter. This mod is for players that want to replay the game via some additional gameplay overhauls, or for those that want a completely different environment.
Fallout 2287 – Nuclear Winter pits the Sole Survivor against the bitter cold of Winter. This mod brings frosty aesthetics such as snow shaders, and visible breathing. Therefore, players will have to fight to stay warm with thick clothing and seek heat sources.
Fallout 4SP/MP: Single-player
Sid Meier - Interview @ArsTechnica
Sid Meier has been interviewed by ArsTechnica about Civilization and how it almost wasn't turn-based.
Although he comes from that wild time in gaming that gave us Trip Hawkins and the concept of "rock star developers," Sid Meier is not loud and brash. Nor is he looking to make anyone his bitch. These days he's more like your friendly gaming grandpa—as we spoke, he placed his words carefully and deliberately, as if he were positioning game pieces on a hex grid. He became animated as we discussed game mechanics but otherwise answered questions almost laconically, with a slight smile—after all, he's been dealing with the press for decades.
Meier spent a few hours walking us through the birth of Civilization, one of the most famous and lauded franchises in the history of gaming. It's among those rarest of titles that effectively mainstreamed an entire genre—in this case, the "4X game" (which stands for "eXplore, eXpand, eXploit, and eXterminate"). Although Civilization wasn't the first strategy game on the market, it was the proverbial 800-pound gorilla—and it did for turn-based strategy games what Doom would do for the FPS genre a few years later.
Yaga - Open for Pre-Orders
TheGG reports that isometric action RPG Yaga is now available for pre-orders. The game will launch in November.
Baltimore, MD – September 26th 2019 Independent games publisher Versus Evil in partnership with Breadcrumbs Interactive today announced that pre-orders are now available for its action role-playing game “Yaga” ahead of its November launch on PC via the Epic Games Store. Yaga will also be arriving to Nintendo Switch, PS4, and Xbox One at the same time.
Gamers who pre-order on the Epic Games store can save 20% on the game, the soundtrack, and the Bad Luck Bundle.
Release: In development
Wednesday - October 02, 2019
Minecraft Dungeons - Gameplay Video
PC Gamer reports on some gameplay video for Minecraft Dungeons which is an action RPG.
Last year at Minecon Mojang announced an action-RPG spin-off called Minecraft Dungeons, a Diablo-like with voxels. This year's Minecon gave us a closer look at it, with just over four minutes of gameplay footage.