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Tuesday - April 17, 2018
Monday - April 16, 2018
Sunday - April 15, 2018
Saturday - April 14, 2018
Friday - April 13, 2018
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Picture Watch

Underrail
Box Art

Poll Watch

Are you excited about the 2018 games?
Absolutely not
1.39%

Not really
22.22%

Somewhat excited
36.11%

Oh yes!
40.28%

Vote

Tuesday - April 17, 2018

Disco Elysium - Moving RPGs to the Next Level?

by Silver, 02:28

Greenman Gaming previewed Disco Elysium at EGX Rezzed and think it is going to shake up the RPG genre.

...

Think it Over

You have an inventory in Disco Elysium where you can manage the items you pick up. It doesn’t end there though, you can also pick up ideas as you proceed through your case. For example, at the start of the game you are asked to investigate a corpse, swinging softly in the breeze from a nearby tree. As part of its narrative structure you can attempt actions or attempt to succeed at challenges through the dialogue options, and it’s possible to fail this particular challenge a few times simply because the body has been hanging there several days, and you’re quite hungover.

So even after using something to take the smell away, you might find yourself needing a new option. In comes an idea your partner gives you, to get your shit together. You see, in Disco Elysium you have a second inventory related to ideas and concepts that you come across. Slotting this idea about getting your shit together in there, you are given a small in-world timer which passes as you talk to people. After thirty in-game minutes, the idea ripens and bursts into…the shit singularity, meaning that you do indeed have your shit together.

[...]

Disco Elysium

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

Details

Wasteland 3 - On The Road To Alpha

by Silver, 01:41

A lengthy Fig update for Wasteland 3 talks about the road to Alpha.

Production Greetings with Stewart Spilkin, Senior Producer

Stewart here!   

As we roll on into 2018, Wasteland 3 has been in full production for a while and I’m happy to say we’re hitting all our major milestones on design, art, and engineering. Long-time fans of inXile may know our production philosophy puts a heavy emphasis on iteration. Practically speaking, that means we want to have levels and systems in so we can test and improve on our ideas.  This allows us to find out sooner rather than later what works and doesn’t work.

At this point, over 90% of the scenes in the game have first pass scripting as well as first pass art. We have Rangers killing stuff, vehicles driving around (and also killing stuff), multiplayer working on consoles and PC, the works! This allows our level and systems designers to experience and polish up their scenes, and for our Design Lead George Ziets to do playthroughs and take (very meticulous) notes. The value of getting this kind of revision time early on can’t be overstated.

We have a few new team members to mention. On the Environment Art side is Yong-Ha Hwang, recently on the Blizzard cinematics team, and Josh Deeb, who is joining us from Daybreak. In our NOLA studio, we've also picked up Germ Revoso as a concept artist, and Greg Roberts is doing some great animation work for us. On the writing team, author Cassandra Khaw has been doing some amazingly twisted dialog work for us, and Nathan Long, the principal writer on Wasteland 2, is cranking out volumes of great material too.

Checking In On: Gameplay Systems with Eric Schwarz, Systems Designer

Hi everyone! The last several months of development have seen huge strides as far as our gameplay goes. As we barrel forward on development, we're continuing to refine the feature set and details of our character system, skills, abilities, weapon types, gameplay styles, and more. Being system designer on the game means ensuring that the game is fun to play, that the user interface and experience is as smooth as possible, and that I advocate for (and design) as many features as we can possibly get in. Most of my efforts lately have been focused both on ensuring our core combat and exploration systems are at a level where we feel there are no major unknowns left to solve, and are in a good state for iteration, balancing, and, later, polishing up.

In addition to making the core gameplay as good as it can be, I've also been working heavily with George so that our area design is in sync with our gameplay mechanics and makes the best possible use of them. This also means working on content design for all of our enemies, whether those are our different factions of NPCs, robots, animals, and even bigger, meaner things, so that each of them has a distinct gameplay identity, weapon types, and in some cases, abilities they use in combat. We're spending considerable effort to ensure that our combat encounters and enemy types have plenty of variety, and fitting personality for our post-apocalyptic version of Colorado.

Of course, all that high-level stuff is important, but what matters is getting those features directly in the game to play and experience first-hand. As such, a bunch of my time also involves coordinating with the level design team to implement all our features in all the locations you'll explore. Jeremy, Zack, Ben, Alex, Leland, Jeffrey, and others have been working hard to not only build the gameplay scenes and missions, but also do passes on combat implementation, loot, skill interactions, and more. It's a huge undertaking for the team, but with each and every revision, our scenes and gameplay get better and more fleshed out.

While we're still building on the foundation of Wasteland 2, there are also dozens of little tweaks, changes, improvements, and quality-of-life updates, many of which came directly out of feedback from our previous games. In future updates, we hope to be able to go into more detail about these. Until next time!

Eric Schwarz
Systems Designer

Checking In On: Content Design with George Ziets, Lead Designer

Hello all, Ziets here. The writers and level designers are working hard to get the whole game to a first draft state - especially the critical path. By the end of next month, we should be able to start the game at the tutorial and follow the critical path all the way to the end. It won’t be bug-free, of course, but getting to a solid first draft (as early as possible) is a critical step.

Some of our zones are already at an alpha state, which means that first-pass dialogue and level scripting are done, and combat, missions, and exploration all exist in some form. I’ve been playing through our zones and sending long lists of feedback to the design team. Our current focus is the city of Colorado Springs and Ranger HQ, our main hubs that contain the most reactivity to events that occur elsewhere. We’re also developing the endgame sequence and writing some of the most important characters in the game, like the Patriarch (the ruler of Colorado) and a returning Ranger from Wasteland 2 (who will, for the moment, remain nameless).

Once we're satisfied that all our zones have reached alpha, we’ll shift our emphasis toward playtesting, bug-fixing, and iterating. The iteration phase is the moment when a game really begins to shine, so the more time we can spend in iteration, the better the final product will be.

Final note: When we reach the final installment of our "Building the Everest" series of updates, we'll give you an early look at how our mission system will actually work in game.

George Ziets
Lead Designer

Checking In On: Art Design with Charlie Bloomer, Art Director

Hi all, I'm here to give you some news about what the Art team has been up to lately. The pace of production has been astounding! As with any production cycle, as the design becomes more and more fleshed out, the remaining questions begin to melt away, leaving a relatively clear path for artists to move in.

This is probably most evident with our environments. Every scene in our game has passed the blockout stage by Design, which means there is nothing stopping the Environment Art team from moving forward on first pass treatments for every scene in the game. We even took scenes from three different zones to a finished (polished) state before Alpha, since doing so would allow us to test assumptions about overall aesthetic approach, performance, and about how well our special shader solutions for snow etc. will work across ALL platforms. The other aspect of environments that we switched into high gear was props. We have a mix of in-house and outsourcing resources cranking through a long list of carefully vetted assets that include props, interactables, items, and weapons.

In January we made the decision to focus our Character Art effort leading up to Alpha on the assets that would have the most wide-reaching impact on our game - namely our factions. The world of Wasteland 3 is populated by many distinct groups! Each faction character is constructed out of a collection of "parts" - chests, legs, hands, feet, heads - that results in a large amount of variation across the Wasteland 3 landscape. By focusing all of our resources on these character factions, we've developed an excellent visual language for each group and a firm foundation for the next stage - characters with more unique appearances that will play a specific role in conversations and/or gameplay. Here's an example of a Scar Collector outfit, kitted out for the harsh winter enviornment:

Speaking of conversations, we've fully tested our pipeline for generating facial animation and the accompanying full-body gestures that will make up our cinematic conversations! We've settled on a system of processing audio tracks, combined with motion capture, that yields the quality we have been aiming for. As we work toward Alpha, the last piece of the puzzle is being addressed. That has to do with how our tools for managing the complex conversation system in Wasteland 3 can actually drive the animation and audio at runtime as well. In the end, it's a cleverly automated system that handles the heavy lifting with relatively little hand-holding required by us mortals.

Our Animation team has been focusing on establishing really nice idle poses that will serve as the starting and stopping points for all of our combat animations. The end result is animations across all our weapons sets that demonstrate excellent readability and also personality! The same can be said for our new fidgets and reaction animations as well. And the most recent leap forward has to do with a clever way of using additive layers for our damage animations so they now take into account both the direction and severity of an attack and then randomize the result. We really like how it's coming together and hope you will, too.

The Wasteland 3 UI departs in appearance from that of its predecessor. While the functionality has been improved in many spots, visually we've moved toward a look that is intended to provide the same information in a less "physical" shell. Part of the change is aesthetic - we tie into the game's themes with shades of blue and with hints at ice and frost. Beyond that, we're keeping the interface elements clean and easier to read. We've established our visual language and now it is simply a matter of executing on the plan.

Across the whole project, the excellent pace of art creation in the last several months has been exhilarating and positions us well to dive into the part of the project I like best - that time after Alpha where our focus shifts from getting things in and functional to making things beautiful! Things like the Meat Clown!

[...]

 

Wasteland 3

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Tactical RPG
Platform: PC
Release: In development

Details

Underworld Ascendant - Preview @ Gameinformer

by Hiddenx, 00:23

Gameinformer checked out Underworld Ascendant:

Underworld Ascendant

Choosing Your Own Path In The Abyss

Underworld Ascendant is a game that, for better or worse, has the chains of history shackled to it. The new immersive sim from OtherSide Entertainment is a spiritual successor to Ultima Underworld, a 1992 game by many of the same developers who were more than happy to explain that it is often considered the first ever first-person action game. With that kind of precedent, the kind of pressure Underworld Ascendant is under starts to take form, though the game definitely seems willing and able to hold that weight.

To say the gameplay in Underworld Ascendant is player-authored might be selling it short. When we talked to OtherSide Entertainment cofounder and immersive sim luminary Paul Neurath earlier this year, he emphasized a desire to take the immersive sim genre further beyond its limitations. Circumventing limitations is the underlying foundation of the genre, after all.

[...]

Thanks Farflame!

Underworld Ascendant

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

Details

Conan Exiles - Previews

Conan Exiles

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

Details

Monday - April 16, 2018

Ni No Kuni 2 - Review @ Express

by Hiddenx, 22:15

The Express has reviewed the J-RPG Ni No Kuni 2:

Ni no Kuni 2: Revenant Kingdom review: RPG series soars to new heights on PS4

Ni no Kuni 2: Revenant Kingdom is a charming RPG that successfully brings together lots of different ideas.

Ni No Kuni 2 Revenant Kingdom is out now on PS4 and PC.

Developed by legendary studio Level-5, the follow-up to the PS3's Wrath of the White Witch is positively bursting with fresh ideas.

The game revolves around a young ruler named Evan, who sets out to found a new kingdom after falling foul of a coup.

But there's more to Ni No Kuni 2 than wondering from village to village battling monsters and exploring dungeons.

You'll have to expand and manage your kingdom, recruit citizens, fight in large-scale skirmishes and much more.

Does Ni No Kuni 2 successfully integrate all of these different gameplay ideas? Check out our review gallery to find out more...

[...]

Score: 5/5 - Masterpiece

Ni No Kuni 2

SP/MP: Single-player
Setting: Fantasy
Genre: J-RPG
Platform: PC, PS4
Release: Released

Details

Azure Saga: Pathfinder - Review @ The Geekiary

by Hiddenx, 22:11

The Geekiary has reviewed Azure Saga: Pathfinder:

Azure Saga: Pathfinder – Review: Blending Sci-Fi And Fantasy In An Enjoyable RPG

Azure Saga: Pathfinder, while bringing nothing new to the RPG genre, still offers beautiful graphics, an interesting story, and simple yet fun gameplay mechanics to keep you busy for hours.

[...]

The combat system is easy to understand and is turn-based. Each character has specific skills. You can create a party of three, utilizing specific skills to take down enemies. Depending on the characters in your party, there’s a lot for you to choose from. You can go for physical attacks, various spells, taunts, and debuffs to create a winning strategy. Combining certain abilities unlocks powerful combo attacks. Every character also has a Fury attack which you can use when their Fury meter is full. Leveling up characters unlocks passive skills. You’re also allowed to use Items during battle. Characters can also wear certain items to increase their stats.

[...]

Azure Saga: Pathfinder

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

Details

Ys VIII: Lacrimosa of DANA - Released

by Hiddenx, 22:06

The J-RPG Ys VIII: Lacrimosa of DANA has been released today:

Ys VIII: Lacrimosa of DANA - Opening Movie Trailer

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Ys VIII: Lacrimosa of DANA

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

Details

Phoenix Point - Julian Gollop @EGX Rezzed

by Silver, 15:28

Julian Gollop presented Phoenix Point at EGX Rezzed recently.

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X-Com creator Julian Gollop demonstrates new Turn-Based Tactical Game, Phoenix Point. -- EGX Rezzed gathers together the best PC, indie & console games for your enjoyment. With a strong focus on indie titles, in many cases you'll be able to chat with the game creators as you play. We also have presentations from world-renowned game designers, the GamesIndustry.biz Career Fair, tabletop games and loads more. -- Watch live at https://www.twitch.tv/egx

Phoenix Point

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

Details

Knights of Light - Medieval RPG

by Silver, 11:09

DSOGaming reports on a new historically inspired open world RPG called Knights of Light.

Rumbling Games Studio is working on a new open world third-person action adventure game that is set during the medieval era, called Knights of Light. The game takes place during the battles between the Sasanian Empire and Arab forces and its main character will be based on a historical figure.

[...]

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General News

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

Details

Xenonauts 2 - Kickstarter in May

by Hiddenx, 00:43

Kordanor spotted an interesting Kickstarter update for Xenonauts 2:

Xenonauts-2 April & Kickstarter Update

This update will cover what we've been working on in the last two months, and our plans for our Kickstarter - which is provisionally expected to happen on 4th May. Our plans for the Kickstarter are summarized in brief at the bottom of this article but there'll be a proper announcement and full details of what we're planning in the near future.

The most visible thing we've produced in the past two months has been the new map in the public builds, which I consider a significant step up in visual quality from what we had before. Our plan is to use that map in our Kickstarter public build demo and we've been iterating and refining it with the subsequent releases - it's now on its third incarnation and we've got another couple of builds before the Kickstarter date for us to make more progress. If you're reading this and haven't yet played the new map, it'd be great if you could give it a try and then give us some feedback on the experience because we're hoping a lot of people will play the build during the Kickstarter and we want to make as good an impression as possible!

Less visible but no less important has been our work on the strategy layer. I think we've now pretty much reached the point where Xenonauts-2 is playable as a game (at least in the early stages of the invasion). Obviously the functionality and visuals are still very rough in certain areas and we've got a lot more work to do before we can call it a finished product, but about a month ago I finally had the lightbulb moment where I realized that I was actually playing the game and making decisions and having fun. It's not a good game yet, but it's definitely a game, and I consider that a pretty big milestone.

We've also made enough progress with the level editor and game tiles that we've nailed down the all the different combat map biomes we're going to support and which mission types each will be used for. We've also started blocking out one or two example maps in each biome to give us a better idea of what art assets we'll need by the end of the project, so I've been doing a lot of map design recently. Some of these maps look quite polished whilst other ones still look pretty primitive, but having a "proper" map to play for each mission makes properly testing the game much more efficient even if the maps repeat quickly and some of them don't look great.

The mission types we settled on are:

  • UFO Crash Site: these take place in wilderness areas with only a few buildings, and are good for getting research artifacts and Alloys
  • Abduction Missions: these take place in isolated inhabited areas with densely packed buildings such as farms  / polar outposts / dockyards etc, and allow you to capture Alenium
  • DEFCON / VIP Elimination: a new mission type against human opponents where you have to capture / kill a VIP in order to lower global tensions, but you suffer relations penalties in the region based on how many people you kill (stunning them is fine). These take place in either a NATO or Soviet military base.
  • Terror Attack: very similar to X1, still takes place in either a NATO or Soviet town
  • Alien Base Attack: as in X1
  • Xenonaut Base Defence: broadly the same as in X1 (although there's a few differences that aren't worth explaining until everyone understands how the new Geoscape works!)

As you can see all the familiar faces from X1 have returned, with the "standard" missions split out into the fairly open Crash Sites and much denser Abduction missions that have slightly different strategic goals (Alloys are good for mass-producing weaker advanced tech, whereas Alenium is used to "power-up" individual items) and the addition of the DEFCON mission to spice things up a bit.

The biomes we settled on are:

  • Polar / Research Outpost
  • Boreal / Logging Camp
  • Temperate / Farm
  • Tropical / Dockyard
  • Arid / Village
  • Desert / Junkyard
  • NATO Town / Military Base
  • Soviet Town / Military Base
  • Alien Base
  • Xenonaut Base

There's not a 1-to-1 mapping versus what we had in the first game (e.g. the Farm was its own tileset and the military base was part of the Desert tileset in X1), I think we'll have quite a lot more map than X1 variety once the game is finished. We've produced quite a lot of assets since the start of the project and we're still in the process of sorting and retouching the older stuff as we set up each new biome, but I think things are coming together nicely.

Finally, the Kickstarter - as mentioned at the top of the post we're planning to launch this on Friday 4th May (although as always this may slip a little). This will be your first chance to buy the game and the full game including the strategy layer will be available to play at the end of the Kickstarter, assuming you've backed at the appropriate tier.

I'm working on the Kickstarter page and the reward structure at the moment and I'll hopefully post that up for general comment in the next couple of weeks as it's always useful to have community feedback on that sort of thing. A few key things to mention:

  • We're not planning any physical rewards because unfortunately we don't actually make any profit from them and organising the production / shipping is very time consuming, and I'd rather spend that time polishing the game instead
  • $25 gets you a copy of Xenonauts-2 on Steam / GOG when we launch into Early Access (planned for three months after the end of the Kickstarter)
  • $35 also gives you access to the closed beta which will start immediately after the end of the Kickstarter (this is limited to 2000 backers)
  • The higher reward tiers get you closed beta access plus an additional key of X2, a custom soldier with a portrait from our portrait editor, and eventually a unique portrait painted from a photo of you by our portrait artist

I'll hopefully be posting up a version of the custom portrait editor for people to play with and give us feedback on in our Kickstarter discussion thread, which I'll probably put up next week.

The $35 reward tier exists because the game is going to be rather rough in the closed beta period, so we want to limit it to the people who are most interested in the project and prepared to give us useful feedback. What I want to avoid is too many people seeing the game in its worst form and having lots of people bounce off it; I expect us to make a LOT of progress in three months in terms of gameplay balance and visual polish and usability. Personally I don't think asking the average backer to wait three months after the end of the Kickstarter is unreasonable, but I also know that many people have a strong reaction to being asked to pay extra to get the earliest access to a game (although I feel it's become the norm these days).

Xenonauts 2

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

Details

Sunday - April 15, 2018

Dead In Vinland - Review @ Sirius Gaming

by Hiddenx, 18:54

Sirius Gaming reviewed the survival management game Dead In Vinland:

Dead in Vinland Review – Settle, Develop, and Fight to Survive!

As what Friedrich Nietzsche once said, “To live is to suffer, to survive is to find some meaning in the suffering”. In the case of Dead in Vinland, you have a whole Norse family to deal with. You go through each day trying to figure out why they ended up in this weird hell hole and figure out how they will survive.

Dead in Vinland is a survival management game with RPG and adventure elements. The “Dead in” part of the name is due to it being the sequel/prequel/spin-off to Dead In Bermuda which is a good game in its own right. It is 2D and much of the game is turn-based. The game gives you a lot of options while you try to make the best of what you’ve got.

The story of Dead in Vinland is about a family of Vikings that was ambushed. The family barely manages to escape in a boat. They weathered a storm while out in the sea. When all seemed lost, they landed on the shore of some island. With renewed determination to live, they set out to stay alive no matter what happens.
[...]
At first, I didn’t really like the art style. However, it grew on me as I kept playing. It was a good contrast to the background. I also realized how expressive the faces were and the attention to detail it had for all the characters that you unlock. I liked the transition effects between the different times of the day and the effects during combat.

About the banter between your characters, it’s as mature as you can get. It’s not truly ye olde English and not boring either. I can see how some people will get offended but it’s all about how you play the game!

I love how the decision making is crucial to all aspects of the game, being it during combat, during harvesting, gathering, exploring, everything! I just hope that they make an option to skip the first cut scene and fast forward through scenes you have unlocked or read before, just like in visual novels.

Dead in Vinland is fun, engaging, complex and totally worth your money.

Score: 8/10 - Great

Dead In Vinland

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

Details

GOG - Most Wishlisted Games Deal

by Silver, 12:55

GOG tweeted that they are holding a most wishlisted games deal on Monday.

GOG

Details

Underrail - The Rig

by Silver, 12:22

A new update explains that the expansion content will connect with the existing areas in Underrail.

The Rig

Friday, 13 April 2018 12:36

Hi guys, here's a quick update on what we've been up to in the past few months.

Underrail - Lower Caves Global Map

In order to wrap up the geographical consistency of the base game, we had to create a number of water maps that connect SGS, Junkyard, Core City, Camp Hathor, and the Black Sea. In the expansion the player will be able to traverse and explore these maps with his jet ski, but he won't be the only one as a number of factions also utilize these waters, such as Protectorate, Black Eels, and Black Sea pirates. Also encounters with random sea bandits are not uncommon.

Underrail - The Rig
Underrail - Scrappy Narrow
Underrail - Port Zenith

The most powerful naval faction in the South Underrail is, of course, the Black Eels. Their naval platform The Rig is perfectly positioned to facilitate the trade between different stations as well as their own scrap exporting business. The Rig is also used to control the central body of water of the Lower Caves in order to fend off pirates. This place will be vital for pirate missions that the player will be able to take part in if he chooses to ally with the them in the expansion.

The Rig missions are not 100% complete yet, but will be soon. After that we'll be returning to the Black Sea to wrap up and polish off the maps we made so far and integrate them into the global map. And then we still have two more areas to develop - the villages of the savage natives and the final dungeon.

Let us know how you like the aesthetics of the new areas.

Cheers.

Underrail

SP/MP: Single-player
Setting: Sci-Fi
Genre: RPG
Platform: PC
Release: Released

Details

Underworld Ascendant - New Trailer

by Silver, 10:43

As shared by 'you' a new trailer for Underworld Ascendant has been released.

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Discover The Stygian Abyss! Underworld Ascendant’s newly released trailer gives fans a deeper look into the game’s deadly environment, featuring panoramic shots of dungeon-esque surroundings and bubbling magma – not to mention varying weapons and skill sets players will have at their disposal to cleverly best lurking creatures and overcome physics-based traps. Featuring in-game character, enigmatic advisor Cabirus (Stephen Russell - Thief) and the voice of rogish ally Aelita (Fryda Wolff - XCOM 2, Fallout 4) – it shows off unique gameplay in the highly interactive dungeon, The Stygian Abyss. Coming to Steam 2018

[...]

Underworld Ascendant

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

Details

Phoenix Point - Free Aiming Explained

by Silver, 10:38

A new video from UnstableVoltage explains how free aiming will work in Phoenix Point.

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Disclosure: I am an employee of Snapshot Games - developer of Phoenix Point.

I present a quick overview of the work in progress free-aiming system for Phoenix Point.

Phoenix Point is the new Turn-Based tactical game by X-Com creator, Julian Gollop. Set for release late 2018, with pre-alpha access coming around April.

For more information, visit the website:

http://www.phoenixpoint.info

Phoenix Point

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

Details

Sentinels of Freedom - Turn-based Tactics Game

by Silver, 10:11

Sentinels of Freedom is on Kickstarter and has already been funded. It is described as a single-player, turn-based tactics game, inspired by the Sentinel Comics RPG. You create a hero, build your team, and then save the world.

About

Prepare for a story-driven campaign (featuring writing from Sentinel Comics creator Christopher Badell and artist Adam Rebottaro) within the Sentinel Comics universe as you join forces with an ever-growing team of heroes to face a wide variety of villains. What seems like a typical bank heist reveals itself to be just the tip of a much more sinister plan! Create your hero, lead your team, and save the world!

Sentinels of Freedom is a turn-based digital tactical game inspired by the upcoming Sentinel Comics: The Roleplaying Game, designed by Critical Hits studio in conjunction with Christopher Badell of Greater Than Games.

Highlights

- Build your Team - select from the many available heroes and unlock more throughout Character Personalities
- heroes will have likes, dislikes, and preferences which influence the mission Full story campaign
- writers and creators from Sentinel Comics Freeform movement
- Turn Based game that allows you to move anywhere Squad dynamics
- heroes or villains can work together for more powerful actions Living Environments
- multiple objectives, interactions and dangers Adaptive AI
- enemies will start to adjust to current tactics and also make long term changes to strategy

What kind of hero will you be? Create your Hero - choose backstory, archetype, powers, and appearance

Kickstarter Games

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

Details

The Black Masses - Official Reveal Trailer

by Silver, 09:17

A new RPG called The Black Masses has been revealed with a trailer.

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Facebook Page: https://www.facebook.com/theblackmass...

The Black Masses is a highly ambitious first person open world RPG developed by a small team @Brilliant Game Studios. It features the record breaking crowd rendering technology from our previous title, Ultimate Epic Battle Simulator. TBM is set in a massive medieval fantasy setting on a 16 sq-km island. Fight off tens of thousands of demon possessed souls while trying to solve the mysteries of what started the satanic uprising. Traverse any obstacle with our revolutionary climbing/parkour system. Level up your skills and become a god among men.

Original soundtrack composed by Eric Disero as part the official soundtrack for the game.
https://www.youtube.com/channel/UCtvh...

Release date is unknown.

General News

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

Details

Fallout: NV - Fallout: New California Mod Trailer

by Silver, 09:04

DSOGaming reports on a new 4K trailer for Fallout: New California.

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Fallout: New California 2018 Mod Trailer

Will be available on Nexus once released

Moddb Page

http://www.moddb.com/mods/falloutproj...

[...]

According to its description, Fallout: New California adds an all new story around a new player character, an adopted resident of Vault 18, embarking on a journey through the wastelands of the New California Republic’s Cajon Pass.

The team behind this ambitious mod aims to reveal its release date at the end of this month, so stay tuned for more!

Fallout: NV

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC, Xbox 360, PS3
Release: Released

Details

Saturday - April 14, 2018

Knight Bewitched - Release: April 18

by Hiddenx, 11:17

The casual J-RPG Knight Bewitched will be released on April 18:

Knight Bewitched

After slaying a dragon, fearless knight Ruth and her companions are tasked with hunting the witch Gwendolyn. In an unfortunate turn of events, Ruth collapses from illness and is nursed back to health by no other than the witch she was tasked to kill. Unable to slay the woman who saved her life, Ruth is jailed on suspicion of bewitchment and later saved by her comrades.

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As a new threat looms over the horizon, Ruth and Gwen, together with young orphaned companion Stray and mysterious rogue Uno, rise to the occasion. As they journey, a flame slowly ignites between the hearts of Ruth and Gwen.

But is this true love, or is Ruth truly bewitched?

Features

  • An LGBT-positive story-driven adventure
  • Four difficulty modes: Play on Casual for a story-focused experience or Heroic for RPG veterans
  • Crisp, vibrant graphics
  • Gameplay reminiscent of classic RPGs
  • Steam Achievements

Knight Bewitched

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

Details

Demon's Rise: Lords of Chaos - Release: April 24

by Hiddenx, 10:55

The mobile-port of the tactical RPG Demon's Rise: Lords of Chaos will be available for the PC on April 24:

Demon's Rise: Lords of Chaos

You are no hero … no prancing knight or scholarly wizard but a champion of the dark gods. As their chosen, you have command of legions of barbarians, beastmen and demons. Wield unholy strength, necromancy and hellfire to bring ruin to the civilized realms. Honor your gods on the bloody fields of battle in a quest for power and ascension.

Demon’s Rise: Lords of Chaos is a turn-based, tactical RPG set in a brutal and unforgiving fantasy world. Taking place amidst a horrific war in the cold north, the campaign will see your party fight innumerable enemies, huge monsters and powerful sorcerers. Victory will require the tactical use of terrain, morale, formations and magic. Build an increasingly powerful war band, command demonic allies, and crush those that stand against you.

  • Tactical Choices: Use terrain effects, cover and line of sight to gain an edge over your enemies. Employ spells to hinder powerful enemies, area effect damage to clear the field of lesser foes and buffs to strengthen your allies.
  • Build Your Party: Choose from 20 diverse character classes to build your war band. Your warriors will improve with every victory, becoming stronger and unlocking new powers and skills. Acts of courage and savagery on the battlefield will bring favor from your gods, which can mean the difference between glory and defeat.
  • Collect Gear: Equip your warriors with powerful weapons, arcane objects, runic armor and legendary artifacts. There are thousands of items to find and collect, each with their own stat effects and background lore.
  • Campaign: Fight through a lengthy campaign and numerous side quests that span more than 80 hours of play time. No level caps and the ability to replay levels at a harder difficulty add to the longevity.
  • Engaging Lore: Immerse yourself in the history of Tarren, the world of Demon’s Rise. A land of broken empires and shattered kingdoms where armies of humans, demons and other races fight for bitter survival.

Demon's Rise: Lords of Chaos

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

Details

Shenmue 1 & 2 - Coming to PC

by Silver, 09:24

DSOGaming reports on a SEGA announcement on twitter. Shenmue 1 & 2 will be coming to PC, PS4, and Xbox One.

SEGA has just announced that the first Shenmue games, Shenmue 1 and 2, will be officially coming to the PC in 2018 in one package. According to the publisher, both games will feature Japanese and English voice overs, the choice of classic or modern controls and more.

[...]

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Shenmue 3

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

Details

Shroud of the Avatar - Review @ Sirius Gaming

by Hiddenx, 09:01

Sirius Gaming reviewed Shroud of the Avatar: Forsaken Virtues:

Shroud of the Avatar: Forsaken Virtues Review – Choose Your Path

Shroud of the Avatar is a role-playing game developed by Richard Garriot, Starr Long, Chris Spears, and Tracy Hickman. The game is depicted as the successor to the Ultima Series from Origin Systems, Inc.

[...]

The game environment is not that bad, it has a weather and night/day system. The snowy part of the map needs improvement though, as well as smoother trees and rocks. Because even when my graphic settings are at the highest setting, the low quality shows. The graphics aspect of the game needs to be improved as it will also be a huge factor in the game aside from the combat dynamics and interface.

All in all, this game is okay but really needs improvement when it comes to the user interface and the combat dynamics as what I have mentioned earlier. In spite of that, I would still play it because there are still more in this game that I need to explore.

Score: 6/10

Pros

  • Weather system
  • Good crafting system
  • Interesting map travel
  • Trading system
  • Good loading screen art
Cons
  • Lack of combat dynamics
  • Weapons not showing when stowed
  • Old school damage floaters
  • Mediocre graphics

Thanks Farflame!

Shroud of the Avatar

SP/MP: Single + MP
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: Released

Details

Banner Saga 3 - Preview @ RPS

by Hiddenx, 08:50

Rock Paper Shotgun watched a Banner Saga 3 demo at the GDC:

The Banner Saga 3 will be a final foray into darkness

[...]

“One of the things we’re concentrating on in Banner Saga 3 is that we need to stick the ending of this,” says Jorgensen, who’s taking me through a demo of the battles. “If we don’t stick the ending – and it doesn’t matter what you’ve chosen along the way – you chose A, I chose B – if we don’t stick the ending then we’ve really failed in the whole thing. It’d feel like a disservice to the community, the story, everything.

“We’ve really taken our time to make sure the endings are as satisfying as possible… It’s a very wide range of endings you can have in this game and they come back to decisions you’ve made in Banner Saga 1 and Banner Saga 2 which you thought could have been small decisions.”

[...]

Thanks henriquejr!

Banner Saga 3

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

Details

Morrowind - Rebirth Mod Review

by Hiddenx, 08:43

PC Gamer checked out the Morrowind Rebirth mod:

The Morrowind Rebirth mod is the ultimate enhanced vanilla experience

All that Elder Scrolls III: Morrowind goodness you love, but more.

[...]

Returning home

Alongside its many additions, Morrowind Rebirth also makes a massive number of balance changes. Hundreds of mechanical values have been tweaked, from the damage of different weapons to the weight of items and the price of travelling via Silt Strider. It’s impossible to go into these in any great detail, but the general effect makes levelling slightly slower and the diffi culty more challenging. Personally, I always felt Morrowind was slow and challenging enough, but this does spread your progress out more evenly across the mod’s increase in scope. Plus, if you get stuck, that’s what the diffi culty slider is there for. 

What I like most about Morrowind Rebirth is how natural all the additions appear. It makes Vvardenfell feel as if it has grown and evolved during your absence, like returning to your hometown after years away, only without the disappointment at discovering your favourite coffee shop has been replaced by yet another Starbucks. It doesn’t feel like the game has been modded. It’s more like time has simply moved on. If you want to know just how much has changed while playing, however, keep an eye out for hanging lanterns. These are trancemaster’s calling card, and you will be seeing them absolutely everywhere you go.

Thanks henriquejr!

Morrowind

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

Details

This Is the Police 2 - XCOM-Style tactical Mode

by Hiddenx, 08:37

Henriquejr spotted a preview for the strategy adventure game This Is the Police 2 on PC Gamer:

This Is the Police 2 has an XCOM-style tactical mode that changes the game entirely

Plan to prosecute.

Announced in January, crooked cop sim This Is the Police 2 is due later this year. When it lands, it'll build on its forerunner's narrative meets strategy roots and will "require the player's direct participation," so says developer Weappy. In doing so, it'll introduce an XCOM-style turn-based tactical mode.  

Here, players will command squads of officers, each leveraging a variety of tools—such as tasers, gas cartridges, traps and battering rams. In turn-based bouts, players will orchestrate raids with the aim of neutralising opponents, and, if you are forced to open fire, battles unfold with realistic damage. In other words, don't expect hit points.    

"We came with this idea for an XCOM-style, turn-based combat mode, but of course we didn't want to just make 'XCOM with cops'," game director Ilya Yanovich tells me. "The biggest difference here is that the police force's job is, usually, about arresting people, not killing them. So, we decided to have no hit points in this tactical mode at all.

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Non-RPG General News

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

Details

Friday - April 13, 2018

NieR: Automata - Interview @ Dualshockers

by Hiddenx, 23:59

Dualshockers interviewed Director Yoko Taro and Composer Keiichi Okabe about Nier: Automata:

NieR: Automata Interview — Yoko Taro and Keeiichi Okabe Talk 2B, Possible New IP, and Much More

DualShockers talked with Director Yoko Taro and Composer Keiichi Okabe about all things NieR: Automata, including plans for the future and more.

It’s been over a year since NieR: Automata released worldwide. Sice then, the game has sold millions of copies and has garnered a huge dedicated fanbase.

DualShockers has a chat with Director Yoko Taro and Composer Keiichi Okabe, at PAX East. We spoke about the game since its launch, the charm of protagonist 2B, creative decisions, as well as what’s in store in the future for Yoko Taro.

Jordan: It’s been a year since the release of NieR: Automata on PS4 and PC. Should we consider this a closed chapter or could we still see the game ported over to the Nintendo Switch or Xbox One? 

Yoko Taro: Since I’m an underling, I don’t have enough authority to decide what platform to release on. All of that would be decided by our Producer Mr. Saito. Please write in your article that everything in the world is being manipulated by someone in the background… like a dark background. You can’t see it, but those things happen in the background. [Editor’s note: you can imagine this said with a very ominous Yoko Taro voice]

J: NieR: Automata has been very successful on PC, but users are still experiencing some performance issues on the PC platform, and there has not been a patch since launch. Can PC players expect a patch that’ll fix some of the issues they’re having? 

YT: I actually receive this question a lot on my Twitter account as well. Please let everyone know to ask Square Enix instead of me.

[...]

Thanks Farflame!

NieR: Automata

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

Details

Disco Elysium - Meet the Skills: Physique

by Silver, 11:52

A new blog post for Disco Elysium introduces us to the six physical skills.

These six skills are probably my favourites of the whole bunch. They were certainly the hardest to come up with. We finished Physique (FYS) while already deep into production, whereas the other three were ready years before. It’s surprisingly difficult to depict the physicality of a character – their flesh, blood and tendons – in a rule set. This is reflected in RPG tradition, where physical characters are one dimensional musclemen, somewhere between an athlete and a joke. It’s paradoxical how uninteresting it is to play a physical character in a genre that is built around them – nothing interesting happens inside the body of Conan the Barbarian.

This was our starting point: what kind of physical character would we want to play in a desktop setting? They would have to be murky, dangerous, sinewy beings. Mysteries even to themselves. More Nameless One than Torgen the Axe-Dude. To achieve this we had to come up with a set of skills that is – surprisingly – the most esoteric and out there of all the four Attributes. Instead of getting the most basic experience, you get probably the most advanced and experimental playing with a high FYS char.

Physique skills are also the most silent of the bunch. They don’t speak as often as INT for example. But the times your body does speak to you hold more weight.

PHYSICAL INSTRUMENT

 Physical Instrument is your primary corporeal tool: your muscles and your skeleton. Physical Instrument is your hand to hand combat skill, your inner coach. He likes to be addressed as “Coach Physical Instrument”. You can call him Coach, or you can call him Coach Physical Instrument.

Put points into this guy to punch a suspect in the face. Or 360 degree spin kick the living daylights out of them. But it’s not just violence. You can use this skill to physically analyse the qualities of a “beat” on a dance track. (Coach Physical Instrument thinks it needs more bass).

In addition to being the voice of your musculature, Physical Instrument tries to give you social advice from time to time: be less sensitive, stop being such a sissy, drop down and give me fifty. Coach Physical Instrument is all about masculinity, with little to no self awareness. I like to think it governs your muscles, skeleton and your sweat glands. Add Suggestion to dial things back a little, add some sensitivity training? He turns you into a raging gym trainer if you let him run the show.

ELECTROCHEMISTRY

 Physical Instrument is nothing compared to Electrochemistry, who turns you into a lecherous drug addict. I’ll level with you – it’s one of the funnest skills in the game. Not only does it crave for any and all substances on Earth, it’s also a treasure trove of knowledge on each of them. For some reason this cop knows exactly what GABA receptors do, what serotonin syndrome means, and what kind of cocaine the Filippian kings did four centuries ago.

But beware – Electrochemistry also governs your other dopamine responses. That is: your sexuality. Electrochemistry inserts lurid thoughts into your head, with absolutely no filter. It does not play nice either, it’s an animal. Yet it has its own atmospheric, ruinous take on reality. You should exercise caution with this guy and make sure you have some Volition to keep things in check.

Having low Electrochemistry makes you a calmer person, more in control of yourself. Having high Electrochemistry makes you not turn up to work the following day, yet more fun to be around after 10PM.

It also has a nice mechanical function. Disco Elysium lets you use potions (ie drugs) mid-dialogue. Equip cigarettes in one hand and a vial of speed in the other. Encounter a difficult check? Spark one up and then toot a line! (In secret of course, turn around a bit first – it’d be pretty strange if a cop just did a line in front of you wouldn’t it?)

Blasting a substance gives you a cute little animation and adds a temporary bonus to your Attributes. Alcohol gives +2 to Physique, for example. Electrochemistry adds extra charges to these items, so a high Electrochemistry character gets more out of their drugs. The skill also leads you down a path of substance abuse, giving you quests to procure amphetamine, or just buy a magnum sized bottle of wine.

These quests are often non-refusable.

[...]

Disco Elysium

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

Details

Dead In Vinland - Review Roundup

by Silver, 11:02

Dead In Vinland has been reviewed favourably by a number of sites.

 

Each location you explore on the island has something to interact with. Sometimes it’s a simple hunting ground, others it can be a gate to Hel itself. See above. Some are mysteries waiting to be solved, others are simply a place to get more goods to survive by. But the best thing is that each new game means that the locations of these items and the outcomes are completely different. The skills of your people mean success or failure in getting the most from them too. It’s just… brilliant design, and like a really pretty and engaging single player board game.

Dead in Vinland is out TODAY on Steam, and if you want a character-driven, thinking man’s RPG – this one’s right up your alley.

Gamespace 8/10

Dead in Vinland surprised me a bit.  I was expecting a robust survival game, for sure, but to have such a robust RPG experience tacked on to it was nothing short of impressive.  As with most of these games, RNG can be particularly brutal though. While it makes sense in the narrative of the story, getting additional survivors from a variety of areas jarred me initially (from Vikings to African poets to Tomoe Gozen, the game has all sorts).  I also highly recommend playing at least on normal, as the game’s easy mode seems to trivialize a lot of the strategy and content. Music and sound were adequate — combat’s Darkest Dungeon-esque sounds were particularly nice — but I definitely felt the characters could be a bit more expressive.  Sure, there’s a lot of emotion packed into this story, but only Eirik (the father) seemed properly capable of showcasing it at times. All in all, though, Dead in Vinland combines survival and role-playing into a very complex package, so fans of either may want to check it out.
Note: A game key was provided for review purposes.

onrpg 3.5/5

The other reason I kept playing was because I really wanted to reach milestones, like building every camp station and finding Bjӧrn’s camp. The game’s difficulty is definitely a factor as you’ll probably die and be forced to rethink your strategy. On my first playthrough, my Moira died on day 4 because she became too depressed scavenging the shipwreck. Each time the challenge became too much for me, I was forced think about what I could have done differently. For instance, I learned that it’s extremely important to build the tavern and the rest area early on, even before securing a source of food.

Dead in Vinland is not an easy game, but it can definitely be overcome if you think about what resources and upgrades you need, and how to allocate the people in your camp to overcome the challenges the game throws at you.

indiegamewebsite 8/10

Dead In Vinland

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

Details

Tower of Time - Review Roundup

by Silver, 10:48

Tower of Time has been reviewed by a number of sites.

There’s a lots to like about Tower of Time; for me something I appreciated was the way Artara’s descent into destruction was described and seems almost inevitable, which reminded me fondly of The Banner Saga. And like The Banner Saga, I will be curious to see how Tower of Time develops over the course of its series; to see the ways that it might innovate further, but a part of me can’t help but hope Artara is another doomed world, like Aurelia from Endless Legend. Tower of Time isn’t a massively ground-breaking game, but is a solid addition to the RPG genre, consistent with itself and impressive for a first time development. So if you’re looking for a new RPG, don’t mind reading or point and click dungeon crawling, then Artara might just be for you.

Hooked Gamers 7.8/10

Tower of Time is more than just a good RPG game. It invents some new game mechanics in the RPG-Adventure genre, displays immersive visuals and audio and has a cast of enjoyable characters and identities. While its story is too generic for my taste, most RPG-fans will love it all the more.

Most of all, Tower of Time is engaging, it begs to be played, to be experienced, first-hand. You won't regret picking Tower of Time up April 12th, as by then this game will be finished and have loads of well-crafted, polished and inspiring gameplay components waiting to be played.

Keen Gamer 8.5/10

I can’t begin to tell you how much customization is in this game. From selecting party members to the level up stat distribution, gear load outs, enchantment selections, moral choices in dialogue and the decisions on which environmental interactions to risk taking this is some of the most freedom I have ever seen in a game that is not of the contemporary open world design.

In the very best sense of the statement, Tower of Time is a game that requires a commitment to really dive into and explore all that it has to offer. It is a bit of a slower game but that doesn’t mean that it’s bad pacing, just that it wants you to become absorbed in it. It isn’t for everyone but those people who enjoy a rich, lengthly RPG that requires as much put into it as is gotten out of it, Tower of Time is a must play.

Pixel Opinions 8/10

Tower of Time

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

Details

Code Vein - Gameplay Video

by Silver, 09:56

Some new gameplay video for Code Vein.

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Steel yourself Revenant, the Lost will not go easy into the darkness! Prepare to fight with all of your gifts when CODE VEIN (X1, PS4, PC) is unleashed in 2018!

Instagram https://www.instagram.com/bandainamcous/?hl=en

Facebook https://www.facebook.com/BandaiNamcoUS

Twitter: https://twitter.com/BandaiNamcoUS/

Tumblr: http://bandainamcous.tumblr.com/

Twitch: http://www.twitch.tv/bandainamcous

Code Vein

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

Details

Banner Saga 3 - Release Date Announced

by Silver, 08:59

The Banner Saga 3 will be released July 24th according to the latest update.

Greetings, Backers!

We've got exciting news to share with you today - we have an official launch date!

July 24th 2018

We know many of you were excited that we were able to beat our original estimate of December (that never happens!) and we're excited to bring you the trilogy's conclusion this Summer. We're so grateful for all your support - this has been a six year journey from the seed of an idea, to the conclusion of an epic three-game saga. Thank you for all your support, and please mark your calendars!

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Banner Saga 3

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

Details