Balrum was released almost a year ago, so with no further delay, here is our review.
» Continue reading the article...
Game of the Year Awards 2016 - Most Promising RPG
What is the most promising RPG of 2017? Like every year, you had your say. Check out the details to find out what games we and our visitors think are most promising.
» Read the article
Saturday - February 18, 2017
Beautiful Desolation - Interview
Two Left Sticks interviewed the devs of Beautiful Desolation - The Brotherhood:
Beautiful Desolation Refreshes The Apocalypse – A TLS Interview
True talent, that’s when a creator takes something known and puts a new spin on it. A difficult task, no doubt, but when one succeeds it immediately stands out. However, developers may find it especially difficult to escape a derivative vision when exploring popular sub-genres.
Take for example the post-apocalyptic sub-genre. There’s a very definitive idea in the minds of many people of what the world would like if it came to an end, only to then reboot from the ashes. The Mad Max film series presented a vision in the late 1970s that many creators still look to as inspiration. Now, the new isometric adventure game Beautiful Desolation is presenting a vision of the apocalypse which could inspire a new generation of developers.
A NEW WORLD
Created by the South Africa-based team The Brotherhood, Beautiful Desolation is the studio’s follow-up to their critically acclaimed 2015 title Stasis. Now, The Brotherhood sticks with what they crafted so masterfully in Stasis, as they present another vision of a world unlike ours.
“I have been a fan of the post-apocalyptic genre since I first saw Beyond Thunderdome. If there was ever a genre that I felt as passionate about as I did sci-fi horror, it’s post-apocalyptic,” The Brotherhood’s Chris Bischoff said. Inspired by what he saw at a young age, Chris wanted to capture that sense of wonder in Beautiful Desolation.
“There was this feeling I had when I played Fallout and wandered out into the unknown… that’s the feeling we want to capture in Beautiful Desolation. The openness of a world that is familiar yet alien, that feels tangible, but has a hint of magic and fantasy around it.”
Non-RPG General NewsSP/MP: Unknown
Release: In development
Pillars of Eternity II - Sidekicks and Neketaka
The latest update for Pillars of Eternity 2 explains the thinking behind the city of Neketaka and introduces the next stretch goal of sidekicks.
Bobby Null, the lead designer of Deadfire, is excited to introduce our big city, Neketaka:
Allo, pals! It's time for a new update and what better topic to discuss than cities? Now, if you're anything like me, a good city is a wondrous thing in an RPG. What better way to meet new and interesting people... and kill them? Well, maybe not always that last part, right... right? As inPoE1, if that's the way you roll, we're not judging, but there will be many other ways to deal with the population of the Deadfire Archipelago's big city, Neketaka.loading...
The one and only metropolis in the Deadfire is Neketaka. You may ask yourself, why only one big city this time around? While having two big cities in the first game was an awesome experience, looking back, the team felt splitting them into two made neither one as amazing as it could have been. This time around we wanted to make a bigger city than Defiance Bay or Twin Elms, but smaller than the two combined. Coupled with some awesome new features and overall direction, Neketaka should feel like the fantasy city you've always wanted to explore. Below I'll list some goals we had and how we plan on achieving them.
Goal: Build a city that feels different from anything in Pillars I and/or other Infinity Engine games, while not being so different as to feel alien.
Build a city vertically. The district structure you expect in this type of game still exists, but some of these districts are organized vertically as shown in the video.
Add parallax features. To really sell the idea of a mountainous island, we've added multiple parallax layers to the art scenes for some spectacular views.
Architecture varies based on the cultures that dominate the districts. Vailian buildings and locations are distinct from Huana and Rautai locations.
Goal: Create a city that feels more alive than our previous work. Retain and reinforce the "fantasy scale" of a massive city.
The new city map and encounters- This map shows the size of a truly impressive city without the need to model every home, alley and citizen. We're creating interstitial content when traversing districts on the map. These take the form of special combat and narrative encounters, as well as randomized events. Meet a strange fortune teller that may reveal cryptic prophecies about your future. Cross paths with a drunken noble with a large coin purse lost in the dangerous back-alleys of Neketaka. These encounters take place in scripted interactions as well as on all-new, city street scenes. It is important to note that many of these encounters still include choice & consequence and none are of the "fight x generic enemies" variety.
The time of day matters. Ambient NPCs use schedules to live their lives in Neketaka, but so do many of the quest NPCs. This allows us to add creative, and sometimes hidden, ways for players to solve problems/quests. Wait for an NPC to go outside and take a smoke break before picking his pocket for that key you need. Follow an NPC to the bathhouse and eavesdrop on a conversation to gain some juicy information. Infiltrate a location in the dead of night to avoid any unwanted civilian casualties.
That's all we've got for you this time. Stay tuned for more updates. We're heading into the final week and the fan support has been amazing. We love you all and can't wait to see how far we can push this budget.The more funds we raise, the better of a game we can make for you! Blog, tweet,tell a friend, sell a kidney... well, maybe don't do that.
Friday - February 17, 2017
Mass Effect: Andromeda - Combat P1
Mass Effect: Andromeda has revealed its combat in this video.
Welcome to the Mass Effect: Andromeda gameplay series. In this video, learn all about combat. Battle with weaponry from an alien galaxy, outmaneuver enemies with your jump-jet, and unlock the power of Biotics. In Mass Effect: Andromeda, you are on a mission to find a new home for humanity. How far will you go?
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
The Surge - Gameplay Video
A new gameplay video for The Surge has been released with 14 minutes of material and developer comments.
Sci-Fi Action RPG The Surge Unveils 14 Minutes of Uncut Gameplay with Developer Commentary
February 17, 2017 - Upcoming sci-fi action RPG The Surge today reveals 14 minutes of gameplay with commentary from Deck13 Game Designer Adam Hetenyi. Explore the dystopian environments in CREO's mysterious industrial RND complex, the Abandoned Laboratories.
Fitted with an industrial exoskeleton, you must fight your way through CREO, equipping the spoils of combat to your suit. Take advantage of The Surge's unique limb-targeting system to attack and cut off parts of the enemy you want to equip or craft.
Targeting a part of the enemy that is armored will deal less damage, but you will earn the opportunity to deal a finishing blow that will cut off the limb intact, allowing you to loot the spoils, blueprints, and tech scrap used to level up your exoskeleton.
The Surge features vertical and horizontal attacks, which are used in combination with parries, ducks, jumps, as well as boosted dodges-courtesy of your exoskeleton-culminating in swift, snappy, precise combat situations unlike anything you have experienced before.
At CREO, you will meet survivors who need help or who can offer assistance. Accepting missions can yield extra rewards, but you will have to balance that against your desire to go deeper into the complex, as the stakes grow ever higher-once dropped, your tech scrap will diminish over time.
Face the dangers of CREO and set your own challenges. Accept missions, learn more about CREO's history and lore, and fight various mini-bosses, or play it safe and struggle to survive- it's up to you.
The Surge slices its way onto PlayStation 4, Xbox One, and PC in May 2017.
The SurgeSP/MP: Single-player
Release: In development
Bloom - Development Update
In the most recent development update for Bloom, information is provided on programming, art and the world map.
Lately we have been digging more into abilities and getting them in the game (along with working out balancing issues). This meant more work on the inventory system (which is just about where we want it now, including having it set up for both controller and mouse / keyboard)....and also messing with the features needed to use them (mostly script events).
Though we still have to address some of the unique abilities (such as the track moss, which creates a patch of sound muffling moss that sticks to the feet of whatever steps on it for a bit....allowing them to sneak up on things while leaving mossy footprints), core plants like the sunleaf (gives energy to anything nearby) and the hushroom (saps energy) are working fine.
I also added a default melee ability for the prologue character, and after walking around a while....realize we very much needed a run button too (at least for the prologue, might handle speeding up travel a little differently in the core game). The run still needs to be implemented, but at least the animation + rendering is out of the way (should be a quick feature to add).
I'll just list a few more things we added.
- Bridge feedback scaling for creatures based on their size
- Dialogue functions (though we are still working on this)
- Scaling control for creatures (including slight auto scaling while walking vertically to simulate perspective)
- Added "default target" ahead of player to allow abilities to be used when not using manual or lock-on target.
We also worked a bit on creatures sleep / tired, unconscious, and death states....but it still has a few missing aspects (such as a speed debuff as a creature or player becomes sleepy, or having death assign "dead" attribute to a creature automatically to keep abilities from hitting it).
Anyhow, basically this next month we will be trying to get everything going to a point we can balance enemies damage / abilities and start to get a feel for how things will play (tweaking the speed of attacks, run speeds, adding abilities to counter them, stuff like that....good news is we are actually including quite a few abilities in the prologue to try out. So that will be fun! Especially the way you get them ...mu ha ha).
Release: In development
Hero-U - Schedule Update
The Cole's are planning to start beta testing of Hero-u at the end of April, with a release date set in the summer of this year.
The current plan calls for “Code Complete” – all features implemented and ready for outside Beta testing – in 2-3 months. Figure on April 30 for the start of Beta. We plan to distribute digital copies of the game through a download on BackerKit for backers, and through Steam, GoG, and Humble for new orders.
The Beta phase will also last 2-3 months, so we’re targeting late June to mid-July for game release. We are following the tradition of similar Kickstarter projects in releasing the digital version of the game first. After we’ve fixed most of the problems reported by players, we’ll manufacture the boxed games and send them out to the backers at higher contribution levels.
We might still slip, but it won’t be by much. Lori and I have strong financial and creative incentives to get the game out the door and into your hands.
It’s a Trap
Here’s a sneak peek at the trap disarming puzzle. As Shawn practices disarming traps and improves in skill, some of the incorrect letters will be removed from the dial of Shawn’s Trap Tapper.
Remember, Rogues, it takes more than a disarming smile to bypass a diabolical trap!
Release: In development
Shiness - Overview Trailer
An overview trailer for Shiness has been made available.
Shiness: the Lightning Kingdom Unveils its Overview Trailer
Shiness is coming soon to PlayStation 4, Xbox One, and PC
February 16, 2017 - Action-RPG Shiness, from indie studio Enigami, showcases the depth of its gameplay and enthralling universe in a brand new video. While Shiness releases in just a few weeks on PS4, Xbox One, and PC, its universe was born over 20 years ago from the pen strokes of Samir Rebib, Artistic Director of the studio. Comprised of passionate people, Enigami went through a successful Kickstarter campaign, allowing the project to grow and gain momentum, and it was then accompanied by Focus Home Interactive. Now that the development phase is nearing its conclusion, the indie studio keeps pumping all its energy and passion into Shiness, and a child's dream is finally becoming an indie RPG with a bold personality!
Today's video invites you to the magical world of Shiness supported by a strong artistic direction, enthralling environments, and endearing characters. Explore the world and use your characters' special powers-Kayenne's telekinesis, Poky's electromagnetic field manipulation, and more-to progress in your adventure and find precious parchments, which are key to learn devastating spells and powerful combat techniques.
Throughout your quest, take part in hyper-dynamic combat inspired by traditional fighting games as you use combos, special moves, magic, elemental affinities, and devastating finishers. As you complete quests and battles, you will gain experience and levels, develop your characters, and recruit new playable companions on your team.
Shiness is coming soon to PlayStation 4, Xbox One, and PC.
Pre-orders for PC are already open on Steam and include the Official Shiness Manga, the Original Soundtrack, and a 15% discount.
Release: In development
Mage's Initiation - Development Update
The devs of Mage's Initiation are working towards a release, with just having started the voice recordings.
As most of you know, the alpha/beta test version of the game was released to eligible Kickstarter and PayPal backers in September 2016, and since then, numerous bugs of all types, varieties, and shades have been found, reported, and fixed. Beta testers/Backers have also provided some wonderful suggestions to enhance game-play, which we have happily taken on board. The result of this direct input is a much more refined product that caters to the thought process of actual thinking players. Feedback on the game has all been very positive, too, so that's something we're very happy about!
The beta testing process has actually started to slow down over the past few weeks, which means our testers have probably found most of the bugs they're going to find and that the game is finally in a stable state. We deviated from our normal production process with Mage's Initiation. In all previous games, we recorded voices and put them into the game before launching the beta testing phase. However, this time around, we opted to leave the voice casting and recording until last. The plan was to give beta testers a chance to review the dialog and let us know if anything could be reworded, made clearer, or if new lines should be added here and there to further explain and clarify certain puzzles or plot aspects. This has proven to be a winning strategy that saved us a lot of time, as it will minimize the amount of re-takes (pick-up recording sessions) we need to conduct with all our voice actors. In the past, it was always a major hassle, getting actors back after extensive parts of the script had to be changed, post-voice recording.
Mage's InitiationSP/MP: Single-player
Release: In development
Thursday - February 16, 2017
Torment: Tides of Numenera - Art Team Q&A
The Torment: Tides of Numenera art team has answered some fan questions on facebook.
Developer Insights - Art Team Q&A
Torment·Friday, 17 February 2017
We're back today with some answers from our Art Team regarding your questions. You asked some really thoughtful questions and we had an absolute pleasure answering them. We hope you're enjoying the inside scoop as much as we like providing it. Don't forget to tune in to our next Q&A to answer more of your questions!
Which critter or character in the game has the largest number of states/poses/animations?
The player characters have the most animations since they are essentially "in every scene." And as you might expect for a game like Torment that is mostly populated with bipeds, there is a fair amount of sharing of animation across the cast of characters. The creature with the most animation under the hood is the Sorrow fragment. This many-tentacled quadruped had to not only navigate but engage in combat with multiple attacks.
@ Concept Artist: During your work were you closer to the writers, or Monte Cook?
Monte Cook provided direct feedback for all aspects of the game, but for most of the day-to-day work the writers were our source for those critical details that were based on narrative or the lore of the Ninth World.
@ Storyboard Artists: Did you ever come up with any crazy angles or shots during conception that the director shut down in less than 2 seconds?
On this project, there were not many opportunities for crazy angles, etc. because we use a camera that is fairly standard for RPGs. The one place where we could be more creative with composing shots was in our mere illustrations that are peppered throughout the game. In those cases, we avoided conflicts by having the same person play both roles, storyboard art AND director... problem solved.
How did you cooperate with Monte Cook Games to find the particular Numenera art style and make it fit into Torment?
We frequently made our work-in-progress available to Monte Cook Games for review and feedback. From those exchanges we began to develop a visual vocabulary for what makes sense in the Ninth World. We were also constantly referencing several Monte Cook publications about the world of Numenera that helped to guide us about all aspects of the world of Numenera.
How has the team taken inspiration from real world cultures to develop the aesthetic of a world as conceptually far out as Numenera?
Developing a game based on Numenera was extremely freeing and enriching, considering the rules we were working with. The nature of humanity one billion years from now meant that we would be looking at some combination of elements from just about any ancient and modern culture you could think of from the world we know, and then using that as a launching place to imagine technologies and customs no one had ever seen before.
For one thing, we knew that it was important to depict humans as having evolved over the millennia to have fewer racially distinct features. We borrowed from a broad range of races and cultures to accomplish this. Alternatively, when it came to story or gameplay elements, we took the approach that anything that seemed too reminiscent of a culture or practice we'd heard of before would automatically pull us out of the ultra-futuristic tone of the Ninth World, so we made a special effort to avoid those familiar themes.
Release: In development
WoD Preludes: Vampire and Mage - Released
Whitewolf Entertainment has released two choose-your-own-adventure style storytelling games in one pack - World of Darkness Preludes: Vampire and Mage:
About This Game
The classic roleplaying games Vampire: The Masquerade and Mage: The Ascension enter the digital present with a dual-pack of interactive fiction by a few of today’s most interesting fantasy writers.
Vampire: The Masquerade: We Eat Blood And All Our Friends Are Dead is a chilling story written and illustrated by award- winning authors Zak Smith and Sarah Horrocks.
Told entirely from a mobile messaging perspective, We Eat Blood is a sharp, mature and often terrifying story about your first nights as unwilling predator and prey. Hunted by unknown enemies and driven by an alien hunger, will you sever your ties with the mortal world or try to cling to your former life? Will you join ancient conspiracies, or turn the tables on forces older than the written word? Terrible power lies within your grasp, but there is always a price to pay.
— The temptation is real.
Set in modern-day Sweden, Mage: The Ascension: Refuge by critically-acclaimed author Karin Tidbeck, lets you experience today's social and political upheavals while awakening to the power of True Magick - the ability to shape reality itself through your force of belief. Many will try to recruit you into a secret war where human consensus itself is the battlefield. Your actions and choices will have profound consequences on the world and people around you... assuming madness and paradox doesn't claim you first.
— Safety or sacrifice - the choice is yours.
WoD Preludes: Vampire and MageSP/MP: Single-player
Gothic - The Expansion that Never Was
@GamePressure Gothic could have had an expansion but it never came to pass. Some of the mystery behind the expansion has now been revealed.
Not many Gothic fans know that back in 2001 Piranha Bytes began working on an expansion under the working title of Gothic Sequel. We give you a glimpse of this forgotten project, pieces of which were incorporated in the later installments of the series.
For hardcore Gothic fans, the story of the series is like an emotional roller coaster - an ebb and flow of memories of joy and excitement mixed with sadness, disappointment, and even anger. In the eyes of many, the phenomenal first Gothic and the Gothic II expansion Night of the Raven were the apex of the series; the third installment, in turn, heralded the gradual decline that was to follow. Not many know, however, that the history could have turned out very differently... All thanks to an expansion for the first, now iconic, entry in the Gothic series. An expansion that never came to be.
Up until recently, the expansion hax been shrouded in mystery. Only thanks to an info leak that appeared near the end of the last year on a Russian website World of Players did we learn a decent amount of facts on the project known under the working title of Gothic Sequel. The facts that otherwise may have been forever forgotten are now available across the web to anyone interested. Well then, what was Gothic Sequel meant to become and how much of it found its way into subsequent works of Piranha Bytes? Let's find out.
Two Youtube videos served as inspiration and source of information for this article, both created by people who have access to a playable version of the Gothic Sequel expansion, game files and manuals created by Piranha Bytes. You'll find links to their websites at the bottom of the article, unfortunately they are non-English sources.
To give you an idea of just how serious the matter is, and to vouch for the authenticity of the info acquired by World of Players, let me just say that Piranha themselves took interest in it and threatened to take legal action unless both the thread and game files were removed.
Grim Dawn - Expansion this year
Grim Dawn will be getting an expansion this year. The developer has posted in the Steam game forum some common questions and answers.
Grim Dawn Expansion Development News
While it's really no secret on the internet, sometimes it helps to spread the message in as many ways as possible. It is a fact that Grim Dawn's first expansion is actively in development and it is coming this year!
We've already started revealing some exciting bits of what you can look forward to in the expansion. You can catch up on all the news on our official forum[www.grimdawn.com] (Expansion updates started with #102)
The latest Grim Misadventure is always pinned here as well, with a new dev update posted every two weeks (typically on Mondays).
The next one is bound to be exciting, so make sure to stop by the forum!
How much will the expansion cost?
We are not yet ready to announce the pricing. The expansion continues to grow both in scope and content as we work on it. As with the base game, you can be certain that it will be an excellent bargain for the amount of content offered.
When is the expansion coming?
The expansion is a massive undertaking for our small team, but we currently estimate its release to be in Q1/Q2 of 2017.
Will there be new masteries?
Yes! Two in fact, which nearly doubles the total number of class combinations! We already announced the esteemed Inquisitor[www.grimdawn.com] in December. What is the second mastery? It is a mystery...
Will there be a new chapter of the story?
Absolutely! We are preparing a massive new chapter of Grim Dawn's ongoing tale of the vestiges of humanity struggling against their conquerors. With the Aetherial threat still looming, you will travel to many new locations alongside Inquisitor Creed and the Black Legion. With new locations come many new foes, dungeons and factions.
Will there be an increased Level cap?
Yes. You can look forward to another 15 levels as the level cap is increased to 100. This also means hundreds of powerful new items.
Will there be an increased Devotion cap?
Yes, though we are still discussing the final value. However, you can also look forward to 14 new Constellations.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Grid Cartographer - On Steam Greenlight
Grid Cartographer is now on Steam Greenlight:
Grid Cartographer 4loading...
Grid Cartographer is a tool for making RPG maps on unlimited sheets of graph paper. It supports square and hexagonal grid shapes, a wide variety of built-in icons and terrain types plus the ability to import your own custom tiles.
Included are tools to export maps to PNG, scripted data export for game development and even a simple 3D engine to preview from a first person perspective. A dedicated tile map mode has recently been added to make this a comprehensive tool for any grid based map creation.
Grid Cartographer has been in development since 2013 and is currently at version 4. Improvements are constantly being made to improve features, fix bugs and implement user suggestions.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Conan Exiles - Gets Experimental Branch
@PCInvasion Conan Exiles is getting an experimental branch called Testlive to test proposed changes to the game.
To activate the Testlive version follow these instructions.
How to Activate Conan Exiles Testlive
- Right Click on Conan Exiles.
- Select "Properties".
- Go to the "Betas" tab.
- From the drop down menu select, "Testlive".
- Close the window.
- Steam should automatically download Testlive. Once it's done, run the game. You're now running the Testlive build of Conan Exiles.
- If you want to go back to the MAIN build just repeat the steps above and choose "NONE" in the drop down list in the "Betas" tab.
A Testlive sub-forum has been added to Steam and it's here Funcom will post updates on the version's status.
Conan ExilesSP/MP: Single-player
Release: In development
Corven - Path of Redemption - Jan Update
Beside having had pneumonia the month was productive. We worked on several parts of the world; here you can see screenshots of the entrance to the lair of a witch and first screenshots of the Isle of Iredia. The inventory system AND the item combination system are almost done. Below you can see a screenshot of the inventory and the hotbar. The GUI graphics are placeholders of course.
Corven - Path of RedemptionSP/MP: Single-player
Release: In development
Mass Effect: Andromeda - All Difficulty Levels Available
@GameRant Mass Effect: Andromeda will have all its difficulty levels available from the start and Dragon Age: Inquisition like trials will be present.
Humorous reference to notoriously difficult cult-classic Battletoads aside, the big news emerging from Frazier's brief Twitter discussion is that gamers won't need to beat Mass Effect: Andromeda once before being granted access to its most difficult gameplay mode. That's another big change to the way Mass Effect games have worked in the past, but fans of the series will likely welcome the ability to play on Insanity difficulty without having to plow through Mass Effect: Andromeda‘s presumably lengthy narrative once before.
Frazier also revealed that Mass Effect: Andromeda would have a mechanic that would "scratch the itch" of those craving something similar to the Trials feature of Dragon Age: Inquisition. Trials allowed players to strengthen enemies or hinder their own party during gameplay with the promise of better loot, and the feature was widely praised for making the game's side quests feel more challenging. Given the fact that Mass Effect: Andromeda will place a big importance on side quests, it makes sense a similar feature would be present somewhere in the game.
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Wednesday - February 15, 2017
Beautiful Desolation - Funded!
The post-apocalyptic adventure game Beautiful Desolation is funded with 69 hours to go:
We're pleased to announce our first stretch goal:
THE WORLD CODEXloading...Every place has a history, a story. That's a theme we want to push forward with BEAUTIFUL DESOLATION. We want players to explore the world we've created, make new discoveries and uncover the history of all the exciting places you visit.The Codex is Dr. Mark Leslie's field notebook that will grow each time a new animal, plant (or the like) crosses his path. It will then be updated with drawings, facts and other information about the find in front of you. The Codex will include Mark's field drawings, photographs, notes - and even voiced entries.It may also help you learn the customs of different tribes and factions: Who are friends or foes? What foods they eat? What has happened to them in the epochs since the Penrose appeared?Sometimes these will be world building, and at other times will offer up clues to help you on your way. All while uncovering the secrets of BEAUTIFUL DESOLATION's technology, from strange constructs that pierce the sky to small alien-looking medical implants.The lore of our world is just waiting to be unearthed!
Kickstarter GamesSP/MP: Unknown
Release: In development
Conan Exiles - Big Patch Coming
Conan Exiles will receive a substantial patch in the next couple of days.
Performance and Tech fixes
• Fixes to loading screens
• Server Performance Fixes
• NPCs should be less jittery when rotating
• A fix for connecting to servers via the steam server browser and when using steamconnect
• Buildings should now load in much faster
• Placeables placed on foundations and ceiling tiles will now be saved correctly
• Several improvements to how rocks behave when they are harvested
General Bug Fixes and improvements
• Small Placeables will no longer claim land (!)
• NPC Camps now have their own land claim to prevent people from building so close to them that they stop spawning NPCs (!!)
• You should no longer get phantom duplicates in the wheel of pain
• T2 Altars should no longer disappear
• Surrender should no longer break early when using fists
• Removed invisible collision that was blocking a certain chest in the world
• Arrows will now longer shoot in "Random crazy directions"
• Ranged weapons should now always fire correctly
• Rhinos should no longer try to walk through players
• Palisades will now correctly deal damage on contact
• Palisades should now be easier to place
• Fixed a case where players were able to destroy rocks with their fists. Sorry, but this privilege is reserved only for Conan himself.
• Fixed an issue where interactable objects would spam "Press E to interact" on the GUI
• Added an arrow to many placeables to help players orient them correctly
• The Offering of Mitra recipe now correctly requires 1 human heart and 1 unblemished meat
• Fixed an issue with stair placement detection
• The Gong and the Horn will now be audible over greater distances
• Added new emotes that can be learned by tracking down Story NPCs and getting them to teach you
Balance and Gameplay Fixes
• Some feat requirements have been simplified or removed. For example, it is now possible to learn Journeyman Craftsman as soon as you hit level 10. Due to the impact of this change all players have gotten a free feat respec.
• Ansel will now respect collision preventing people from moving through walls and other structures
• Non Admins will be restricted to 2 meters of movement when using Ansel
• Balance pass on Bows. Simple Bow range has been increased, Hyrkanian Bow range has been dramatically increased. Crossbow range has been reduced but they now shoot much faster
• We have done an overhaul on what monsters can damage which tier of buildings. If you haven't upgraded from sandstone you might want to think about doing that.
• Increased crafting XP across the board with greater increases for crafting more complex (higher tier) items
• Inverted Wooden Roof Wedge and Stonebrick Frame now require Journeyman Craftsman instead of Master Craftsman
• Black rocks in the starting desert are now harvestable
• Higher grade tools will now yield higher amounts of secondary resources (Bark/branches)
• Resetting your Knowledge Points will no longer cause you to lose your selected religion
• Removed Corruption sources from starting area caves
• Removed the Regen component from Purified Meat. This perk is reserved to Mitra's Ambrosia and Healing Potions. Purified Meat is still an extremely good food source
• Player corpses can only be harvested for religious purposes once every 30 minutes
• Balance pass on the amount of materials requires for basic chemistry potions
• Armor drops removed from chests
• Emus will now give less XP
• The Dogs of the Desert finally got their uniform shipment and will be donning their new outfits
• Visual adjustment to the Medium Tasset to reduce clipping issues
• Visual adjustments to the Setite Choker and Shendyt to reduce clipping issues
• Cutless and Falcata have had their icons updates
• Visual flair added to several hairstyles
• Visual improvements to female heads
Conan ExilesSP/MP: Single-player
Release: In development
Morrowind - Morrowind Rebirth 4.0
Morrowind Rebirth mod has recently got a big update to version 4.0, featuring expanded and improved areas, new creatures, spells, textures, balance tweaks, bug fixes fixes, etc. This is the largest patch to this mod that has been released so far. The list of changes is really long (you can find in in full length on ModDB), so lets just mention a few interesting adjustements. One of them is the new appearance of Dark Brotherhood assassins, who now look different depending on their rank. You should also be more careful when dealing with bounty hunters, especially if you have a bounty on your head of 500 or more, as they will approach you in different areas, mainly taverns.
Platform: PC, Xbox
Path of Exile - Fall of Oriath expansion
@GamePressure Path of Exile is getting a new expansion called 'Fall of Oriath' which will introduce 6 new acts.
Grinding Gear Games have announced the biggest expansion so far for their free-to-play action RPG Path of Exile. The Fall of Oriath DLC is going to introduce six new acts, starting with large Act 5 taking place in a brand new location - the eponymous Oriath, where your hero had been exiled from. Acts 6-9 are going to take you back to the places you previously visited, but these locations are supposed to be filled with new bosses and lore and therefore are promised to feel much different. The last one, Act 10, takes you back to Oriath for the final stand.loading...
Path of ExileSP/MP: Massive
Genre: Hack & Slash
No Truce With The Furies - The Intellect Skill
The blog for No Truce With The Furies explains how the Intellect skill will work for the games metric system.
is raw intellectual power. If you want to analyze the living daylights out of the case, take Logic. Formulate theories about what happened, or detect inconsistencies in the statements people make to you. It's useful for not getting bamboozled.
Logic loves being right, however. To a fault. It's a brilliant lie detector until faced with intellectual flattery. Then it starts tooting its own horn. Your Drama skill might interfere: people are pretending, manipulating you, while Logic - blinded by its own brilliance - yammers on about how infallible it is.
In heroic difficulty rolls, Logic can induce near-transcendence-like pleasure from performing raw operations on events and numbers. (It also does maths for you.) And it states the obvious. Logic loves an easy challenge, whatever it's claims.
is your ability to debate. Nitpick, make intellectual discourse. It doesn't need to be an argument, you can just shoot off your mouth and take hearty pleasure from it. But let's be honest - mostly Rhetoric just bickers. About politics.
All political discourse falls under Rhetoric. You can mold it into a weapon of fascist sable rattling, evicting potato-loving kojkos and deformed himean pygmees left to right. Rid Revachol of aliens in transit! Or become the ultimate liberast (perpetrator of the sin of liberasty), extolling free trade and slimy personal freedoms at the expense of the downtrodden. This is achieved through researching political projects in your Thought Cabinet, then having them supercharge your Rhetoric skill.
A souped up, ideologically informed Rhetoric is an impressive beast, but it gets you into trouble. The twist here is that Rhetoric - our persuasion ability - doesn't really persuade anyone. Most of the time it just makes you new enemies. While your beliefs calcify.
is your knack for trivia. It's perhaps the talkiest of all the skills, pulling out drawers of fascinating if questionable tidbits of knowledge. Sometimes real nuggets of gold too. It's up to you to discern between the two.
Encyclopedia adores brands, marks, makes of pistolette and motor-carriage, street names, addresses, species of cockatoo, Great Century military leaders, rock music icons, Messinian ceramic manufacturers ... Buy it and max it out, if you want a deluge of lore.
You may even find special, reoccurring places within your Encyclopedia. Like visions: a blackboard of names with all the cops in East Revachol on it, with all their confirmed kills and cases solved. Or a mysterious index of radio frequencies...
No Truce With The FuriesSP/MP: Single-player
Release: In development
Vikings - Wolves of Midgard - Feature Trailer
@DSOGaming Vikings: Wolves of Midgard is releasing March 24th, now a new trailer has been released highlighting the features to expect.
The game will feature a variety of weapons, including sword and shield, two-handed hammers, dual-wielded axes and swift bows.
Naturally, players will be able to acquire and enhance Spell Powers and other special unlockables.
Vikings – Wolves of Midgard will feature a story mode (and New Game+), as well as a special challenge mode called ‘Trials of the Gods’ that rewards the best warriors with special equipment and runes.
Vikings - Wolves of MidgardSP/MP: Single + MP
Release: In development
A House of Many Doors - Reflections
Harry Tuffs looks back on the release of A House of Many Doors last week and mentions the lack of press exposure, so here is some:
So A House of Many Doors launched just over a week ago. I'm still reeling.
I'd hoped for a break after releasing the game, but instead I've found myself working just as hard as before.
Once the hubbub dies down I'd like to collate my thoughts on HOMD into a longer, polished blog post that I might put up on GamaSutra or somewhere. This isn't that. This isn't an official postmortem - you can't reflect on an event when it's still ongoing. These are rougher notes, crumpled and hasty and ill-considered, scrawled from a foxhole as more bug-reports explode overhead.
- Art, music, writing, atmosphere, setting and characters: Everyone loves all of these. I knew the first two would be successes, because Catherine and Zach are living gods, but I'm glad my writing has also received a lot of enthusiasm. This is good news - it's much easier to patch out bugs than it would be to improve on any of these!
- The game has a 'Very Positive' rating on Steam, which I'm chuffed about. People warned me that the Steam forums were a strange and hostile place, but my experience has been the opposite - the vast majority of people there have been lovely. Thanks are due to all of 'em.
- I've had a flood of hugely affectionate tweets and emails from people who love the game's story. I've had fanart of a dancing kinetopede, tweets from people saying the game was the first to make them cry, snippets of my writing have been cut out and pasted around with delight... After months of lonely toil, it's been a real treat to see people engage like that.
- It was fantastic to work in Failbetter's offices and get to know them so well. They're lovely, lovely people and I learned a huge amount - much more than I would have on my own. Friends!
- It was a buggy launch. In retrospect I really wish I'd opted for 1-2 weeks of Steam's Early Access program . HOMD is a massive game - it has more characters, locations and quest branches in it than the vast majority of AAA RPGs. That's not me bragging, it's just numbers. There's a reason developers like Obsidian have a reputation for both massively intricate reactive storylines and lots of bugs: One often comes with the other. And those are AAA developers, with a fleet of dedicated QA testers! Given all the different possibilities in HOMD, as a solo dev I was never going to be able to test all branches of every quest without delaying the game for another six months, which I couldn't afford to do. I cut lots of content from the game, but I suspect the best thing would have been to cut more. Another lesson learned.
- BUT: I've released 16 patches since the game launched. The bugs that were present on launch day are gone. If you've been holding off from buying the game or playing it until the bugs were ironed out, now's your time.
- Finally: Lack of media attention. Apart from the always-great Rock Paper Shotgun, who posted a Wot I Think, the press has mostly ignored HOMD. I think that's a shame, and it's not for lack of marketing on my part - I had a specific marketing plan and worked hard on it for the last 4 months. But there's not much I can do at this point, so I need you to help spread the word that HOMD exists. If you happen to be on Tumblr, Twitter, Reddit, Steam, any other forums, or your local street corner, and the mood strikes you: Why not post a HOMD screenshot, or open up a discussion, or hold a sign over your head and scream at passers-by?
A House of Many DoorsSP/MP: Single-player
Tuesday - February 14, 2017
ICY - Remastered Edition Update
The Remastered Edition of ICY will be released soon:
NEWS: The Remastered Edition is close to its release!
Many of you may be wondering what happened to the Remastered Edition we promised and the answer is pretty simple: we had some issues. It wouldn’t be neither fair nor professional to go into detail, so let’s just say that the results were underwhelming and we had to do something to keep our promise: release a completely improved version of ICY.
That’s why a new programmer with 20 years of experience is working with us to deliver what we promised. We had to start from scratch and completely rewrite all the code needed, but we had all the assets we needed to build the game and in a small time frame we already managed to rebuild most of it.
We have no excuses, that’s why we can’t do anything but apologize to all the people waiting for the Remastered Edition and work to give our best. We are working to release a solid and compelling game, improving as much as possible everything that was lacking in the old ICY. If we decided to completely trash the previous work on the Remastered Edition it is because it was completely disappointing. We promised you a real improvement and that’s what we will give you.
Here is a short video showing some of the new features and improvements.loading...
Tales of Berseria - Review @ GiN
GiN has reviewed the J-RPG Tales of Berseria:
Tales of Berseria Delivers a Darker, Deeper RPG Adventure
Tales of Berseria is the sixteenth entry in the main series of Tales games, and breaks a lot of the storied traditions of the franchise. Berseria boasts the very first female main protagonist of the series, as well as a plot bordering on darker aspects than Tales of Graces’, “Power of friendship” storytelling vehicle. Berseria is a prequel to 2015’s Tales of Zestiria, which is actually a relative first for the series as this game takes place in the same world as Zestiria but at a significantly early point in time. Berseria boasts a high emotion revenge plot with a protagonist that self-destructively follows a path of perdition rather than righteousness. So, does Berseria soar above other entries in its own series, or does it have sententious flaws like Symphonia: Dawn of the New World, Xillia 2, or even Zestiria? Let’s find out.
Overall, Tales of Berseria is an extremely strong entry in a very storied franchise. It’s a tale of characters that normally would never have the spotlight in this kind of series and their fight on the wrong side of history, which makes the plot exceedingly fascinating. The combat is fine-tuned and robust, with difficulty options that allow hardcore Tales fans to ramp up the difficulty, or allow a more inexperienced action RPG player to still enjoy the whole of the game. Berseria is certainly not a game that should be missed by Tales fans or RPG fans in general.
Tales of BerseriaSP/MP: Single + MP
Platform: PC, PS4
GOG - Sale on Most Wanted Titles
Pillars of Eternity II - Update #12
We missed a couple of updates for Pillars of Eternity II, but here is the latest about Berath's Blessing, the continuation of Fulvano's Voyage, a recap of the last week (and updates) and that the campaign has reached $2.6M.
Amazing! We've hit the $2.6 million and unlocked Berath's Blessing. As a reminder, Berath's Blessing is our version of New Game+ that features optional bonuses and challenges that unlock as you gain achievements. The next goal at $2.8 million adds a full orchestra soundtrack, an increased level cap, and one more sub-class per class. Thank you so much for the continued support. We still have a lot of announcements and amazing things to show off in the next two weeks, and in addition to the companion introductions, we will be unveiling the $3.0 million stretch goal in tomorrow's (Valentine's Day!) update too.
ICYMI - Last Week's Recap
- We introduced a new backer reward at the $45 tier and as an add-on, The Pen and Paper Pillars of Eternity RPG. Now, you can have your own adventures with your friends, in the comfort of your favorite tabletop setting. Read more about it in Update #10.
- Two large updates, one about the lore of the Deadfire and another covering new art and graphics technology with a snazzy video.
- With your amazing pledges we blew by the $2.2million and $2.4 million stretch goals, adding Korean and Italian, doubling the V.O. budget, and adding UI Customization features!
- On Wednesday, we had live Twitch Developer Q&A with Josh Sawyer and Adam Brennecke. Watch it here to find out more in depth information about the game systems and lore of Deadfire.
- The introduction of Fulvano's Voyage in Update #9. This is an in-game island chain that will grow larger with more Fig Backers!Read more about the next leg that was added over the weekend in the next section below.
- If you haven't read it, check out a great interview with Josh Sawyer on Shacknews where he discusses Deadfire development, crowdfunding, and more.
- Lastly, Pillars of Eternity II was featured in PC Gamer Magazine and website. Grab an issue or check it out here!
Torment: Tides of Numenera - Console Copies for Backers
Backers of Torment: Tides of Numenera can now also sign up for a PS4 or Xbox One copy of the game next to your PC copy, although it will come with a small fee.
However, because there’s a minimum order size, we also need to make sure there’s enough interest from our backers before can confirm it. If there is, we’ll be happy to offer copies, but if the demand is not there, we won’t be able to do a small order. As well, there is a time limit – we can only provide console copies to you up to the release date of February 28th, so if you want one as an add-on, please be sure to let us know as soon as possible. On February 28, you can get your digital PC copies of the game through our backer site. If you ordered physical goods, Techland is handling the distribution. In addition, they’ve told us that you’ll receive your physical copies very close to release! As you may recall, Techland also funded work on the PlayStation 4 and Xbox One versions of the game. Since that announcement, one of the top questions we’ve received is "can backers get console copies as well?” We’ve been exploring the possibilities of making this a reality for you, and would like to offer them... but we’ll need your help. The console manufacturers charge us for generating console game codes – a cost per code, but also with a minimum order size. While we’re not looking to make a profit, the expense is not trivial for us. Therefore, if the demand is there, we'd need to ask any backers who want a digital console copy to make an additional 1,800 point ($18) pledge on our backer site. You would get both the original PC copy, plus a digital console copy of your choice. This is not unlike how we did things for Wasteland 3.
So, how do you let us know you want a console copy? We’ve added a page to the Torment backer web site specifically for console code requests. Log in, and tell us on that page if you want a PS4 or Xbox One copy. If we get enough interest, we'll email everyone who signed up and let you all pledge for the $18 console add-on prior to the 28th!
Release: In development
Sacred Fire - On Steam Greenlight
You can now vote for the psychological RPG, Sacred Fire, on Steam Greenlight. I am not sure what a psychological RPG is, but it is certainly not about psychologists.
Sacred Fire - A Psychological RPG
Poetic Studio's narrative RPG, featuring Doug Cockle (The Witcher 3), enters Steam Greenlight
Banská Bystrica, Slovakia - February 13, 2017/... Independent developer Poetic Studio has announced that its turn-based, psychological RPG Sacred Fire, featuring the vocal talents of Doug Cockle (Geralt from The Witcher 3), has entered Steam Greenlight.
Sacred Fire is a game about survival, power and hope, where players lead a band of resistance fighters in ancient Caledonia, taking on the invading forces of the Roman Empire. Sacred Fire is not just about the outer, physical struggle for survival, but also about gaining political influence and the pursuit of inner balance.
Poetic Studio's ambitious debut, which deliberately avoided a fantasy setting, has already garnered industry interest through its first gameplay teaser, 'Something More', which featured voice actor Doug Cockle. Sacred Fire requires tactical thinking in a story full of risk-based choices and combat. Using Poetic Studio's bespoke Emotions & Motivations storytelling platform, players can resolve conflicts by using a combination of smarts, skill, looks or empathy. To do so, they must build inner balance by coping with fear and anger. Only a stable and strong personality can win respect with bravery in combat and see through the traps set by cunning opponents.
Poetic Studio is preparing a Kickstarter campaign for March of this year. Currently, it is collecting votes on Steam Greenlight.
Sacred FireSP/MP: Single-player
Release: In development
Pillars of Eternity II - Josh Sawyer Interview
@Shacknews they interview Josh Sawyer about isometric RPGs, crowdfunding and storytelling.
In designing the first Pillars, you carried over much of the style and game systems from genre staples like Icewind Dale. What about for Pillars 2? What did you observe from the reception of the first game, in terms of not only reviews but feedback from fans as well, that you wanted to sharpen in the sequel?
Sawyer: We learned that people are really interested in this style of game again, and that they want deep and tactical combat, character development, mechanics, and things like that. We're trying to improve all those aspects in the sequel, but we've also realized that there were certain things that were very unclear about our mechanics, so we've either tried to communicate those mechanics more clearly, or revise them so they're inherently easier to understand.
For example, in the first game we had a damage reduction system that was used for armor. It was fairly easy to understand, but when the player was making decisions in the heat of combat, it wasn't always clear what they should be doing based on the mechanics of the armor system. We've adjusted those mechanics to use a new armor penetration system that is more straightforward. The relationship between weapons, penetration, and the value of armor is clearer to people. It's a more interesting mechanic, and it's just easier to sort of process and understand in the heat of the moment.
There are other things, too. Combat clarity and feedback, making sure our visual effects don't overpower [on-screen action], slowing the pace of combat down just a little bit so it's easier to understand, spacing characters out-things like that.
That's something I wondered about. The first Pillars explicitly targeted fans who missed Icewind Dale-style games, but players new to the genre said they had trouble learning the ropes, and were fine once they got some momentum. It sounds like you're working on adjusting that learning curve.
Sawyer: Our goal is definitely to be more welcoming. I think it is more welcoming, but it's also just clearer. Even experienced players will find that the combat is easier to follow. We're going to do a better job tutorial-izing things; that's something that was a little last minute [in the first game]. We're trying to plan out our tutorials in advance of the end of the game [in production], so players should find that things are explained much more clearly, and that the pace of how things are introduced is much clearer as well.
There are some disconnects in the early game, where you get a companion like Edér. He's a fighter and very good at locking characters down, but then we take you into a dungeon where things break engagement constantly. We're trying to make sure things like that line up better so players aren't just wondering, "What the hell am I supposed to do?" You can think your way out of it, but it's a little more challenging than it needs to be, especially in the early game.