Stranger of Sword City
Stranger of Sword City Review
Forgottenlor survived Stranger of Sword City and returns to tell us why the Wizardry-esque JRPG hits all the right notes.
» Continue reading the article...
Wolcen: Lords of Mayhem
Wolcen: An Early Look
Aubrielle takes an early look at Wolcen, the gorgeous new ARPG made in CryEngine.
» Read the article
Do a raffle and give away stuff
Tell us again about the good old days
Bring back RPGDot, to see what it was like
I'm still waiting for that My Little Pony site
I have this brilliant idea (elaborate in a reply)
Let's not, I don't like celebrations
Forum WatchFinal Fantasy XV Demo Video by joxer
Dungeon Rats - Ironman attempt(s) - includes spoilers by Pladio
STYGIAN: Reign of The Old Ones. A Lovecraftian computer rpg. by Scrawled
My Summer Car by ChienAboyeur
Birthday Thread by Eye
Wednesday - November 30, 2016
Kingdom Come - Preview @PCGamesN
PCGamesN previews Kingdom Come: Deliverance and wonders if it will deliver a true roleplaying experience.
Our demo starts in the small village of Stříbrná Skalice, mere hours before it's invaded. Unbeknown to our protagonist Henry, King Sigismund of Hungary has declared war on Bohemia, hoping to topple the region's incompetent king. Ignorance is bliss however, and with the prospect of war merely a rumour in Skalice, Henry is commanded by his father to collect a debt from the town drunk, Kunesh.
As Henry runs through the village's impressively rendered fields, what immediately strikes me is the complete lack of objective markers on-screen. Running about the village searching for Kunesh, players only have the vague directions from Henry's father to go on. In this game, no characters are marked out as more important than any other, meaning players have to treat everyone they see as a potential person of interest. With no arrows or glowing NPCs to guide you, the only way to reach your destination is by memorising directions and talking to those around you, creating a more authentic role-playing experience.
"We wanted to make everything realistic, or at least believable," Tobias explains.
After bothering a few villagers, Henry eventually discovers a small house on the outskirts of the fields. A bearded behemoth of a man sits on a chair outside - Kunesh. Upon Henry's approach Kunesh immediately recognises him and refuses to pay his debt. As you'd expect from an RPG, it's up to the player to choose how they deal with the situation. Henry has three choices - he can either attempt to reason with Kunesh and persuade him to pay his debt, bloody his hands and try and beat Kunesh into submission or thirdly, go back to daddy and get help. Built like a ton of bricks and standing a good foot taller than our weedy protagonist, challenging the man to a fist fight probably isn't the most sensible option.
Kingdom ComeSP/MP: Single-player
Release: In development
Torment: Tides of Numenera - Jack Class Trailer
@DSOGaming they have posted a new trailer for Torment: Tides of Numenera on the Jack class.
Techland released a new trailer for Torment: Tides of Numenera, revealing third new character class, the Jack. According to the publisher, Jack offers quick wit, cunning play and charm, but is not limited to one skill or tactic, essentially making him the Jack of all trades.
Players who want to explore and truly interact with their surrounding and the characters inhabiting the world need look no further as the Jack class has the widest variety of skills to develop, and can call upon a range of tricks to avoid direct combat.loading...
The Dwarves - Review @Cosmic Engine
The Dwarves has been reviewed by Cosmic Engine.
Cosmic reviews The Dwarves a new fantasy RPG developed by King Art Games and published by THQ Nordic. Enjoy The Dwarves review? Subscribe and enter the giveaway below! This game was provided free for the purpose of critique.
Giveaway ► https://gleam.io/LKE1C/win-the-dwarve...
On Steam ► http://store.steampowered.com/app/403...
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The DwarvesSP/MP: Unknown
Path of Exile - Content Update 2.5
Path of Exile has been updated to 2.5.0. This update includes new unique items, new challenges and rewards, adjustments to Master Missions, and a new 64-bit Path of Exile client that uses DirectX 11! Check out the full patch notes here.
Content Update 2.5.0
The Breach Challenge League:
- Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
- With 2.5.0, there are Standard and Hardcore variations of the Breach challenge league available. They have the same core mechanics and items.
- Tears in the fabric of reality have formed throughout Wraeclast. Engage them to expose an alternate realm and reveal those who dwell there. Slay monsters inside the Breach to keep it open long enough to reap your bounty.
- Deep in the Breach, you may draw the ire of horrific new bosses: Breachlords. The more damage you inflict on them, the more treasure they'll part with during their escape.
- Among the riches found in the Breach, you may also encounter Splinters. Combine 100 Splinters of the same type together to create a Breachstone. When placed in the Map Device, a Breachstone allows travel into a Breachlord's Domain, the one place where they are truly vulnerable.
- Monsters from the Breach drop new unique items that are specific to their Domain. When slain in their Domain, Breachlords are able to drop Blessings that allow these new uniques to be upgraded.
- There are a total of 35 new unique items specific to the Breach league.
- The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Breach Footprints Effect. At 24, you will receive the Breach Portal Effect. When you complete your 36th challenge, you will receive the Demonic Wings Back Attachment. These microtransactions are only obtainable in this league.
- From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Breach Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Breach challenges you completed during the league.
- Added 55 new unique items, 35 of which are exclusive to the Breach challenge league.
- Added a new Intelligence/Dexterity Support Gem - Cast while Channelling: While casting supported channelling skills, trigger another linked spell at regular intervals, with a small damage penalty. This support gem is available from the Sharp and Cruel quest reward in Cruel difficulty for the Witch, Templar, Shadow and Scion. It is available for all classes from Petarus and Vanja after completing The Eternal Nightmare in Normal difficulty. There's a new Channelling tag on relevant skill gems.
- Added a new Neutral Skill Gem - Vaal Breach: Creates a Breach at your location, making you vulnerable to its powerful inhabitants.
- Before her rescue, Navali is now guarded by The Faun.
- Very early areas in Act One have been cosmetically improved.
- Hellions have had their art replaced with a new model.
- Many of 2.5.0's features including the new renderer were deployed early with update 2.4.2. Thank you for your testing and feedback.
- The DirectX 9 renderer is still the default. You can change to the DirectX 11 renderer in the options. We will make the DirectX 11 renderer the default once we're sure there are no emaining problems.
- Melee action targeting has been greatly improved.
- The challenge and achievements panel now has progress bars for numeric challenges. Your overall challenge progress and challenge reward milestones are also shown.
- Weapons now display their range on their item descriptions.
- Improved early tutorials.
- Added support for the slash symbol in Premium Stash Tab price fields.
- Various improvements to preloading have been made
Path of ExileSP/MP: Massive
Genre: Hack & Slash
Rogue Wizards - Released on GOG
Rogue Wizards, a turn-based roguelike, has released on GOG.
Something cool for the magically gifted.
Rogue Wizards, a charming turn-based roguelike where you raid densely populated dungeons full of amazing treasures, is available now for Windows and Mac, DRM-free on GOG.com with GOG Galaxy support for achievements and a 15% launch discount.
You cannot isolate magic. Despite what the aristocracy of Rilfanor believes, it can materialize both in its "pureblood" population and among the less privileged members of society. Sometimes, those magically-tuned individuals might even belong to the fairer sex! The scandal!
But once these silly misconceptions are put aside, it's time to deal with the real problem: the evil monsters dwelling inside those randomly generated dungeons. Outfit your fighter with the latest in enchanted equipment, gather materials to craft even more powerful items, and prepare to do turn-based battle against scary monsters with unique traits and abilities. You can choose your spells from six distinct schools of magic and wreak havoc as you delve deeper and deeper into the uncharted depths of the ever-changing dungeons.
Indulge in your dungeon-crawling instincts and send your Rogue Wizards to destroy hordes of monsters and hoard piles of loot, DRM-free on GOG.com.
The 15% discount will last until December 11, 10:59 PM UTC.loading...
Rogue WizardsSP/MP: Single-player
Tuesday - November 29, 2016
Legrand Legacy - Kickstarter Update
Learn more about Legrand Legacy's alchemy and crafting in Kickstarter update #10:
Alchemy and Crafting
The fantasy world of Legrand Legracy is full of curious objects, magical items, and mysterious potions. Some are obviously vile, some are probably nourishing, while others look positively disgusting. Where can you find these items?
If you have played the Legrand Legacy Pre-Alpha Prologue, you'll know that slaying monsters will reward you with a lot of loot – things such as teeth, scales, slimes, and more. Well, you can bring all of these things to the Alchemist to turn them into items.
Items can also be obtained from completing side-quests. Remember the Flamatone that the Blacksmith requests?
Some common items may be available in the Apothecary, but the rarer ones will definitely require a bit of an extra effort. Each item has its own specific effect, such as healing, buffing, debuffing… and reviving.
Any and all items can be sold for Danaar (in-game currency) or even used to craft other more powerful and rarer items. In order to craft the item you aim to secure you simply collect the ingredients listed in the recipe.
We will include a bunch of recipes in Legrand Legacy so that you can craft the items you need to bring into combat or to customize your characters’ equipment to upgrade as needed. Below is a sample recipe for Remedy Shards.
As part of our the potential rewards that backers can secure for their support, starting at the Crafter Tier and above you'll get to design and name one of these in-game items! It’s certainly a wonderful opportunity to preserve your favorite keepsake and leave a lasting legacy that’s uniquely yours.
Kickstarter GamesSP/MP: Unknown
Release: In development
Ash of Gods - In Development
Ash of Gods is а multi-genre project that features most of the typical elements of a visual novel, tactical turn-based role-playing game and card strategy. This is a story intending to show all the complexity and ambiguity of moral choice. Good people often become rascals while inhumans behave more human-like than humans. This is the story of "angels" who after being given free will turned the life of humans into hell in the absence of a god. This is a novel that shows you that no conflict has a right or a wrong side because even your enemies have mothers and children.
Unique rogue-like storytelling in which each of the characters can die. Each of your decisions affects further plot development. Consequences may be immediate or come after a pretty long time. Momentary benefit may cost a character a life, while sacrifice will make the walkthrough of one of following episodes easier. As in real life, it’s very hard to predict all the consequences of the choices you make. A rude word may provoke a lethal conflict and a wound in battle may lead to death in a story mode. Remember: imprudent management of resources will lead to the death of the whole party.
The game release is scheduled for November 2017.
Ash of GodsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Might & Magic - Showdown Revealed?
@Gamebanshee they point out a Watch Dogs 2 video of the Ubisoft offices which reveals Might & Magic: Showdown. (Watch the video without sound - unless you enjoy police sirens!)
Your guess is as good as mine on what the publisher's actual plans are, when we'll get an official announcement, and whether any RPG elements will be present in the title, but it's at least worth mentioning that the in-game Ubisoft San Francisco office within Watch Dogs 2 features an obvious Easter egg for an unannounced title called Might & Magic Showdown.loading...
Might & Magic
Expeditions: Viking - Preview
SplatterCatGaming has previewed Expeditions: Viking:
Expeditions Vikings drops early in 2017 offering players another chance to take part in an epic adventure across the Viking ages!
Expeditions: VikingSP/MP: Single-player
Release: In development
Mass Effect: Andromeda - 22 Random Tidbits
Game Informers lists 22 random tidbits you probably didn't know about for Mass Effect: Andromeda.
1. Ryder is intentionally more of a blank slate than Shepard at the beginning of Andromeda. "Shepard came on the scene, and it felt like they'd already accomplished a lot and they'd done a lot and they'd seen a lot - but I hadn't," says creative director Mac Walters. "That whole universe was new to me, and so there was a bit of a disconnect between me and my player character right from the start. And so, with this, I'd really like us to close that gap as much as we can without going full amnesia."
2. Your companion Liam has a British accent.
3. You find clues about what happened to the other arks. For instance, as you locate asari escape pods, you learn more about what happened to them and their ark, and that thread is eventually resolved in a mission.
4. Some quests take place on the planet where you discover them, and others point you toward new locations. "It's about a 90-10 split," says Walters. "Once you're on a world, you should feel like you can spend your time there and complete the level. The rest are either resolved from somewhere else or send you somewhere else."
5. Despite the series' long history, the move to new hardware and adopting the Frostbite engine means BioWare built all systems, tools, and assets from scratch for Andromeda.
6. All of the systems (though not necessarily all of the content) are currently implemented in the game. Now it's just a matter of "balance and tweaking," according to Walters.
7. Enemies of the same class have different abilities based on their race.
8. Not all of the races from the original trilogy appear in Andromeda, but they may show up in future installments. "We've designed the IP in such a way that they can all show up," Walters says. "For hopefully obvious reasons, they're not all going to show up in the first game."
9. The points you earn by gaining experience are applied to more than just your powers. It's the same currency you use for other kinds of progression, like improving the hover time on your jetpack and increasing the Nomad's speed.
10. The blistering heat of Elaaden is only one kind of environmental hazard. "Another planet you might have ice, or radiation, or another kind of hazard," says producer Mike Gamble. "We're trying to mix it up, and how you survive them will be different depending on the planet. Some might require a different Nomad upgrade, others will take shelter, and so forth."
11. For players worried the scope expansion will dilute the experience: "The key for us has been ensuring that the content is rich and up to BioWare quality standards," Walters says. "Believe it or not, as massive as this is, we've actually continued to restrain the scope as much as possible so we can bring quality to each of these areas and make each one memorable. That's a term I use a lot - I want these places to be memorable. I don't want it to be like, the white planet, the blue planet - I want to remember the names of the locations and the characters I meet."
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Kingdom Come - Abusing the Peasants
@RockPaperShotgun they talk about abusing the peasants of Kingdom Come: Deliverance.
Other fun activities in Kingdom Come include getting drunk whenever you quicksave, because the only way to quicksave is to take a swig of a particularly heady local liquor, which means that overly prudent players risk spending half the game with a crippling hangover. Oh, and if you're really at a loss for direction, you might while away a few hours reducing well-adjusted villagers to sickly introverts by poisoning the cheese, starting brawls at all their favourite watering holes and stealing their fishing equipment. From a distance, Warhorse's much-postponed open worlder can seem rather dour, obsessed with historical accuracy and depth of simulation to a degree that makes you wonder whether this is a game or an interactive monument to a period. But somewhere beneath the boiled leather jerkin of this dragonless Skyrim tribute, there's some of the farce and fanciful nature of a first-person Fable reboot struggling for air.
The period in question is the early 15th century, and you are the whey-faced sprog of a humble blacksmith, scraping a living in the shadow of a castle wall. An hour or so into the prologue, your entire family will be put to the sword by the Hungarian army. Cue a heroic struggle to restore the rightful ruler to the throne. At the outset, however, the task at hand is simply to shop for beer and charcoal, pick up a crossguard from a merchant at the castle and track down a belligerent drunk who owes your dad money.
Kingdom ComeSP/MP: Single-player
Release: In development
Earthlock - Cover Art Selection
Soedesco is featuring a poll for Earthlock where you can participate to select the cover art that will be on the game box.
There are two options and when you participate you get the option to win one of the available Xbox One and PC keys.
Monday - November 28, 2016
Tyranny - Review @ GameSpew
GameSpew has reviewed Tyranny:
"Sometimes, Evil Wins" is Tyranny's tag line. In a world where the bad guys have already risen up and (almost) taken over the world, what would you do? Would you give in to the order of this new chaos and join one of the Overlord Kyros’ many legions? Try to create a legion of your own? Or would you try and work for good – even if you’ve already lost?
The latest RPG from Obsidian Entertainment gives you this choice. Not just in the usual RPG way either; Tyranny, compared to its contemporaries, is a shorter, more complex and oftentimes more choice-driven experience. At around 25 hours long, you would be forgiven for thinking that Obsidian have created something shorter than usual. But Tyranny’s length is one of its greatest assets; helping elevate its strengths and soften its shortcomings.
- Choices actually matter and affect the world dramatically
- Obsidian's trademark great writing
- Conquest introduces the world without complicationMinus:
- Too much combat with too little variety
- An incredibly sudden ending
- Loot is a little boring
Xanadu Next - Review @ HardcoreGamer
HardcoreGamer has reviewed the J-RPG re-release Xanadu Next:
Review: Xanadu Next
Nostalgia is easy but can be hard to justify. There were a lot of terrible games mixed in with the good ones, but by sheer volume spread out over fifteen years there was a lot to look back on fondly from the PS1/PS2 era. Xanadu Next is an action/RPG that can hang with the bet of those games, primarily because it came out right in the heart of the PS2 era. It was originally for Windows PC, although Japan-only, but somehow made an appearance on N-Gage in the US and Europe. The PC version has been given a tiny little upgrade to run on modern systems and, while it’s obviously a graphics refugee from a decade ago and desperately needs better controller support, Xanadu Next is a brand-new nostalgia trip that would have justified the fond memories.
While Xanadu Next is buggy and its menus just plain busted for controller use, the rest of the game is a wonderful trip through a classic JRPG world. The story starts small and the area to explore is a single island, but clever use of interconnecting dungeons makes it feel much larger. The entire quest is easily twenty or more hours long and that doesn’t even include chasing after the bonus dungeon. The combat is lively, enemies plentiful and puzzles show up frequently enough to keep you on your toes. Special consideration has to go to the soundtrack as well, which is easily one of the year’s best. Xanadu Next never had a chance to find an audience outside of Japanese PC gamers and the N-Gage user base way back in 2005, but it deserved far better. It’s a little jagged around the edges and could use a pile of patches, but every issue has a simple workaround, leaving the heart of the game to shine as an action-RPG classic that’s no longer lost in an obscure corner of gaming history.
Xanadu NextSP/MP: Single-player
Ultima - Conveying Philosophical Themes
A long time ago, a series of games managed to imbue into gameplay, world and story a series of values and ideas in a way that few other games ever managed to replicate. Let's take a look at the Age of Enlightenment, the trilogy of Ultima games that shook the foundations of storytelling in video games.
Matt Chat - On Tyranny
Matt Chat takes a look at Tyranny.
I don't normally review two games in a row, but 'tis the season for exciting new CRPGs (hey, I'm not complaining!). I liked the story, characters, world, and dialog (even though there is a bit too much of it at times). I'm less a fan of the combat engine and companion AI.
Get the game from GOG using my affiliate link:
RPS - RPG Scrollbars: A fine figure of a Witcher
RockPaperShotguns Richard Cobbett waxes lyrical about Witcher figurines in the latest RPG Scrollbars.
I really do mean it. It drives me crazy at the moment that almost all gaming merchandise now falls into three categories – overblown Special Edition tat, ludicrously expensive stuff like this Mass Effect Mordin statue or this Elizabeth statue, or the harried ranks of ghastly Funko shit that pretends to be in celebration of your favourite characters and franchises, but only in the interests of normalising the idea that row-upon-row of soulless vinyl shit is any way to remember something you love. And don’t get me started on the likes of Dorbz – the same thing, only with shit-eating grins. Screw every single product in the entire range. They’re the rancid Happy Meal toys of fandom, lumps of cheaply made and reconfigured plastic that this time may just happen to have Harley Quinn’s hat! Grrrrr!
Rock, Paper, Shotgun
MMORPG News - Project Genom returns to Steam
@RockPaperShotgun Project Genom is an early access science fiction MMO which was removed from Steam due to a disagreement with a programmer. However everything looks to have been resolved with the game now available on Steam again.
"All questions regarding disagreements on intellectual property rights have been legally resolved in the pretrial order," said developers NeuronHaze.
The disagreement began shortly after the game's release on early access in October, Stekhnovskii was fired from the project. He claimed this was because the developer didn't want to pay him the agreed 10% of sales from the launch month, which he claimed "exceeds by far" anything the game had made before. Meanwhile, NeuronHaze said they had fired the programmer for not doing enough work in previous months.
Whatever the case, it looks like the problem has now been fixed without any prolonged and debilitating court cases. That's probably for the best. The developer also says that work is still continuing on the game, despite worries among players caused by the recent legal troubles.
MMORPG NewsSP/MP: Massive
Release: In development
Torment: Tides of Numenera - Path to Gold
The latest kickstarter update for Torment: Tides of Numenera outlines the path to release.
Path to Gold
Phew! It's been a busy month. The Torment team has been hustling hard to get the game polished for release. The game is nearly ready, which means we're now doing all that "boring" stuff that gets Torment ready for you to play.
What does that include? Well, Jeremy, Evan and other members of the design team have been working away on balancing to make sure our Crisis encounters are as entertaining as can be, and that things like loot distribution, economy and character progression are playing well. A lot of number tweaking! Those on the writing and area design side have been playing through the game and fixing any remaining quest, story and content issues. Our engineers Steve, Jesse, Dan and more have been hammering hard on performance optimization and pesky bugs to make sure everything runs better, faster, stronger. Meanwhile, we've got our artists, scripters and more devoted to further polish and cleaning up animations, character rigs, and textures.
Fortunately, things are looking really good, so we've been able to divert more folk's time toward playing the game, finding bugs, identifying balance and progression issues, and tying up any loose ends in quests. It might sound like a strange thing to say, but sometimes for developers, simply finding the time to sit back and enjoy our own games is a luxury, so we've been doing that too.
We also wouldn't be complete rounding up our recent progress without giving another shout-out to the QA teams at Testronic and Techland, plus our external localization partners. Those teams have all been putting in huge amounts of hours and Torment is very much improved thanks to them.
All of this work is bringing us closer and closer to a release-to-manufacturing build of the game. We've been directing our efforts towards that milestone, and when that happens, it will mean Torment is effectively a finished, complete game we can all be proud of. You can rest assured we'll be hammering away as long as we can to give you the best possible experience upon release early next year.
Last, in the previous update we hinted that we'll have a new beta update for Torment coming, and that's still the plan. This will have many of the refinements we've mentioned above, plus new features like the ability to switch between mouse/keyboard and controller versions of the interface. We'll keep you all posted!
Project Resurgence - Latest Update
Project Resurgence has a new video update on their progress.
Cohh Drops The Newest Update On The Progress Of Project Resurgence By Nectar Game Studios After The Successful Kickstarter
Playlist Of Updates Can Be Found Here: https://www.youtube.com/playlist?list...
Project ResurgenceSP/MP: Unknown
Release: In development
Sunday - November 27, 2016
Dead Age - Version 1.3 released
Version 1.3 of Dead Age introduces a casual mode:
Casual mode: In casual mode, the health and power of opponents is significantly smaller. Ideal for casual survival sessions. You should still keep an eye on your resources and companions, as these are still as important and difficult as in normal survival mode. Use upgrades if you die to give you a cumulative advantage in following playthroughs.
- fixed isses with full medical inventory
- the character class soldier had some wrong attributes set in the survival and shotgun talents
- fixed an issue with jamal quest 2
- fixed an issue with dexter quest in desert level
- fixed XML-Error popping up on linux when game language is german
- fixed merchant taking the materials even when purchase failed due to full medical inventory
- fixed some polish localization and added polish localization for the steam achievements
Dead AgeSP/MP: Single-player
Death Trash - Dev Talk
Stephan, the dev of Death Trash shared some info about his post-apocalyptic RPG on the Codex:
Hello. I'm Stephan, the creator of this game. Obviously you have some parts already figured out, but it's also a bit messy in here. And I might be responsible for some of that too.
So if you have some questions, I'm happy to answer them. Here are some of my thoughts:
- No, this game is not designed for 12 year olds. Nor am I 12 years old. Being a bit older, the high era of my gaming was in the nineties, and I intend to make a game in the spirit of the roleplaying games of that era. Not exactly like them though.
- Of course you can play a male character. There should be a wide range of characters and visual customization to choose from, but while gameplay and animations count are not finalized I don't want to spend too much time yet making multiple characters.
- This is no political game, but part of my belief is that people should be friendly to each other and tolerance is very important, so some of that might of course make it into the game. Personally I find it a bit sad that in a genre that is so much about giving options that the addition of a further option (playing a trans-gender character) is a point of discussion.
- The game will have stats. But light-weight, more Ultima 7 than a Fallout 1/2 / Daggerfall. So almost non-existent for purists out there. If you think that stats are the most/only defining characteristics of making it a roleplaying game then we'll have different opinions anyway. Here is a screenshot of the simple stats screen, but the plan is anyway to model the actual gameplay first and then the stats on top.
- I agree the combat looks boring still. Two things about that.
- One: Choosing realtime was a deliberate choice because part of my interest in this is (like Ultima 7) world simulation, and I find turn-based very tedious for that. Turn-based tends to lock games into two modes, where with simulation it should be an ongoing play. What happens if you shoot an NPC in a bar? Having to wait until 23 NPCs made their turn? Not what I want.
- Two: As the game is centered around one character and realtime a natural iteration now is to make it more action-like (think Dark Souls, not Diablo). In the process of that, but with dashing/rolling added it feels a lot better now. (Part of the reason I didn't try this earlier was probably because I was not confident enough as an animator. That's also improving.)
- The dialogue and the setting. I know it's a matter of taste, and it will certainly not meet everyone's. Just want to say here that this project probably differs much from others in the regard that it was online from day one, and what other people might muck around with or make their jokes with behind closed doors during that multiple years of development or especially in the beginning: here it was part of the "posting daily on Twitter about it". And that will always lean more towards light-weight humor. There it's natural to post non-working or non-serious stuff. So while parts of the final game will be like that, the perception of the whole thing is too much skewed towards that yet.
- The art. It's not about retro for me. The pixelart fits the right spot between abstracted and handmade so imagination can fill places. But it's a matter of taste, too, of course.
I'm happy that some people are interested in this game. And while I might not always have done the best job communicating this game, I'm learning. Hopefully improving.
Thank you for reading this.
Death TrashSP/MP: Single + MP
Release: In development
Dishonored 2 - Review @ MMORPG
MMORPG has reviewed Dishonored 2:
Not So MMO: A No Spoilers Dishonored 2 Review
We’ve been playing Arkane Studios' Dishonored 2, and today we offer our thoughts on the game in our Not So MMO review of the sequel. Does it continue the tradition of open exploration and stealth with a healthy dose of RPG progression and choice?
Dishonored 2's beautifully bleak world, incredibly level design, and top notch AI make for an altogether grand experience that will have fans of the classic Thief series truly enthralled. Its story is not the best narrative you’ve ever seen, and the voice acting (even of Vincent D’Onofrio and Rosario Dawson) is rough. Not Peter Dinklebot of Destiny Infamy bad, but it’s not great. That said, there’s little in Dishonored 2 that would keep me from recommending it for all fans of stealth action games. Simply put, it succeeds and surpasses where the sequel laid the groundwork.
OVERALL SCORE – 9/10 – Highly Recommended
Dishonored 2SP/MP: Single-player
Bevontule - Try the Demo
Drawing inspiration from a wide variety of different types of role-playing games, Bevontule is an upcoming computer RPG with a large emphasis on plot, lore and character development, as well as combat, customization and progression.
Featuring a deep, challenging and innovative turn-based tactical combat system, Bevontule's primary emphasis is on the many ways in which characters can master the nuances of their available skills and equipment setups to best dispatch the varied and highly intelligent enemies they will encounter.
At the same time, progression is driven by a very tightly-written and mythology-deep storyline that has been decades in the making and is codified in many short stories, maps, sketches and even its own wiki. Not only is the main storyline arc of the game solidified, but so too is the extensive history and setting in which the game occurs.
Some gameplay by GoGamerGo:loading...
Release: In development
Betrayal at Krondor - Krondor Confidential - #XI
Neal Hallford recalls the day that Betrayal at Krondor hit store shelves in the latest part of Krondor Confidential.
I have to admit that I don't remember the actual day that Betrayal at Krondor hit stores. Today major game releases are accompanied with signing events, and Twitter storms, and all kinds of pomp and circumstance, but we simply didn't do that sort of thing in 1993. A publicity blitz back then meant hustling for magazine covers for months in advance, and making sure you had a big presence at E3. Maybe you could get a TV news program to cover you if you had some kind of exploitable current event connection. For our team though, release day was simply time off after nearly two years of extraordinarily hard work. Though we were pleased with what we'd done, we had no idea how it would be received. We'd broken a lot of the "rules" for making RPGs along the way, and the game was crazily ambitious for the time. The one thing about doing anything creative is that the creator is aware of the gap between what they had in mind at the start and the thing they ultimately produce. All of us had things we would have liked to have done better, or to have expanded further. We could have iterated until Doomsday, but the time came to push it over the wall and call it done and start work on the sequel. All we could do is sit back and wait to see how the world would react.
From the beginning, we knew our first and most important critic was going to be Raymond E. Feist. His name was, after all, sitting above the title of the game, and he'd forever be tied to the success or failure of it despite having only minimal input on its actual development. It had been important to me in particular to get it right because Dynamix had handed me the keys to his universe without his knowing who I was or what I would do with Midkemia. I owed it to Ray and I owed it to his fans, but more than any of that, I owed it to the company to make sure Ray would be on board with whatever we did. If he loved it, he could make a very big difference in our efforts to promote the game. If he hated it, however, the many risks that we had taken during development could end up being disastrous for everyone.
Betrayal at KrondorSP/MP: Single-player
Saturday - November 26, 2016
Dishonored 2 - Game Guide @GamePressure
Game Pressure has a game guide up for Dishonored 2 if you feel the need for tips and 100% completion. It contains a walkthrough, exploration and combat tips, and locations of all available collectibles.
Dishonored 2 game guide contains:
- Description of game mechanics;
- Description of skills of protagonists;
- Detailed walkthrough along with useful tips;
- Description of targets and ways of eliminating them;
- List of all collectibles;
- Technical details, along with PC system requirements.
Dishonored 2SP/MP: Single-player
The Ninth World - The Numenera Setting Explored
@psychotrip takes a look at the Numenera setting and explains its ins and outs.
Numenera's official website: http://www.numenera.com/
"The Ninth World" Fansite: http://theninthworld.com/
Tides of Numenera steam page: http://store.steampowered.com/app/272...
Battle Brothers - Ambitions
In dev-log #89 the devs of Battle Brothers tell us about the campaign goals of the game:
This week we’re talking ‘ambitions’, a new feature and part of the overarching campaign goals as announced on our roadmap to the finish line. What are ambitions and how do they work? Read on!
Battle Brothers is a game about leading a mercenary company. It’s also an open world game that relies heavily on replayability. When it comes to introducing overarching goals to the game, then, a linear story would quickly conflict with replayability, and any story straying from the mercenary narrative would quickly feel artificial and conflict with what the game is supposed to be about. Maybe you care about saving the world or the fate of some princess, maybe you don’t, but it’s for you alone to make that call, and we don’t want to force you into a story that may not align at all with how you want to play a game that should be about your mercenary company. Indeed, the one constant in every campaign, and the one constant for everyone enjoying the game, is building up your own mercenary company, and that’s why this is and will be the overarching goal of the game.
We’ll be introducing 3 different aspects to support this further and give you more sense of purpose, progression and challenge; ambitions, the ability to finish your campaign by retiring from your company, and late game crises. Each of these will be covered in detail in the weeks to come with their very own dev blogs, and we’re starting things off by taking a look at the first of these aspects today: ambitions.
Not surprisingly, players approach the game quite differently. While some easily motivate themselves to build up their company and pick up challenges on their own for dozens of hours, if not more, others crave for being provided with more direction and structure. We’re introducing ambitions as mid-term milestones for you to work towards on the path of forging a legendary company in a way that fits the game’s narrative and lets you earn unique rewards.
Battle BrothersSP/MP: Single-player
Release: In development
Legrand Legacy - Kickstarter Update
Learn more about Tel Harran - The City of Slavers - in this Kickstarter update for Legrand Legacy:
Tel Harran - The City of Slavers
How is everyone enjoying their weekend? Ours is off to a great start: we’re thrilled to mention that Legrand Legacy is now over 30% funded thanks to all of your support, so be sure to continue to share the link to the Kickstarter everywhere!
Legrand is home to a plethora of fascinating landscapes and cultures. Today we start with the first stop in our tour of some of the game’s regions. Who knows, we might have time to give you a sneak peak at some of the regions we’re currently working on! For our first stop, it is time to visit Tel Harran, the City of Slavers.
The city of Tel Harran was built by the Ahrimans, a race of intelligent bipedal lions, to show their superiority over humans. The citizens of Tel Harran have been practicing slavery since the city was founded, and their main source of entertainment involves having slaves fight each other to the death in the blood arena, which is exactly where Finn’s (mis)adventure begins.
If you have played the Legrand Legacy Pre-Alpha Prologue, then you know there are quite a bit of things to do in the bustling Harrean Market! You can visit the apothecary to get some unique healing items, such as the Bloodstone Shards and Crossbones, or you can go to the Blacksmith to purchase swords and armors - just as Master Geddo orders. If you fancy a ride on the Ruggamsh, it’s also quite a steal at only 50 Danaar!
Kickstarter GamesSP/MP: Unknown
Release: In development
Dungeon Rats - Update #1
The dungeon crawler Dungeon Rats got an upate:
It's been 2 weeks since the game was released, so it's time to roll out the first update.
- Added an optional system to highlight enemies, allies, and active characters (see the screen above).
- Bomb explosions have better sounds and visuals.
- Improved models and icons for armor made from creatures' hides
- Hover your mouse over the enemies to see their hit points (among other things)
- Added more info on weapons (type and one-handed or two-handed)
- Added improved help screen (press F1 when playing the game)
- Bows can be decomposed
- Improved collision and visuals of the black scolopendras' nest
- Schematics icon no longer covers the number of items
- Increased shields' vsRanged by 5.
- Reduced the Constructs' shield vsRanged to 40 (from 50).
- Slightly reduced the Constructs' ranged damage.
- Fixed the lack of "helmets" on the Constructs.
- Liquid Fire's duration reduced from 4 turns to 2.
- Reduced Roxana's skills a bit (Dagger, Xbow and CS) and her starting skill points (20).
- Reduced Hieron's starting skill points to 10, increased Hammer and CS skill by 1.
- Increased mobility bonus to 3 per tile (from 2).
- The Constructs' drop rock oil not per unit killed but her fight.
- Added more sticks and stones to break your bones.
- Tweaked the chest reward after the second fight (new game only).
- Added more wood in the first levels.
- Tweaked stones and javelins stats.
- Lowered heavy throwing items weight.
- Lowered the amount of alchemy ingredients.
- Added a few extra sources of rock oil.
- Slightly lowered spear interrupt chance.
- Spear Interrupts no longer does criticals
- Rebalanced Scaurus' spear and shield, and made them unique instead of crafted.
New Bomb Mechanics:
- Chance to knockdown is now tied to the CS chance and CON (lower for high CON characters, higher for low CON characters). Before it was tile based (100% if you were at the center, half for each tile away).
- The CS bonus is 30% at the center of the explosion and goes down with every tile.
- Added chance to damage armor. Frag bombs increases the chance.
- Criticals increase damage.
- Added Shield Bash ability to tower shields
- Fixed the passive bonus info for bows and xbows.
- Fixed camera jumping up and down on character switch
- Fixed potent poison's damage
- Fixed wrong status icon tooltips displayed over portraits
- You can no longer dismiss allies during combat.
- Fixed getting One Man Band instead of Tinman if you won in normal or hard difficulties ironman.
Dungeon RatsSP/MP: Single-player
Genre: Dungeon Crawler
Friday - November 25, 2016
Startrail HDSP/MP: Single-player
Release: In development