The Nostalgia Files
Autumn: A Meager RPG Harvest
Aubrielle invites us to gather round the fire and talk about what autumn gaming means to us, and why so few RPGs feature cozy harvest time surroundings.
» Continue reading the article...
The Warlock of Firetop Mountain
The Warlock of Firetop Mountain Review
Pessimeister goes in-depth in this Warlock of Firetop Mountain review.
» 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
Wednesday - October 19, 2016
Tyranny - The Skill System @ PCGamesN
PCGamesN interviewed the game director of Tyranny about the sill system:
Tyranny's game director on its new skill system and creating "different shades of bastard"
Tyranny is a deceptive kind of game. At first glance, it looks like yet another entrant in the "what's old is new again" revival of classic RPGs that seem to be all the rage these days. But the time I spent with it at a preview event this weekend has proven that, underneath that layer of Infinity Engine nostalgia, Tyranny is a very different type of RPG. With a skill system reminiscent of Skyrim and a story that shrugs off the heavy mantle of fantasy tropes, Tyranny feels like a wolf in sheep's clothing.
During the event, I got to preview Tyranny's unique Conquest mode, which introduces you to the world by letting you conquer it. I also sat down with game director Brian Heins to talk about how Tyranny isn't here to pay tribute to an older generation of RPGs and what it means to be good in a kingdom ruled by bad.
Obviously that's super telling in Tyranny's skill system. Can you run me through how that works?
This is something I wanted to do differently because I love skill-based systems for games, it's my favorite type of game to play. The way it works in Tyranny is you have different weapon, magic, and support skills. As you use those skills you gain experience, the more experience you gain the higher they rank and the more your character levels up. People who've played Oblivion or Skyrim will be familiar with that type of skill system. As you go up in level on your character, you can purchase attribute points that make your character more powerful, learn new talents that give you new abilities, and new passives that make your character more specialized.
So with the old class system so deeply ingrained in this type of RPG, why abandon it in favor of more freeform character progression?
It's my favorite type of RPG system to develop and it's like coming home for me to work on that type of game.
What do you love so much about it?
Class systems are great because you have defined roles that you know—if I'm playing a fighter, I know it's going to play a certain way. But oftentimes I want to make the hybrid, I want to make the fighter-cleric hybrid. I love living in that grey space in between the defined classes which is one of the things that a skill-based system allows you to do. You can create your own character. Whatever concept you have, by just focusing on the right skills, you can really make that character for yourself which allows you to roleplay the character the way you want to.
Divinity: Original Sin II - Major Update
Divinity: Original Sin II got a major patch:
Thank you for sending us so much feedback! We're happy to release our first major update with plenty of new features and fixes.
This new version is not compatible with old savegames. However, if you want to continue playing with your old savegames, we have made the old build available on a different Steam branch: ea_version_1.
To switch to this old build, simply follow these steps:
- In your Steam library, right click the game Divinity: Original Sin 2 and select Properties
- In the Properties screen, click on the tab BETAS
- In BETAS, click the arrow to open the dropdown
- From the dropdown, select branch "ea_version_1 - For saves with version 126.96.36.1991" and then click Close
If you're interested in more behind the scenes footage, check out our Kickstarter update:loading...
And here's the list of all changes. It's a whopper!
[...very big list...]
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Path of Exile - David Brevik Advising
@PC Invasion they report that David Brevik is joining the Path of Exile team which was the 'diablo-like' game reported earlier.
There has been confusion and speculation on what game and where David Brevik would be taking on an advisory role on this "diablo-like" RPG. We now have confirmation he's joining Path of Exile.
David Brevik is joining Grinding Gear Games as an advisor on Path of Exile and will help launch the game in China. The news was initially broken via a press release put out by Tencent and has been confirmed by GGG's CEO Chris Wilson.
Chris Wilson told PC Invasion, "David is an advisor, primarily for our launch in mainland China, but we hope to learn from his experience as much as we can over the coming months."
Both Brevik and Wilson will be heading to China to help with the game's launch and to meet fans.
Path of ExileSP/MP: Massive
Genre: Hack & Slash
Vigilantes - Greenlit!
Vigilantes has been greenlit on Steam and has made $3,566 out of a 5K goal with still 18 days to go. The latest update details additional weapons added to Vigilantes.
We've got some good news: Vigilantes has just been accepted on Steam Greenlight! Thanks very much for your help in making this happen! This will allow us to focus a little more on development - our intention is to launch the most substantial update to Vigilantes to date, shortly after the Kickstarter ends.
You can expect another update in the near future to showcase the voiced character video for Cuda, but for now, we have added 5 new weapons to Sam's arsenal:
Eurocorp Orthrus - Double Barrel Shotgun
Eurocorp Artemis - Precision Rifle
Eurocorp Hades - Pistol
Raskol 148 - Assault Rifle
Hestion Knife - Bladed Weapon
Genre: Tactical RPG
Release: In development
Starpoint Gemini Warlords - Core Gameplay Changes
Starpoint Gemini Warlords has gone through a big mechanics change and added some new content as detailed on this changelog.
New skill system
We've purged the old skill system from the game and introduced a brand new one. You will retain all your skill points from your existing saves, but you'll have to distribute your skill points anew. Progression is still similar as in you gain a skill point each time you level-up and you can then use these points to upgrade skills. Each character class has four unique skills (the fourth is unlocked on higher levels), but also a special passive class-specific bonus.
Enter the Gladiatrix
The first Gladiatrix arena is in! It's nicely located in Phaehana, between Phaeneros and Concordia. If you've played Starpoint Gemini 1, then you more or less know what the deal is. Simply talk to the arena Quartermaster to get in on the action. If a picture is worth a thousand words, what does that mean for a video?
Rounding up the Outerlands
Two new Outerlands ships are added to finalize their fleet. You can obtain these in several places, but to make things easier, we've greatly expanded on what ships are available for purchase both on Concordia and on Phaeneros. This is a temporary measure to make it possible for you fine ladies and gentlemen to give each ship a go. You still have to purchase them of course.
Scattered around Gemini are the so-called Artefact vaults. If you scan these, you'll get a nifty prize. Existing saves will work without a problem since the vaults are added in.
All of this is our first iteration of those changes and we are looking forward to your feedback to improve upon those changes or change the direction entirely if needed. After playing for awhile with the new system please go to the discussion board and share your feedback and opinions, if you wish of course.
The affected areas of change are:
- NPC AI behaviour
- ship stats
- ship acceleration and speed
- Sublight speed
- power core, cloak and various other subsystem tweaks
- light and heavy weapons
Starpoint Gemini WarlordsSP/MP: Single + MP
Release: In development
System Shock - Progress Update
A new kickstarter update for System Shock by Nightdive Studios updates us on how preproduction is going and shows us some concept art of a Cyborg Assassin and a Mutant Cyborg.
Jason here with this month's update. In the future, we're going to have other folks on the team write updates since it shouldn't be just me having all of the "fun" :-p
Things are progressing along quite nicely so far. We're currently about 30% through preproduction with most of our lead team assembled and are working on documentation and proving out our pipelines. This is typically the least fun phase of game development since it's a lot of meetings and documentation, but it's also one of the most important phases since it lays the foundation for the rest of the project.
One of the most interesting aspects of this phase is that we've been meeting with some of the original devs from System Shock 1 like Austin Grossman, Dorian Hart, and Paul Neurath. The goal is to sync up as much as possible with the original devs to understand what Shock meant to them, get as many details as possible about pretty much everything, and determine what they would have liked to do back then if they had today's tech. We're striving to do this brand justice, and that starts with the amazing folks that created it.
Every month, we'll compile some questions we've been seeing in the community and answer them as best as we can here.
Q: When will we be able to donate via Paypal?
A: We have all of our legal stuff sorted out for it, but still need to wire things up on the website and Backerkit. We'll probably have a bulk of it finished early next month, but probably won't bring it live until January since it will be easier for us to start it in a new tax year.
Q: Where are the forums?
A: I'll talk about that below :-)
Q: When can we expect our SS1 and 2 steam keys for our backer reward?
A: Daniel should be sending those out within the next few days. Keep an eye on your email address that you used to back our campaign.
Q: Can backers that missed the Discord invite still get an invite to the developer Discord server?
A: Yup! We'll have invite codes in our forums once they're up.
System ShockSP/MP: Single-player
Ultima VI - Ultima 6 Remake Progress Report
After a long time between updates there has been an update submitted for the Ultima 6 Remake project which is remaking Ultima 6 using Ultima 7 graphics and the Exult engine.
The goal of this project is to update U6 using U7 graphics and Exult engine, for those of us who aren't into the 3D feel of the Ultimas. It has been something I always wished I could do, long before Exult came into being, but now it is possible. This conversion will stay true to the original game but update the storyline a bit to reflect the warlike atmosphere, new npcs to help tie in loose ends or create new sidequests, and elaborate on things in game that wasn't possible with the Ultima 6 engine.
Update on the project!!
Posted by Zygon Dragon on 4th October 2016 in Updates
It's been a while since we've updated things here! Rest assured, work on the mod has picked up quite a bit as of late. I've been working on getting an idea of where we're at in the mod via spreadsheet and what needs to be done, fixed, added, and so on. It's been a huge help in figuring out what to do next. For the past few days I've been doing map work, finishing both the Britain sewers and Buccaneer's Cave areas since they both connect. The overworld seems to be near complete, just needing some fine tuning and cleaning up here and there. NPCs in the overworld are mostly done, with a handful still needing to be done and many needing some fine tuning. Crowley is still working hard on the backlog of new sprites and things needed for the mod, and Pegbyter has been working on a sidequest that isn't crucial to the game, but will shed new light on some things from U5. A hint of what's to come: Have you ever wanted to get revenge on Chuckles that didn't involve shooting him with a cannon? Perhaps he's been hiding something all of these years... something that Lord British wouldn't find very virtuous...
Sorry for the long time in between updates, but we've been working sporadically and are determined to see this to the finish line! We're still looking for pixel artists who can finish the portraits and make them look nice, so let us know if you're willing and able!
Ultima VISP/MP: Single-player
Wasteland 3 - Interview with Brian Fargo
Heatstreet interviews Brian Fargo about Wasteland 3 and social commentary in video games.
Fargo tells me that Wasteland isn't a world about running around shooting monsters. After all, the people are the real monsters, and that's the truth of it.
Like his previous titles, Wasteland 3 is going to be one of those games where players can choose to do bad things, and be the villain of the story. This time around, Fargo wants to make the game more rewarding for players who go down that route.
"One of the edicts for our writers, and one of the things players like, is that they like more chances to be evil and have a payoff. So that's one of the things we're dialing up for people who want to go the dark side."
In a lot of role-playing games, playing the bad guy can be unrewarding, forcing the player to go down the righteous path for the best loot and the best. Just like Wasteland 2, this isn't going to be the case with the upcoming game.
"Wasteland lives in a big grey area, and sometimes making decisions that on the surface feel really evil, there are actually good reasons to doing these things," says Keenan. "The way that we've kind of justified that is that the world reacts to your decisions. So sometimes you think you may make what you think is a good choice-that you're providing justice, and a bad outcome happens. That's also the way the world works. Sometimes, you don't always get a decision in how the consequences of any action, regardless of whether your intentions were good or not. You can't always predict the way things are going to happen whether you choose right versus wrong."
Sometimes, the right way is also the ugly way, and it's these dilemmas that make RPGs as fun as they are-that the choices you're confronted with are not in black and white. Fargo references TV shows like Game of Thrones, Narcos and The Night Of as examples of media with strong elements of moral ambiguity, citing an episode in Narcos where one of the good guys kills a kid to send a message to Pablo Escobar.
Wasteland 3SP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Tuesday - October 18, 2016
Atonement 2 - Released
The RPG Atonement 2: Ruptured by Despair has been released on Steam today:
- Direct sequel to Atonement: Scourge of Time.
- Explore the alternate timeline, where the final outcome of the first game took a grimmer turn. Characters you’ve known already will not be the same. Friends will become enemies, and enemies will become friends.
- Regenerating energy battle mechanic is back! Carefully manage how you spend your energy as some skills can leave you dry very fast!
- No level ups or experience points! Similar character progression to City of Chains – gain skill points upon completing quests and choose which battle skills or passive abilities to learn.
- Non-linear gear progression. Equipment system now consists of enchantments that you can find all over the world. Use these to customize your character’s offensive and defensive bonuses to your liking.
- All enemy encounters are visible, so you can tackle them when you’re ready. Some passive abilities will allow you to bypass battles without needing to fight.
- In addition to the main party’s story arc, witness flashbacks from a distant past, where you get to control a second party of characters. Any decisions you make during these scenes will have an impact on the present.
Story:Three weeks have passed since the events of Atonement: Scourge of Time. The world was saved… or so it seemed. Whilst keeping a low profile, Elleria began to notice strange occurrences – ominous dreams, a persistent weakness, and mysterious portals coming out of nowhere.
Before long, she and her allies find themselves in an alternate timeline – a timeline where events took a grimmer and more depressing turn, with familiar characters no longer being the same, and Elleria herself being at the centre of it all.
Wanting nothing more than to simply return to her home timeline, Elleria will have to face her fears, her lineage, and herself, in order to overcome treacherous hazards, eldritch secrets, fallen angels, overwhelming odds, and maybe, just maybe, save others in the process.
Atonement 2SP/MP: Single-player
Hob - PAX West Trailer
Developer Runic Games, maker of the Torchlight games, has been quietly working away on their next game called Hob.
A lone hero awakens on a broken planet, the last hope of a missing civilization overrun by a brutal and infectious enemy. Only you can stop the growth of this rogue life, defend the gentle sprites that look to you as their champion, and bring the ruins to life again. Hob: Explore. Fix. Save. Awake
WORDLESS NARRATIVE: Presented without text or dialogue, Hob's story is revealed as you explore the planet and interact with the strange lifeforms that inhabit it.
TRANSFORM THE WORLD by solving puzzles and repairing the planet. The landscape will change before your eyes, opening new areas to uncover and explore.
GRAPPLE, PUNCH, and WARP through the world! Use your mechanical glove-arm abilities for traversal as well as combat.
ADVENTURE in an open world, explore ruins, befriend sprites, and battle the rogue creatures that threaten their extinction.
Release: In development
Star Control: Origins - First Look
"We Earthlings are the newcomers to the galactic scene," said Brad Wardell, Executive Producer. "The dozen plus space-faring species have been hatching their schemes since before we got out of trees. Now, suddenly, they have to deal with those meddling apes from Sol 3 who threaten to upset the plot."
The game starts in the year 2086 with the unaware humans receiving a distress call from an alien ship that has crashed on the moon of Triton, leading to the formation of Star Control, an international space agency dedicated to protecting the Earth. The player takes on the role of The Captain of Earth's first interstellar ship whose first mission is to investigate the distress signal.
Star Control: Origins represents a new start for the beloved franchise. Stardock acquired the rights to Star Control 1/2/3 from Atari and since then has launched a new game studio in Towson Maryland specifically to create the new Star Control title. The classic series is available for sale on Stardock's newly launched StarControl.com website with players also able to pre-order Star Control: Origins and join the Founder's Program.
"Star Control is ultimately about us Earthlings exploring the galaxy, finding and talking to strange alien civilizations, and hopefully living to tell the tale," said Wardell. "We are hopeful those who remember the original trilogy will like the direction we're taking here while at the same time introducing a whole new generation to the awesomeness of a game that combined action, adventure, and roleplaying in a sci-fi game simultaneously."
Star Control: Origins is scheduled for release on PC and consoles with the PC release scheduled for 2017.
Release dates and early access
As mentioned above, Wardell is targeting the second half of 2017 for the PC release of the game, with a console release to follow. A final price hasn't been announced, but for $35 (£30), interested gamers can join phase two of Stardock's Founder's program, which gets early access to the game's beta, along with "mod tools, private journals and more."
The first thing members of the Founder's program will have access to is the multiplayer version of Super Melee, the head-to-head space combat portion of the game. Wardell indicated that Super Melee is planned for the fall of 2016, and more early access pieces will follow after that.
"This will be, by far, the biggest game we've ever done," said Wardell. "It has been a challenge to make sure this feels like a Star Control game. If it weren't for Paul and Fred, I probably wouldn't have become a game developer in the first place," he continued. "So it means a great deal to me personally that we make something that lives up to their standards. A lot of people forget that Paul and Fred didn't just do Star Control 1/2. They also made Archon, Mail Order Monsters, and of course Skylanders. They may be the greatest game designers in history."
Star Control: OriginsSP/MP: Unknown
Release: In development
Elder Scrolls Online - Saving the ES MMO
Polygon steps back and takes a longer look at Elder Scrolls Online, its evolution, and where it's going with One Tamriel and beyond.
How do you take one of the biggest franchises in games and move it to an entirely different genre without losing what makes it special?
That was the question posed by the team at ZeniMax Media when it formed ZeniMax Online Studios in 2007. Its answer was The Elder Scrolls Online, an ambitious project to take the world of Tamriel — made famous by single-player games like The Elder Scrolls: Morrowind and The Elder Scrolls: Oblivion — and reshape it into a massively-multiplayer online game.
But in 2011, four years after work began, studio director Matt Firor and his team started to think they might be on the wrong track. The feedback from internal playtests was mixed. ESO was just OK, and OK wasn’t anywhere close to good enough.
Elder Scrolls OnlineSP/MP: Single + MP
Thea: The Awakening - My Town of Bones
In Part 1 of their Thea: The Awakening diary, RPS focuses research on bones and examines the nature of children as commodities.
I have 5 bones, 77 meats and 6 children. Those are my villages resources. There’s a lot of other things, of course, but those are the most important. The children will one day grow into fully-fledged villagers but for now, they are marked as a resource, possibly stored in the same warehouse as the coal and vegetables. But it is their potential that keeps the rest of us going – the thought of a brighter future that makes life worth living in the town of Bilge Finger. I wonder what happens when you drag the children to this box?
“You are about to destroy 3 x Child. Are you sure?”
Thea: The Awakening is a lot better than I expected. It’s a not-quite-4X strategy survival game. The story begins by juggling all the fantasy tropes you can think of. There’s an omniscient evil imaginatively titled ‘the darkness’ and recognisable badness in the form of skeletons, goblins, demons, spiders and witches. But there’s also some Slavic twists on the genre – the Dziody are a crowd of old geezers who love to eat, and if you visit them bearing food they’ll cure any curses you’ve got lingering about your person.
Source: Rock, Paper, Shotgun
Thea: The AwakeningSP/MP: Single-player
RPGWatch Turns 10 - Key Giveaway
Update: This raffle is over
Yesterday RPGWatch turned 10. Now that the dust has settled, the hangovers are under control, no traces of any legal (in some countries illegal) substances can be found anymore and the awfull smell that lingered in the in the RPGWatch office this morning is gone, we will spend some time on those who made us stay for 10 years, which is you, and start the first of our giveaways.
We have keys available for a bunch of games, RPGs and non-RPGs and for some games even more than 1 key. This is the list of games:
- Dungeon of Zolthan
- Dungeon Rushers
- Halcyon 6: Starbase Commander
- Hero Quest
- Heroes of the Monkey Tavern
- Mystery Castle
- SMILE game builder
- State of Anarchy
- Trulon: The Shadow Engine
And here are Da Rulez:
- You need to be registered at RPGWatch before the 18th of October 2016, to be able to participate.
- You need to reply to this news posting, stating which of these games you want or don't want, or don't mention that, in which case you will be surprised.
- If you are banned, you cannot participate anymore.
- Everybody fulfilling the first three rules, gets one ticket for the raffle. Nobody is excluded.
- If you have a ticket then for every year that you are registered at RPGWatch you get one additional ticket (we base this on months, so if you registered in October 2006, you get 10 additional tickets, If you registered in November 2006, you get 9 additional tickets).
- If you have a ticket then for every 500 posts you have (at the end of this giveaway), you get one additional ticket.
- We will draw as much tickets as are needed to give away all the keys we have for the games listed above. Once you have won a game, you are excluded from winning another in this giveaway, unless the number of participants is lower than the number of available keys.
- If your name is drawn in the raffle, we will try as much as possible to take your mentioned preferences for games into account and we will sent the key to you via PM.
- All keys are on Steam only.
- The giveaway will last until Monday the 24th of October.
Kingdom Come - Any Farmer can kill you
@Gamecritics they look at Kingdom Come: Deliverance and talk about what the game is adding that is mechanically different to most RPGs while admiring the games attention to detail.
As an open-world, first-person RPG, the player will travel over parts of what was then called Bohemia. It looks like the sort of medieval land that a player would want to wander through and explore, but what blew me away was that all the locations were real - the towns, the castles... All of it. Apparently the dev team has hired a full-time historian to research facts, and they've gone to painstaking detail in order to recreate what the area looked like, and what sort of technology would have been around, and even what sort of foliage would have been present.
For example, there's a monastery that plays a prominent role in one of the main missions. On one side of it is a long chute which the monks used as a toilet. Apparently they would to go the top floor, hang their bums off the side, and relieve themselves down the chute with the results landing in a heap at the bottom. On another side of the building was a crane used in medieval construction, powered by a man in a hamster wheel. I raised an eyebrow at this, but yes, again, it was all historically correct. When shown a picture of the same monastery in real life, the faithfulness of the in-game model was amazing.
This same attention to detail extends into the quest design and combat.
At one point, the main character needs to get into this monastery and the team had to consult with the historian to see what would've been possible at that time - Tobias was very specific in saying that the team did not want the player to ‘Press A To Become A Monk', so they had to come up with quest logic that would've made sense in that context.
The combat shows equal care. It was mentioned that in battle, any farmer can kill you. It sounds a little goofy, but since this is a realistic title, the main character will never level up their health or gain toughness or abilities that would be beyond what a normal human being would have. Therefore, staying alive depends on skill with a blade and wearing appropriate armor. No matter how many quests the player might've completed, one well-placed axe strike to their head will still take them down.
Kingdom ComeSP/MP: Single-player
Release: In development
The Metronomicon - Review @ New Game Network
NGN has reviewed the Rythm RPG The Metronomicon:
The Metronomicon Review
Before games like Guitar Hero and Rock Band created a more standard template for rhythm games, it’s easy to forget that the genre’s early days often ventured into more quirky territory. Numerous Japanese developers would often attach intentionally ridiculous window dressing and stories like in Space Channel 5 or Elite Beat Agents, Even PaRappa the Rapper, the game most commonly labeled as the genre’s proper debut, revolved around a paper-thin dog rapping with onions to woo a flower.
While I wouldn’t say that developer Puuba’s latest title, The Metronomicon, tries to be as unabashedly weird, its genuine mixture of note-matching gameplay and role-playing battles, complete with an actual plot set in a fantastical music-powered world, is refreshing in how unashamed it is to try something completely different. While the gaming industry is no stranger to having promising-sounding experiments turn out more flawed than fun, this is not the case. There’s a shocking amount of substance, polish, and well thought out elements contained within this indie title, and there’s little reason to pass it up if the premise interests you.
Score: 87% - Great
With an impressively novel and well-done approach to gameplay, as well as a great tracklist and campaign to back it up, The Metronomicon is one of the best rhythm games in recent memory.
The MetronomiconSP/MP: Single-player
Monday - October 17, 2016
Divinity: Original Sin II - Preview @ The Escapist
The Escapist has previewed Divinity: Original Sin II:
Divinity Original Sin 2 Preview - A World You'll Lose Yourself In
Larian Studios' Divinity: Original Sin came out in 2014, but I only started playing last year when it released on Xbox One. I almost hated it. I almost abandoned it. One of my least favorite things in games is trying to figure out what I'm supposed to be doing, and that seemed to be the only thing there was to do in DOS. There are a lot of gamers out there that want no hand-holding whatsoever, and Larian apparently really wanted to make them happy. So, after about 50 hours of wandering around, talking to every single NPC over and over again, something finally clicked, and I started making progress at last. It's the only game in my life that I've been willing to put in that many hours, just to figure the damn thing out. I'm so glad I did, though, and based on the limited preview build, DOS2 could be the perfect follow-up.
It seems someone learned how to play RPGs ... :)
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
Hellhunter - On Kickstarter end of October
Hellhunter is a new kind of RPG about being a supernatural investigative hunter in your quest to uncovering the ultimate terror. Expect the kickstarter at the end of October.
Hellhunter is a supernatural investigative hunting RPG, where you assume the role of a freelance hunter building his career towards uncovering the ultimate terror.
However with each job, the level is procedurally generated, and the true identity of the supernatural creature is not revealed. It is up to you to explore and investigate it, to determine the tools needed to vanquish the hostile entity.
Death lurks in every corner. Do you have what it takes to become a hellhunter?
- Hellhunter is a hardcore single player hunting game centralized around investigating and hunting supernatural enemies.
- Dark & unique art direction, using light & shadows to create a mysterious haunting atmosphere, with carefully tailored animation bringing the game to life.
- Procedural level generation, mixed with dynamic clue and enemy generation makes for a massively replayable experience. Clues are logically scattered around the level which the player has to find and decipher.
- Character progression & customization, with countless hightech gadgets, weapons and consumables.
- Contrasting gameplay, starts with careful investigation involving stealth, but progresses to fast paced intense combat by the end of a job.
Fangold - Trailer
Here's a trailer for a new open world card RPG: Fangold
Strategy is the heart of the battle! Use powerful familiars and transform the battlefield to gain tactical advantage against your opponents. Convert your Mana in Element points to summon better allies.
Explore, battle, win!
General NewsSP/MP: Unknown
Release: In development
Tyranny - Some Previews
Here's a list of Tyranny-Previews:
- Polygon: TYRANNY — 100 Minutes of NEW Gameplay!
- PC Gamer: Some of Tyranny's biggest decisions are in its first 10 minutes
- PCGamesN: Tyranny lets you decide the fate of thousands in the first 10 minutes via Conquest mode
- Game Revolution: Becoming the Bad Guy In Obsidian's Next RPG
- ShackNews: Four Things We Learned About Obsidian's Tyranny
- Hardcore Gamer: Obsidian’s Tyranny Reigning Down This November
- Rock, Paper, Shotgun: In Tyranny, It’s Good To Be Evil
Expeditions: Viking - October Newsletter
The October Newsletter for Expeditions: Viking:
Well Met Traveler!
Right off the bat, there's something we need to do before we even start.
We got our Steam wishlist up and running. You should probably sign up for it.
Hit this link: ---> Steam Wishlist <--- every time you wishlist, a stupid helmet looses its horns.
Now that that's out of the way, we betta move on with-... What? Beta? No we didn't say beta, we said betta. Why would we talk about the beta? We're not even allowed to talk about that yet. But, you know, you might want to keep an eye out for next months newsletter... We're just saying. For reasons we can't possibly disclose at this point.
You should even tell your friends to sign up. Now, we're not saying that anyone who's on this newsletter list before our next newsletter hits, are probably gonna get a beta invite, because we're not allowed to talk about it. But if we were... Then that sounds like the sort of thing we might consider saying.
What's in a Name?
Moving on, we've been looking at item properties. From the get go it was very important to us that supernatural elements, while important to the era, remain ambiguous. Given the right character stats you can seek more plausible explanations for the supernatural encounters in game.
But how does this tie into crafting? We obviously want crafting to be personal and special, but we can't really justify crafting magical weapons while insisting on adhering to historical authenticity either. So we turn to superstition.
An item may gain special properties either through careful attention during crafting (if the crafter has the Artisan skill), or through seeing a lot of use - these properties represent the nostalgic attachment one can develop to weapons tried and tested in battle.
A character's superstition can causes them to act as if the item is indeed special, encouraging feats of strength, reckless aggression, or even lucky saves that they might not have allowed themselves with a "mundane" item.
For example: If a player has a series of critical hits in a row with a weapon, this character might be lead to believe that the weapon itself is thirsty for blood. Thus naming the weapon for it's apparent lust for battle.
Special properties can in some cases be tied to a particular character - though you can equip the item on another character, the property will only take effect when the item is used by the character who has an attachment to it. For example, Eydis (one of our recruitable characters and residen raid mother) starts with her dead husband's helmet and as long as she's wearing it, the helmet gives her a bonus to mental resistance because she feels that her husband is watching over her in battle. Give it to anyone else however, and it's just an old helmet.
Shiny Things to Look at!
We talk a lot about the various elements of the game, but we figured that for once, we'd like to show you some of it too. So buckle up as Jonas takes the wheel and take a ride with us into the Viking Age. Oh, and if you'd like to see more dev play videos, leave a comment in the comment section on Youtube!loading...
And that's not all! RockPaperShotgun have dropped an arcitle about their hands-on time with the game. Author Alec Meer walks us through many of the features of the game, and drops a little reference at the end that made us laugh.
You should absolutely get the full read below.
Unfortunately the good Alec Meer misspelled his boat name. Being the kind, helpful people that we are, we fixed that for him!
What a "Bloody Mess" Indeed.
The Vikings are coming!
Our artists have been working on our character models. Chopping them up and adding decapitation elements to their arms, legs and head. As well as adding extra neck and head pieces for chopping off heads. Combat and mutilations thus far have been PG-rated, with dead foes merely lying down on the ground, and those who are still alive, writhing back and forth.
To capture the brutality of the combat however, we've taken a cue from everybody's favourite Fallout perk, and have added dismemberment points.
We've obviously not transformed all our characters and NPC's into helium filled meat balloons, but while we're still setting it up and having some fun with it, we figured we'd share with you all!
Wrapping Things Up
That's it for this month, but we'll be back before you know it, with all things Expeditions: Viking.
Fair wind friend, and safe travels!
Expeditions: VikingSP/MP: Single-player
Release: In development
Rockstar - Red Dead Redemption?
On Rockstars twitter and many other Rockstar sites has been posted a red background with the Rockstar logo in the middle leading many to speculate that a Red Dead Redemption announcement is imminent.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Sunday - October 16, 2016
Diablo - New Game in the Works?
There's big news this afternoon for anyone following the recent Diablo rumours. David Brevik appears to have been hired by Blizzard as an advisor for a new ARPG which is in the works at Blizzard.
The news comes via a tweet from Brevik in the early hours which is also accompanied by a picture of the constellation of Libra. Brevik said, "For 20 years, Diablo-like games have evolved & surprised us. I'm proud to be the adviser for the game that pushes this genre to new heights."
For 20 years, Diablo-like games have evolved & surprised us. I'm proud to be the adviser for the game that pushes this genre to new heights. pic.twitter.com/LIT3i0UwJv
Fans are now trying to figure out what this image could mean. Is it a new Diablo game? A reworking of Diablo 2? The message does suggest that it could be a completely new ARPG.
DiabloSP/MP: Single + MP
Genre: Hack & Slash
Diablo Series - Diablo 2 vs Diablo 3
Indigo Gaming compares Diablo 2 to Diablo 3 and asks which is the better Diablo by comparing what made each game great.
Join Indigo as he looks back and compares Diablo II with its successor, Diablo III in a point-by-point rundown of what made each a great game, as well as their individual failings.
Diablo 2SP/MP: Single + MP
Genre: Hack & Slash
Endless Legend - Two New Expansions
Two new expansions for the strategy game Endless Legend are out: Pact of the Seas and Tempest:
Our 1.5.0 free update, Pact of the Seas, is out!
You can thank our incredible team for their hard work, both on Pact of the Seas and the Tempest expansion that's coming out tonight. While the latter is our most ambitious expansion so far, the former will introduce new features that you guys have been requesting for quite some time, so we're super excited to finally reveal them! :)
I'm talking about a shared victory condition, the unique random faction selection (to avoid too many duplicated!), more diplomacy options, naval combat for embarked units and more!
Endless LegendSP/MP: Single + MP
Age of Fear: The Undead King - Update 3.7.8
The Strategy RPG Age of Fear: The Undead King got an update:
Another patch with lots of ground work around passive objects (those will come in AOF3!):
- new: few new item (Magical Hourglass, Witch Cauldron, etc.)
- new: passive units - they can be angered to go postal and fight all around. AI can do it too as a part of its battle plan (!) You will see more of them in AOF3, then probably we will back-port them to AOF1&2.
- update: standardised skills/spells descriptions, e.g. unblockable skills will always have 'unblockable' in description
- update: AI will pull farther units for teleportation (not just standing close)
- update: unit focus marker has standardised colour across all units
- update: few remaining drawing routines optimised to render to textures
- bugfix: few AI routines were calculating treasure chests as enemies
Also, we have replaced several unit’s background images - background might be empty for first time you load old save game. Please finish mission and it will fix itself. Sorry for inconvenience!
Have a nice weekend,
Age of Fear: The Undead KingSP/MP: Single-player
Graywalkers - Combat Alpha Update
Alpha Access backers of Graywalkers: Purgatory will get the tactical RPG in November:
I think let’s begin with our biggest news update for everybody. We finally have the combat alpha working. It has been fully integrated with the content engine so majority of the content in the editor is now functional. With the integration of the content engine with the combat engine, this is a big step forward for us. We are still debugging it but overall, it is functional. This is the most major milestone because this is the core of the game and it sets the stage for everything else.
The list below is what has been integrated into the combat system:
- Over 500+ abilities are now functional for use by a mix of players, NPCs, creatures and enemies. This includes spells, combat maneuvers, passive abilities, racial abilities and path abilities. About 300+ is available to the players. There are still abilities with functionalities that aren’t supported yet but at least 80% of the abilities are functional. We’re also still doing testing, revising and balancing these abilities so it’s a work in progress. Also, the visual representations of these abilities which includes particles and animations are still being worked on. There are an expected additional 200 more abilities to be integrated into the game.
- In addition to the 7 player races mentioned, there are at least about 30+ more races of creatures now in the game. Only the 7 are for players, the rest are reserved for the creatures you will encounter in the game. These list includes vampires, werewolves, zombies, demons, angels and much more. Right now with what we've created, we can actually now build new races on the fly functionally.
- Also, in addition to the 10 player paths, there are about 15+ creature paths in the game. The creature paths are reserved for the NPC creatures that you will be encountering.
- Over 200+ weapons of different kinds are also functional in the game already. This includes firearms, melee weapons, projectiles, explosives, thrown weapons and heavy weapons. These numbers do not include variants to those weapons and unique weapons. The 3d models for these weapons are also ready. We plan to improve them more but we reserve that when we do polishing when we get closer to launch. What needs to be worked on next are the UI for these, animations, special effects, particle systems and audio for them.
- In addition to weapons, we also have over 100+ items that are functional in the game such as different kinds of ammunition with different effects, weapon upgrades, armor of different types, and various other functional items.
- The combat system now uses the unique Tabletop RPG game system we have. There are still a few features that have not yet been implemented but majority of the combat system are functional.
- An initial AI system has been implemented. This AI control basic combat functions. A more robust AI will be worked on later down the line as we personalize each NPC enemy and creature type.
- For Playable characters, we now have at least 25 available characters that are playable and integrated. We believe that though we said we can only do about 20 characters for launch, i think we will be able to increase this number to about 40 characters. Visuals for these are still a work in progress but things look good.
- For enemy NPCs, we now have about over 100+ of them who's functionalities are integrated already. This includes the base creatures and their variants. There are still quite a number not yet setup but we expect this number to double by the time we're done.
- We've also built the initial Faction behavior system which let the characters & NPCs identify and project which faction they belong to. There are about 20 factions integrated at the moment though this number is not yet final. We are still studying whether to increase or trim this down.
- The leveling system also is functional and integrated. All characters and npcs can now be leveled up to Lvl 30 and its effects are integrated into the combat system.
- All skill functionalities and calculations are now working as well. This includes its connections to the leveling system as well.
- The initiative system and the turn system is now functional.
As you can see, the sheer volume of content and functionalities we had to deal with is quite massive. Hopefully it will give an idea of the scope of what we are doing and why it takes so long to do. Though it is true that we can cut down on these things, but we feel it will compromise our vision of the game that we want to deliver to you.
Now I know the next question you have is when you will be getting your hands on it. Based on our current progress rate, you should be able to get your hands on a version of the alpha in November. Do take note, this is just the first alpha and there will be dozens more following it. It is also still a continuous work in progress so please expect it to have lots of things still lacking but do expect it to be improved regularly. Unfortunately, only those who have Alpha access will be able to play around with it as we continue to build on it. To those with Alpha access, we hope that you can participate in the testing and improving the game with us. We will contact each of you privately when it is ready.We will actually be showcasing a very rough version at the end of the month at the Graywalkers Booth at ESGS (E-Sports ang Gaming Summit). What you guys will get in November will be the more polished version.
Release: In development
Shadow Warrior 2 - Review @ OnlySP
OnlySP has reviewed the FPS Shadow Warrior 2 - some RPG elements are built in:
Shadow Warrior 2 Review – Limbs, Laughs, and Lo Wang
First and foremost, Shadow Warrior 2 is not just a first-person shooter; it is now an FPS with a healthy dosage of RPG offerings and loot mechanics. I feel that this sentiment must be made very clear because uninformed consumers who purchase this product may be surprised by the extensive depth that has been placed on these mechanics. While the core story remains, one may notice the introduction of side quests and repeatable grinding missions to upgrade their weapons. As someone who loves games like Borderlands, Destiny, and Diablo, I found the introduction of loot elements to offer an interesting variation on the formulaic “attain x weapon after accessing y area.”
Score: 9/10 Amazing
Shadow Warrior 2 is an excellent entry for the Shadow Warrior franchise, and it may prove to be the second best first-person shooter to be released this year — only time will tell on that one. As it stands, Shadow Warrior 2 is a phenomenal game that builds upon every aspect of its predecessor to offer a more cohesive and enjoyable experience.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Saturday - October 15, 2016
PC Gamer - Favourite Cities
PCGamer has a list of the best cities in PC gaming.
Hell's Kitchen, from Deus Ex
As a series, Deus Ex has plenty of cities to choose from. Mankind Divided has Prague; Human Revolution has Detroit and Hengsha; and Invisible War made an attempt at Seattle, bless it forever. But only the original, ugly as it is, really captured the scale of a city. Its version of the Hell's Kitchen district of New York feels ominous and towering, sure, but, in comparison to the latter games, also spacious. Its streets are wide, making JC Denton feel like a small part of this huge place. Lots of games struggle with scale, but Deus Ex really captures the sense of a city's size.
Sure, it's not the most remarkable looking of the Deus Ex series' cities, and its backing music isn't as memorable as Hong Kong, but it feels like a real place. It's dark, dingy, and covered in recognisable detritus. As interesting as the paradoxically more futuristic cities of the prequels look, I appreciate how the familiarity of Hell's Kitchen serves to heighten what's different about the world. Plus, it's got a great bar. That's about 90% of the requirements of a great videogame city right there.
RPG NITE Team 4 - Military Hacking RPG
@PCGamesN There is a game on kickstarter with an interesting premise for an RPG called RPG NITE Team 4.It is described as a story-driven military hacking simulation game with strategy and RPG elements featuring cyberwarfare scenarios. It is already funded and has plenty of days left to raise stretch goals.
Alice & Smith, a Canadian game studio versed in blending the real world with game elements in their ARG The Black Watchmen, will continue the themes of intelligence analysis and RPG-like progression with a militarised hacking simulator.
Network Intelligence & Technical Evaluation (NITE) Team 4 will feature all the immersive tradecraft terminology you'll find in any of the NSA leaks of the past decade while also using a simple command-line interface to make you feel like you're that guy in the balaclava in all those stock photos of hackers.
Controlling elements of a game through coding is becoming an interesting little niche after the success of sci-fi titles like Duskers, where you control a small team of robots scavenging through abandoned spaceships.
The Kickstarter is already past its modest $30,000 CAD goal but there's 21 days left to throw in your bucks for any of the game's pledge rewards, including your own tailored ARG experience for 24 hours complete with hacking and actors and everything (if you've got 7,500 canadian casholas to drop on it).