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Sunday - February 19, 2017
Saturday - February 18, 2017
Friday - February 17, 2017
Thursday - February 16, 2017
Wednesday - February 15, 2017
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Balrum

2017-02-20

Balrum Review

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

RPGWatch

2017-02-02

Game of the Year Awards 2016 - Most Promising RPG

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

Recent articles










Picture Watch

An Elder Scrolls Legend: Battlespire
Box Art

Poll Watch

What Game to Review Next?
Balrum
40%

The Dwarves
34.29%

Ember
14.29%

Halcyon 6
11.43%

Vote

Sunday - February 19, 2017

Bethesda Softworks - Three new Projects

by Hiddenx, 18:48

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

Bethesda has three new projects in the works

Two of them are "classically" Bethesda.

[...]

Todd Howard:

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

[...]

Thanks henriquejr!

Bethesda Softworks

Details

NIS America - 6 PC Releases in 2017

by Hiddenx, 15:51

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

6 games from NIS America coming to PC this year

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

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

[...]

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

[...]

Thanks henriquejr!

NIS America

Details

Cave of Sorrows - Live on Kickstarter

by Hiddenx, 15:35

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

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

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

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

About the Game:

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

Kickstarter Games

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

Details

Towards The Pantheon - On Steam Greenlight

by Hiddenx, 10:41

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

Overview

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

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Details

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

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

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

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

Features

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

General News

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

Details

Vigilantes - Version 14 Sneak Peak

by Silver, 06:48

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

Hello!

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

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

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

Vigilantes

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

Details

Saturday - February 18, 2017

General News - The Future of RPGs

by Hiddenx, 15:29

Some developers discuss how RPGs could evolve on PC Gamer:

What does the future hold for RPGs?

Developers discuss how roleplaying games need to evolve.

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

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

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

[...]

Thanks henriquejr!

General News

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

Details

Morrowind - Retrospective Review @ RPG Codex

by Hiddenx, 10:02

Deuce Traveler of the RPG Codex has reviewed Morrowind:

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

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

[...]

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

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

[...]

Morrowind

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

Details

Apocalypse Now - Leaves Kickstarter

by Hiddenx, 09:41

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

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

Kickstarter Page is Terminated.

Pledge here:

https://apocalypsenow.com/pledge

Questions here:

montgomery.markland@apocalypsenow.com

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

Never get off of the boat.

Thanks Farflame!

Kickstarter Games

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

Details

Prey - Opening Hour Hands On

by Hiddenx, 09:33

PCGamesN checked out the first hour of Prey:

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

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

 

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

[...]

Thanks Farflame!

Prey

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

Details

Pillars of Eternity II - The Setting

by Hiddenx, 09:28

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

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

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

[...]

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

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

[...]

Pillars of Eternity II

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

Details

General News - Condition of the MMORPG Genre

by Hiddenx, 09:25

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

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

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

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

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

[...]

Thanks Farflame!

General News

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

Details

Beautiful Desolation - Interview

by Hiddenx, 09:18

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

Beautiful Desolation Refreshes The Apocalypse – A TLS Interview

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

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

A NEW WORLD

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

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

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

[...]

Thanks Farflame!

Non-RPG General News

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

Details

Pillars of Eternity II - Sidekicks and Neketaka

by Silver, 04:54

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

Neketaka

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

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

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

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

Solution(s):

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

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

Solution(s):

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

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

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

-B

Pillars of Eternity II

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

Details

Friday - February 17, 2017

Mass Effect: Andromeda - Combat P1

by Silver, 20:23

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

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

Mass Effect: Andromeda

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

Details

The Surge - Gameplay Video

by Myrthos, 17:12

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

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&

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

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

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

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

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

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

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

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

The Surge

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

Details

Bloom - Development Update

by Myrthos, 12:29

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

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

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

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

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

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

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

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

Bloom

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

Details

Hero-U - Schedule Update

by Myrthos, 12:26

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

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

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

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

It’s a Trap

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

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

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Hero-U

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

Details

Shiness - Overview Trailer

by Myrthos, 12:21

An overview trailer for Shiness has been made available.

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Shiness: the Lightning Kingdom Unveils its Overview Trailer 

Shiness is coming soon to PlayStation 4, Xbox One, and PC

February 16, 2017 - Action-RPG Shiness, from indie studio Enigami, showcases the depth of its gameplay and enthralling universe in a brand new video. While Shiness releases in just a few weeks on PS4, Xbox One, and PC, its universe was born over 20 years ago from the pen strokes of Samir Rebib, Artistic Director of the studio. Comprised of passionate people, Enigami went through a successful Kickstarter campaign, allowing the project to grow and gain momentum, and it was then accompanied by Focus Home Interactive. Now that the development phase is nearing its conclusion, the indie studio keeps pumping all its energy and passion into Shiness, and a child's dream is finally becoming an indie RPG with a bold personality! 

Today's video invites you to the magical world of Shiness supported by a strong artistic direction, enthralling environments, and endearing characters. Explore the world and use your characters' special powers-Kayenne's telekinesis, Poky's electromagnetic field manipulation, and more-to progress in your adventure and find precious parchments, which are key to learn devastating spells and powerful combat techniques. 

Throughout your quest, take part in hyper-dynamic combat inspired by traditional fighting games as you use combos, special moves, magic, elemental affinities, and devastating finishers. As you complete quests and battles, you will gain experience and levels, develop your characters, and recruit new playable companions on your team. 

Shiness is coming soon to PlayStation 4, Xbox One, and PC.

Pre-orders for PC are already open on Steam and include the Official Shiness Manga, the Original Soundtrack, and a 15% discount.

Shiness

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

Details

Mage's Initiation - Development Update

by Myrthos, 12:18

The devs of Mage's Initiation are working towards a release, with just having started the voice recordings.

As most of you know, the alpha/beta test version of the game was released to eligible Kickstarter and PayPal backers in September 2016, and since then, numerous bugs of all types, varieties, and shades have been found, reported, and fixed. Beta testers/Backers have also provided some wonderful suggestions to enhance game-play, which we have happily taken on board. The result of this direct input is a much more refined product that caters to the thought process of actual thinking players. Feedback on the game has all been very positive, too, so that's something we're very happy about!

The beta testing process has actually started to slow down over the past few weeks, which means our testers have probably found most of the bugs they're going to find and that the game is finally in a stable state. We deviated from our normal production process with Mage's Initiation. In all previous games, we recorded voices and put them into the game before launching the beta testing phase. However, this time around, we opted to leave the voice casting and recording until last. The plan was to give beta testers a chance to review the dialog and let us know if anything could be reworded, made clearer, or if new lines should be added here and there to further explain and clarify certain puzzles or plot aspects. This has proven to be a winning strategy that saved us a lot of time, as it will minimize the amount of re-takes (pick-up recording sessions) we need to conduct with all our voice actors. In the past, it was always a major hassle, getting actors back after extensive parts of the script had to be changed, post-voice recording.

Mage's Initiation

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

Details

Thursday - February 16, 2017

Torment: Tides of Numenera - Art Team Q&A

by Silver, 21:53

The Torment: Tides of Numenera art team has answered some fan questions on facebook.

Developer Insights - Art Team Q&A

Torment·Friday, 17 February 2017
We're back today with some answers from our Art Team regarding your questions. You asked some really thoughtful questions and we had an absolute pleasure answering them. We hope you're enjoying the inside scoop as much as we like providing it. Don't forget to tune in to our next Q&A to answer more of your questions!

Which critter or character in the game has the largest number of states/poses/animations?

The player characters have the most animations since they are essentially "in every scene." And as you might expect for a game like Torment that is mostly populated with bipeds, there is a fair amount of sharing of animation across the cast of characters. The creature with the most animation under the hood is the Sorrow fragment. This many-tentacled quadruped had to not only navigate but engage in combat with multiple attacks.

@ Concept Artist: During your work were you closer to the writers, or Monte Cook?

Monte Cook provided direct feedback for all aspects of the game, but for most of the day-to-day work the writers were our source for those critical details that were based on narrative or the lore of the Ninth World.

@ Storyboard Artists: Did you ever come up with any crazy angles or shots during conception that the director shut down in less than 2 seconds?

On this project, there were not many opportunities for crazy angles, etc. because we use a camera that is fairly standard for RPGs. The one place where we could be more creative with composing shots was in our mere illustrations that are peppered throughout the game. In those cases, we avoided conflicts by having the same person play both roles, storyboard art AND director... problem solved.

How did you cooperate with Monte Cook Games to find the particular Numenera art style and make it fit into Torment?

We frequently made our work-in-progress available to Monte Cook Games for review and feedback. From those exchanges we began to develop a visual vocabulary for what makes sense in the Ninth World. We were also constantly referencing several Monte Cook publications about the world of Numenera that helped to guide us about all aspects of the world of Numenera.

How has the team taken inspiration from real world cultures to develop the aesthetic of a world as conceptually far out as Numenera?

Developing a game based on Numenera was extremely freeing and enriching, considering the rules we were working with. The nature of humanity one billion years from now meant that we would be looking at some combination of elements from just about any ancient and modern culture you could think of from the world we know, and then using that as a launching place to imagine technologies and customs no one had ever seen before.
For one thing, we knew that it was important to depict humans as having evolved over the millennia to have fewer racially distinct features. We borrowed from a broad range of races and cultures to accomplish this. Alternatively, when it came to story or gameplay elements, we took the approach that anything that seemed too reminiscent of a culture or practice we'd heard of before would automatically pull us out of the ultra-futuristic tone of the Ninth World, so we made a special effort to avoid those familiar themes.
[...]

Torment:ToN

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

Details

WoD Preludes: Vampire and Mage - Released

by Hiddenx, 21:39

Whitewolf Entertainment has released two choose-your-own-adventure style storytelling games in one pack - World of Darkness Preludes: Vampire and Mage:

About This Game

The classic roleplaying games Vampire: The Masquerade and Mage: The Ascension enter the digital present with a dual-pack of interactive fiction by a few of today’s most interesting fantasy writers.

Vampire: The Masquerade: We Eat Blood And All Our Friends Are Dead is a chilling story written and illustrated by award- winning authors Zak Smith and Sarah Horrocks.

Told entirely from a mobile messaging perspective, We Eat Blood is a sharp, mature and often terrifying story about your first nights as unwilling predator and prey. Hunted by unknown enemies and driven by an alien hunger, will you sever your ties with the mortal world or try to cling to your former life? Will you join ancient conspiracies, or turn the tables on forces older than the written word? Terrible power lies within your grasp, but there is always a price to pay.

— The temptation is real.

Set in modern-day Sweden, Mage: The Ascension: Refuge by critically-acclaimed author Karin Tidbeck, lets you experience today's social and political upheavals while awakening to the power of True Magick - the ability to shape reality itself through your force of belief. Many will try to recruit you into a secret war where human consensus itself is the battlefield. Your actions and choices will have profound consequences on the world and people around you... assuming madness and paradox doesn't claim you first.

— Safety or sacrifice - the choice is yours.

WoD Preludes: Vampire and Mage

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

Details

Gothic - The Expansion that Never Was

by Silver, 21:23

@GamePressure Gothic could have had an expansion but it never came to pass. Some of the mystery behind the expansion has now been revealed.

Not many Gothic fans know that back in 2001 Piranha Bytes began working on an expansion under the working title of Gothic Sequel. We give you a glimpse of this forgotten project, pieces of which were incorporated in the later installments of the series.

For hardcore Gothic fans, the story of the series is like an emotional roller coaster - an ebb and flow of memories of joy and excitement mixed with sadness, disappointment, and even anger. In the eyes of many, the phenomenal first Gothic and the Gothic II expansion Night of the Raven were the apex of the series; the third installment, in turn, heralded the gradual decline that was to follow. Not many know, however, that the history could have turned out very differently... All thanks to an expansion for the first, now iconic, entry in the Gothic series. An expansion that never came to be.

Up until recently, the expansion hax been shrouded in mystery. Only thanks to an info leak that appeared near the end of the last year on a Russian website World of Players did we learn a decent amount of facts on the project known under the working title of Gothic Sequel. The facts that otherwise may have been forever forgotten are now available across the web to anyone interested. Well then, what was Gothic Sequel meant to become and how much of it found its way into subsequent works of Piranha Bytes? Let's find out.

Two Youtube videos served as inspiration and source of information for this article, both created by people who have access to a playable version of the Gothic Sequel expansion, game files and manuals created by Piranha Bytes. You'll find links to their websites at the bottom of the article, unfortunately they are non-English sources.

To give you an idea of just how serious the matter is, and to vouch for the authenticity of the info acquired by World of Players, let me just say that Piranha themselves took interest in it and threatened to take legal action unless both the thread and game files were removed.
[...]

Gothic

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

Details

Grim Dawn - Expansion this year

by Silver, 21:15

Grim Dawn will be getting an expansion this year. The developer has posted in the Steam game forum some common questions and answers.

Grim Dawn Expansion Development News

While it's really no secret on the internet, sometimes it helps to spread the message in as many ways as possible. It is a fact that Grim Dawn's first expansion is actively in development and it is coming this year!

We've already started revealing some exciting bits of what you can look forward to in the expansion. You can catch up on all the news on our official forum[www.grimdawn.com] (Expansion updates started with #102)

The latest Grim Misadventure is always pinned here as well, with a new dev update posted every two weeks (typically on Mondays).

The next one is bound to be exciting, so make sure to stop by the forum!

[Expansion FAQ]

How much will the expansion cost?
We are not yet ready to announce the pricing. The expansion continues to grow both in scope and content as we work on it. As with the base game, you can be certain that it will be an excellent bargain for the amount of content offered.

When is the expansion coming?
The expansion is a massive undertaking for our small team, but we currently estimate its release to be in Q1/Q2 of 2017.

Will there be new masteries?
Yes! Two in fact, which nearly doubles the total number of class combinations! We already announced the esteemed Inquisitor[www.grimdawn.com] in December. What is the second mastery? It is a mystery...

Will there be a new chapter of the story?
Absolutely! We are preparing a massive new chapter of Grim Dawn's ongoing tale of the vestiges of humanity struggling against their conquerors. With the Aetherial threat still looming, you will travel to many new locations alongside Inquisitor Creed and the Black Legion. With new locations come many new foes, dungeons and factions.

Will there be an increased Level cap?
Yes. You can look forward to another 15 levels as the level cap is increased to 100. This also means hundreds of powerful new items.

Will there be an increased Devotion cap?
Yes, though we are still discussing the final value. However, you can also look forward to 14 new Constellations.

Grim Dawn

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

Details

Grid Cartographer - On Steam Greenlight

by Hiddenx, 21:14

Grid Cartographer is now on Steam Greenlight:

Grid Cartographer 4

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Grid Cartographer is a tool for making RPG maps on unlimited sheets of graph paper. It supports square and hexagonal grid shapes, a wide variety of built-in icons and terrain types plus the ability to import your own custom tiles.

Included are tools to export maps to PNG, scripted data export for game development and even a simple 3D engine to preview from a first person perspective. A dedicated tile map mode has recently been added to make this a comprehensive tool for any grid based map creation.

Grid Cartographer has been in development since 2013 and is currently at version 4. Improvements are constantly being made to improve features, fix bugs and implement user suggestions.

Non-RPG General News

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

Details

Conan Exiles - Gets Experimental Branch

by Silver, 21:04

@PCInvasion Conan Exiles is getting an experimental branch called Testlive to test proposed changes to the game.

To activate the Testlive version follow these instructions.
How to Activate Conan Exiles Testlive

  • Right Click on Conan Exiles.
  • Select "Properties".
  • Go to the "Betas" tab.
  • From the drop down menu select, "Testlive".
  • Close the window.
  • Steam should automatically download Testlive. Once it's done, run the game. You're now running the Testlive build of Conan Exiles.
  • If you want to go back to the MAIN build just repeat the steps above and choose "NONE" in the drop down list in the "Betas" tab.

A Testlive sub-forum has been added to Steam and it's here Funcom will post updates on the version's status.

Conan Exiles

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

Details

Corven - Path of Redemption - Jan Update

by Silver, 20:39

@Gamebanshee Corven: Path of Redemption had a development update back in January showing off a lot of screenshots.

Beside having had pneumonia the month was productive. We worked on several parts of the world; here you can see screenshots of the entrance to the lair of a witch and first screenshots of the Isle of Iredia. The inventory system AND the item combination system are almost done. Below you can see a screenshot of the inventory and the hotbar. The GUI graphics are placeholders of course.

Corven - Path of Redemption

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

Details

Mass Effect: Andromeda - All Difficulty Levels Available

by Silver, 20:32

@GameRant Mass Effect: Andromeda will have all its difficulty levels available from the start and Dragon Age: Inquisition like trials will be present.

Humorous reference to notoriously difficult cult-classic Battletoads aside, the big news emerging from Frazier's brief Twitter discussion is that gamers won't need to beat Mass Effect: Andromeda once before being granted access to its most difficult gameplay mode. That's another big change to the way Mass Effect games have worked in the past, but fans of the series will likely welcome the ability to play on Insanity difficulty without having to plow through Mass Effect: Andromeda‘s presumably lengthy narrative once before.

Frazier also revealed that Mass Effect: Andromeda would have a mechanic that would "scratch the itch" of those craving something similar to the Trials feature of Dragon Age: Inquisition. Trials allowed players to strengthen enemies or hinder their own party during gameplay with the promise of better loot, and the feature was widely praised for making the game's side quests feel more challenging. Given the fact that Mass Effect: Andromeda will place a big importance on side quests, it makes sense a similar feature would be present somewhere in the game.

Mass Effect: Andromeda

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

Details

Wednesday - February 15, 2017

Beautiful Desolation - Funded!

by Hiddenx, 21:37

The post-apocalyptic adventure game Beautiful Desolation is funded with 69 hours to go:

Hey Backers,

We're pleased to announce our first stretch goal:

THE WORLD CODEX

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Every place has a history, a story. That's a theme we want to push forward with BEAUTIFUL DESOLATION. We want players to explore the world we've created, make new discoveries and uncover the history of all the exciting places you visit.
The Codex is Dr. Mark Leslie's field notebook that will grow each time a new animal, plant (or the like) crosses his path. It will then be updated with drawings, facts and other information about the find in front of you. The Codex will include Mark's field drawings, photographs, notes - and even voiced entries. 
It may also help you learn the customs of different tribes and factions: Who are friends or foes? What foods they eat? What has happened to them in the epochs since the Penrose appeared?
Sometimes these will be world building, and at other times will offer up clues to help you on your way. All while uncovering the secrets of BEAUTIFUL DESOLATION's technology, from strange constructs that pierce the sky to small alien-looking medical implants. 
The lore of our world is just waiting to be unearthed! 

Kickstarter Games

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

Details

Conan Exiles - Big Patch Coming

by Silver, 20:32

Conan Exiles will receive a substantial patch in the next couple of days.

Performance and Tech fixes

• Fixes to loading screens
• Server Performance Fixes
• NPCs should be less jittery when rotating
• A fix for connecting to servers via the steam server browser and when using steamconnect
• Buildings should now load in much faster
• Placeables placed on foundations and ceiling tiles will now be saved correctly
• Several improvements to how rocks behave when they are harvested

General Bug Fixes and improvements

• Small Placeables will no longer claim land (!)
• NPC Camps now have their own land claim to prevent people from building so close to them that they stop spawning NPCs (!!)
• You should no longer get phantom duplicates in the wheel of pain
• T2 Altars should no longer disappear
• Surrender should no longer break early when using fists
• Removed invisible collision that was blocking a certain chest in the world
• Arrows will now longer shoot in "Random crazy directions"
• Ranged weapons should now always fire correctly
• Rhinos should no longer try to walk through players
• Palisades will now correctly deal damage on contact
• Palisades should now be easier to place
• Fixed a case where players were able to destroy rocks with their fists. Sorry, but this privilege is reserved only for Conan himself.
• Fixed an issue where interactable objects would spam "Press E to interact" on the GUI
• Added an arrow to many placeables to help players orient them correctly
• The Offering of Mitra recipe now correctly requires 1 human heart and 1 unblemished meat
• Fixed an issue with stair placement detection
• The Gong and the Horn will now be audible over greater distances
• Added new emotes that can be learned by tracking down Story NPCs and getting them to teach you

Balance and Gameplay Fixes

• Some feat requirements have been simplified or removed. For example, it is now possible to learn Journeyman Craftsman as soon as you hit level 10. Due to the impact of this change all players have gotten a free feat respec.
• Ansel will now respect collision preventing people from moving through walls and other structures
• Non Admins will be restricted to 2 meters of movement when using Ansel
• Balance pass on Bows. Simple Bow range has been increased, Hyrkanian Bow range has been dramatically increased. Crossbow range has been reduced but they now shoot much faster
• We have done an overhaul on what monsters can damage which tier of buildings. If you haven't upgraded from sandstone you might want to think about doing that.
• Increased crafting XP across the board with greater increases for crafting more complex (higher tier) items
• Inverted Wooden Roof Wedge and Stonebrick Frame now require Journeyman Craftsman instead of Master Craftsman
• Black rocks in the starting desert are now harvestable
• Higher grade tools will now yield higher amounts of secondary resources (Bark/branches)
• Resetting your Knowledge Points will no longer cause you to lose your selected religion
• Removed Corruption sources from starting area caves
• Removed the Regen component from Purified Meat. This perk is reserved to Mitra's Ambrosia and Healing Potions. Purified Meat is still an extremely good food source
• Player corpses can only be harvested for religious purposes once every 30 minutes
• Balance pass on the amount of materials requires for basic chemistry potions
• Armor drops removed from chests
• Emus will now give less XP

Visual Improvements

• The Dogs of the Desert finally got their uniform shipment and will be donning their new outfits
• Visual adjustment to the Medium Tasset to reduce clipping issues
• Visual adjustments to the Setite Choker and Shendyt to reduce clipping issues
• Cutless and Falcata have had their icons updates
• Visual flair added to several hairstyles
• Visual improvements to female heads

Conan Exiles

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

Details

Morrowind - Morrowind Rebirth 4.0

by Silver, 20:22

@GamePressure The newest version of the 'Morrowind Rebirth' mod is a rather substantial update. The update features expanded areas, new spells and creatures etc.

Morrowind Rebirth mod has recently got a big update to version 4.0, featuring expanded and improved areas, new creatures, spells, textures, balance tweaks, bug fixes fixes, etc. This is the largest patch to this mod that has been released so far. The list of changes is really long (you can find in in full length on ModDB), so lets just mention a few interesting adjustements. One of them is the new appearance of Dark Brotherhood assassins, who now look different depending on their rank. You should also be more careful when dealing with bounty hunters, especially if you have a bounty on your head of 500 or more, as they will approach you in different areas, mainly taverns.

Morrowind

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

Details

Path of Exile - Fall of Oriath expansion

by Silver, 20:15

@GamePressure Path of Exile is getting a new expansion called 'Fall of Oriath' which will introduce 6 new acts.

Grinding Gear Games have announced the biggest expansion so far for their free-to-play action RPG Path of Exile. The Fall of Oriath DLC is going to introduce six new acts, starting with large Act 5 taking place in a brand new location - the eponymous Oriath, where your hero had been exiled from. Acts 6-9 are going to take you back to the places you previously visited, but these locations are supposed to be filled with new bosses and lore and therefore are promised to feel much different. The last one, Act 10, takes you back to Oriath for the final stand.

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Path of Exile

SP/MP: Massive
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: Released

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