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Picture Watch

Baldur's Gate 2: Enhanced Edition
Box Art

Poll Watch

How much will Grimoire sell
This is Skyrim stuff
11.9%

5 figures easily
2.38%

somewhere between 10 and 50K
30.95%

Below 10K
21.43%

In the low 1000's
23.81%

3 figures only
2.38%

Somewhere around 100
7.14%

Vote

Expected Releases

Jul: Grimoire
Jul: Demons Age
Jul: Shadowhand
Jul: Children of Zodiarcs
Jul: Pyre

Friday - June 16, 2017

Beautiful Desolation - Updates

by Hiddenx, 17:39

Farflame spotted two updates for the post-apocalyptic adventure game Beautiful Desolation:

Kickstarter Update #20:

PRODUCTION UPDATE 1


The last two months have flown by rapidly, but we're excited as ever to bring you an update on the development progress of Beautiful Desolation.

We've increased our library of photo-scanned 3D objects (when time permits), and are planning a road trip that will entail the further scanning interesting objects and items to include in our desolate African landscapes.

[...]

Kickstarter Update #21:

If you don't know where you are going any road can take you there”


THE MAP
One of the major inspirations in our game design was bringing back the excitement that we felt when exploring the original Fallout's map. Our map is a core feature of BEAUTIFUL DESOLATION and provides a tangible link to all of the interesting areas that you're able to explore in this post apocalyptic world.

[...]

Kickstarter Games

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

Details

Elder Scrolls VI - Not Announced at E3

by Hiddenx, 17:27

Farflame spotted this opinion piece on MMOExaminer:

The Elder Scrolls 6 Wasn’t Announced at E3 and That’s a Good Thing

Recently, Bethesda held their conference at E3. There was plenty of content to get excited for and some of the best bits were covered right here at MMOexaminer. Whether you were impressed with what you saw or not, it seems that the internet almost unanimously was crying out for something very specific: the announcement of the Elder Scrolls VI.

[...]

If a new title in the series to be released this year, it would likely be running on the same engine that Bethesda built Skyrim and Fallout 4 on. There would be little to no changes in gameplay, and would most likely only feature a change of scenery. For some of you, that might be enough, but I look at that as Skyrim DLC.

If I’m going to pay $60 USD (or whatever ungodly amount triple A publishers are asking for a few years from now) then the Elder Scrolls VI better be built on a new or at least dramatically improved engine with less bug and fewer random crashes. Not only that, but I have high hopes for the location of the next game. With the release of the Elder Scrolls Online in 2014, players have gotten the chance to see many places in Tamriel we haven’t seen in the “main games” of the franchise. We have already spent time in previously unexplored lands like Black Marsh, Elsweyr, and the Summerset Isles. I submit to you that the next game should take place on an entirely different continent: Akavir. This would not only mean a completely foreign landscape, but likely the addition of the monkey, tiger, and snake-like races of men. Of course, that means more work for the developers which, in turn, would mean more additional time.

[...]

Elder Scrolls VI

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

Details

Children of Zodiarcs - Preview

by Hiddenx, 17:21

God is a Geek has checked out the upcoming tactical RPG Children of Zodiarcs:

Children of Zodiarcs is a tactical RPG with a big difference

Far from child’s play

Children of Zodiarcs started life as a Kickstarter campaign from a small group of industry veterans and pros that have decided to branch out on their own and create a passion project, as many nostalgia-inducing throwback games to be. Zodiarcs positions itself as a tactical RPG mixed with dashes of collectible card gaming and table top dice rolling. Not a mix that is completely alien nowadays but certainly something of a challenge to get right when you consider the amount of balancing required for each of these types of games on their own. Overall, though, Zodiarcs seems to be doing a respectable job of it.

Narratively the game delivers a compelling story so far and provides just enough world-building without taking away control from you for too long. This is a god-send for this kind of game because the narrative is delivered in the same way that Final Fantasy Tactics – clearly a huge influence – and Fire Emblem with non-interactive sections of storytelling preluding each battle. While this is a wholly expected way of delivering story in such a game, it does mean that if you have little interest in the combat elements of the game there’s not a whole lot else to draw you in at this point of development.

[...]

Thanks Farflame!

Children of Zodiarcs

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

Details

Bethesda Softworks - Creation Club @ PC Gamer

by Hiddenx, 00:27

PC Gamer's opinion about Bethesda's Creation Club:

It's great that Bethesda wants to pay modders, but Creation Club mods should still be free

Bethesda doesn't need to charge for mods—they've been passively profiting from them for years.

Here we go again! Bethesda taking another stab at paid mods—despite saying that Creation Club isn't paid mods. It is, though. There will be new mods you'll have to pay for to use. But there's also been more thought put into Creation Club than the dreadful and half-baked Steam paid mod system from back in 2015. While the last attempt generated anger over the thought of paying for mods and fear that such a system will destroy the modding community, Creation Club itself isn't anything to be too worried about. In fact, with one small change, it could be a great system.

Creation Club, which was announced during E3, is an improvement over the 2015 attempt on Steam in almost every respect. Bethesda is hiring modders to create new content for Fallout 4 and Skyrim Special Edition, and charging players to use it. It won't monetize any existing mods—everything in the Club will be something new, Bethesda says. Been using free mods? You can keep using them, and if Bethesda keeps its word, you won't see a monetized version of an existing mod with new features show up for sale.

Creation Club is also a curated system, unlike the Wild West of Steam's disastrous attempt, which was a chaotic come-one come-all invitation that led to people uploading and attempting to sell previously free mods, or mods that weren't theirs, or mods that used code or assets from other mods without permission. Bethesda says it will be vetting each mod through an application and approval process, which will (we hope) mean no one can just sneak in with something they didn't entirely make themselves.

[...]

Thanks henriquejr!

Bethesda Softworks

Details

Thursday - June 15, 2017

Expeditions: Viking - New Patch Improves Difficulty

by Silver, 22:36

Expeditions: Vikings has been updated to v1.05. Check out the patch notes here.

Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log.

New caps on skill ranks
The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game.

This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound.

Surprise round on enemy initiative
A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game.

Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode.

And now for the full change list. As with the 1.0.4 update, I have divided it into two sections: one for changes and additions, and one for fixes. Since this update has a far greater variety of changes than previous patches, I've decided to further subdivide each section into categories based on the type of change or fix.

[...]

Expeditions: Viking

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

Details

Grimoire - Has a Steam Page

by Silver, 11:54

Grimoire has a Steam page. Yes for real. It lists a release date of July 7th.

THE ULTIMATE CLASSIC STYLE TURN-BASED FANTASY ROLEPLAYING GAME!

After more than 20 years of development, the greatest roleplaying game of them all is finally ready for release! Grimoire is an homage to the classic dungeon blobbers and is inspired by Wizardry, Might & Magic, Lands of Lore, Anvil of Dawn, DungeonMaster and the Eye of the Beholder games!

  • 600 hours of play possible in a single game
  • Lush Colorful 2D Hand Drawn Artwork
  • Retro style MIDI music and 8 bit sound effects
  • 244+ Maps in the game to explore!
  • Turn-Based strategic combat
  • Multiple Beginnings, Multiple Endings
  • 144 context sensitive magic spells
  • 14 races, 15 professions, 50 skills
  • 64 intelligent NPCs with 8000+ Words in Vocabulary
  • Full Sentence Communication with NPCs
  • 240+ monsters each with special powers and defenses
  • 1000+ items, Carry Containers, Global Party Inventory
  • 30 conditions, from Confusion to Disease & Lycanthropy
  • Automapping, Autowalking, Autohealing
  • Global Map Atlas With Position Marker
  • Quest Journal, Hint Prompting, Help Facility, Mini-Quests
  • Complex LockPicking Interfaces for Doors & Chests
  • Challenging Puzzles and Rich Interactive Dungeons
  • Browsable Character Library for up to 100 characters
  • Up to 12 Commented Postage Stamped Savegames
  • Multi-themed GUI and customizable screen layouts

Grimoire

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

Details

Startrail HD - Version 0.82

by Hiddenx, 08:26

The Early Access version 0.82 for Startrail HD has been released:

Version 0.82

Hail to the twelve!

We have a large "stabilization update" for you this week, almost 90 changes should make your life in Aventuria more pleasant, especially in combat, where now among other things shields are represented and correctly taken into account and the NPCs now also switch weapons, or put the weapon away when they are encircled to continue fighting. In detail:

General

  • Some diseases now require a whole set of herbs for healing
  • The party is now visible in the prison scene in Lowangen
  • New scene "lonely tundra"
  • Fixed a problem when closing the merchant window
  • When moving items, the item will no longer hang on the portrait
  • The Jugglers Shirt is now also displayed on female characters
  • Fixed a problem where characters left behind could lead to corrupted savegames
  • Fixed a problem when camping the second time
  • Various consumables (eg weapon care utensils) are now consumed correctly again
  • The second visit to a market stand no longer releases the entire set of potentially available items
  • Item containers now show the correct icon
  • The functionality of "Keeping Guard" has been restored
  • The main menu difficulty window size has been increased
  • Unconscious and rehealed heroes will be displayed correctly again at the next camp
  • Hungry and thirsty heroes no longer help themselves to alchemy ingredients
  • Fixed a problem with item containers and items that were moved to characters other than the currently active character

Cities and Dungeons

  • The party is shown in the dungeon-campscreen
  • NPCs were persuaded to remain invisible when they are supposed to be
    Running in doors in the blood pinnacles now looks better
  • Running in doors in the cellar vault now looks better
  • Market stalls have been repaired
  • Fixed the runin animation in other existing dungeons
  • NPCs no longer slowly turn on the spot
  • A problem with the hostels in Lowangen has been corrected
  • The blood pinnacles trigger positions were revised
  • Special items no longer get lost in the chests of the blood pinnacles dungeon
  • Fixed a problem with "popping" grass in the swamp of the forgotten
  • Improved the water in Lowangen
  • Improved the Automap in Lowangen
  • The flying gallows in Lowangen is no longer flying
  • Other floating objects in Lowangen are now on the ground
  • Fixed some occlusion problems in Lowangen
  • Made the staircase at the Lowangen taverns easier to climb
  • Fixed another error on the socket puzzle of the cellar vault
  • Fixed a house without collision
  • Improved the palisades in Tjolmar
  • Prevented NPCs in Tjolmar passing through the walls and palisades
  • The torches in the first 3 levels of the Finsterkoppenbinge dungeon, which are inflamed by Ingerimms day work, now go out again after 12 hours
  • Trigger a chance to counter the fire sponge effect in the Finsterkoppenbinge every hour
  • Fixed the coordinates of the rear entrance of the blood pinnacles dungeon
  • Fixed some holes in the walls of the blood pinnacles dungeon
  • Thurazz only joins the party once
  • The Tairach priests rom no longer triggers multiple times
  • Empty chests in the blood pinnacles now trigger a corresponding hint

Travel

  • When resting on journeys, the console shows which modifiers the camp has
  • Fixed a save/load problem on the travel map after displaying scenes
  • Fixed a problem with the basilisk event
  • Limited the maximum regeneration bonus in nature camps
  • Fixed another problem with basilisk event

Combat

  • Crowbar, Pickaxe and Shovel can now be used as improvised weapons
  • There is now a spiderqueen battle avatar
  • All monster portals have been reworked
  • Fixed a problem with the end of combat mode
  • The initial position of the combat camera is now much more meaningful
  • Fixed the Gorger and Arkandor getting stuck
  • The loot window after the battle is no longer in "combat mode", so equipment can also be changed
  • Ogres were reduced to 2x2 squares and should now have fewer problems when filling battle arenas
  • Fixed drawing paths for enemies
  • Fixed enemy alignment in autobattle
  • Used up throwing weapons and lost weapons are correctly removed from the avatars hand
  • Alignment and looking direction was fixed for the heroes
  • The bow animation is chosen correctly when using a bow
  • Fixed various problems in auto battle with ranged fighters
  • NPCs are now using their shield correctly, if they have one
  • Corretly show a weapon switch
  • Fixed a few lighting problems in battle arenas
  • Enemies now cast their Ignifaxius with more than 1-6 damage
  • The action display is now correctly updated when the current weapon is switched
  • Some probabilities in battle were displayed too high or too low
  • Removed unnecessary messages when loading a battle
  • The dodging and not the parry value will now be correctly used for remote attack
  • Fixed the Ghul avatar getting stuck
  • Fixed shield bearers getting their dodge made more difficult for no reason
  • Equipped shields are now displayed in the battlearena
  • Correctly consider shields in calculating chances
  • Fixed a problem with the stagga beatle battle

Modding

  • There are now the new modifiers "evade" and "oppEvade" to change the evade value of current character or possible target
  • Monsters can now also be defined as being on the heroes side
  • Allow to determine the amount by which a check failed
  • Script changes update the inventory immediately
  • Building events are now correctly overwritten by mods

Startrail HD

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

Details

Pathfinder Adventures - Release Day

by Hiddenx, 08:12

Obsidian releases Pathfinder Adventures today:

Pathfinder Adventures brings one of Paizo's most successful products, the Pathfinder Adventure Card Game, into the digital realm in an enhanced experience. Additionally, it emphasizes the characters, story, and world of Pathfinder's rich and diverse world.

Features players experience exclusively in the digital version include:

  • Reactive cutscenes featuring Pathfinder's iconic characters.
  • Explore towns, cities, dungeons, and landscapes of the Rise of the Runelords campaign maps for places like Sandpoint and Thistletop.
  • Beautifully enchanced and animated location backdrops.
  • Multiple Adventure profiles so players can experience the campaign using every character.
  • Play through a tutorial that distills the rulebook down into a small mini-adventure.

Pathfinder Adventures

SP/MP: Single + MP
Setting: Fantasy
Genre: Card-Based RPG
Platform: PC
Release: Released

Details

City of the Shroud - Coming to Denver Comic Con

by Hiddenx, 08:07

City of the Shroud will be presented at the Denver Comic Con:

Denver Comic Con and Making Art Assets

Hi Everyone,  

We’re taking City of the Shroud to Denver Comic Con! The show runs from June 30 - July 2 at the Colorado Convention Center, and we’ll be there in style. This is a big deal for us, as it’s our first chance to take the game to a show in the US - and it’s a big one!

Why Denver Comic Con? I’m currently in the middle of that international move I mentioned back in November, which has taken me to my hometown for a few weeks (pro tip: moving internationally is really, really hard). This layover conveniently lines up with the Denver Comic Con dates, and the fine folks at Bolder Games were kind enough to reach out and ask if we wanted to join in. Who are we to refuse showing at Comic Con?!    

If you’re planning on going, please come say hi! We know some backers are planning on coming down, and we can’t wait to meet new people and be able to show them the game in person!  

As for the game itself, we had a few production hiccups over the last couple of months that I wanted to share and thought might be illuminating for those of you interested in game production. Since we’re making most of the artwork by working with people external to the main team, there’s always a risk of delays or problems, and although we’ve had great luck thus far, this time around there were a few stumbling blocks.  

City of the Shroud uses a “hand-painted” style, which means that making the textures (the 2D images that get stretched over the 3D models) for the game generally requires artists to manually paint them, usually in Photoshop (it’s fairly uncommon to find teams procedurally generating a hand-painted style, but we’re helping pioneer that too!). Generally, this hasn’t been an issue - the people we’ve had the good fortune of working with have handled the style deftly. 

Early in the spring, though, we ended up needing to work with a team of artists we hadn’t worked with before for some of our assets due to scheduling conflicts. Everything started out smoothly, but the style of the game quickly became difficult for them to achieve at scale (it’s one thing to paint a single asset; it’s another to paint dozens), and this slowed production down considerably. In AAA, this is when a company would throw money and bodies at an issue to resolve it (I’ve been on the front lines of that process a few times), but we have neither spare cash or people to do this, and besides, we wanted to be patient and work through everything until we could all achieve something we were happy with.   

[...]

City of the Shroud

SP/MP: Single + MP
Setting: Fantasy
Genre: Tactical RPG
Platform: PC
Release: In development

Details

Hero-U - Kickstarter Update

by Hiddenx, 07:57

The Hero-U devs are coming closer to the alpha phase:

Sprinting Towards Alpha Testing

"Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" - The Red Queen in "Through the Looking Glass" by Lewis Carroll

Twice as Fast

We’re going through the “final” push towards outside alpha testing of Hero-U: Rogue to Redemption. I put “final” in quotes because this will be the first of several sprints towards releasing the game we’ve been working on for almost five years.

It’s hard to convey the thousands of things that go into a game. Small details make the game feel alive. Here are some of the non-game things we need to get in before we can start outside testing:

  • “Branding” the game as pre-release so people know it isn’t the final version
  • Choosing “first test” players out of our 750 qualified alpha testers
  • Adding bug & feature request reporting to the game
  • Setting up a QA/test database for tracking reports
  • “Triage” on reports to eliminate duplicates, already-fixed, and low priority items
  • Regression testing system to avoid breaking features while fixing bugs
  • Internal testing to make sure we don’t ship a broken alpha test

[...]

Once we have all of those elements in place (soon!), I will send a survey to backers who chose a reward that includes Alpha Testing. We will accept a small number to do the first outside tests and help us shake down the reporting system. The second alpha will go out to a larger number, and the full alpha version will be made available to everyone at that level. (Don’t worry - if you want to wait for the complete, polished game, just don’t download any Alpha or Beta version.)

The first tests will be solely in the Hero-U castle. Once we have some feedback and improvements to the castle, we will expand the test to include combat areas - the wine cellar, sea caves, catacombs, and finally the dungeon. These areas combine elements of adventure and role-playing gaming as in our Quest for Glory games.

With Hero-U coming down to the wire. Here’s what we’ve all been working on:

  • Al - new animation for Shawn and certain monsters
  • Charles - improving room behavior, fixing scripting issues
  • Cidney - Helping us with UI issues and testing
  • Corey - administration, achievements, and Shawn’s “task list”
  • Graham - cleaning up some rooms
  • Ian - improving the character sheet, journal and inventory screens
  • John Paul - showing Shawn’s status visually
  • Josh M. - text for examining and using things Shawn finds
  • Joshua S. - throwing items in combat, general problem-solving
  • Judy - Composer improvements, helping find errors
  • Lori - final dialogue, such as dealing with the Dire Rat Queen

A Torturous Process

Recently heard in a Hero-U team meeting, “I’m currently working in the torture chamber and having fun with it.” And Josh wasn’t even joshing. Yes, there is a “dungeon”, complete with torture chamber, left over from some former residents of the castle. This plays an important part in the “meta story”, the background behind game events, that makes it possible for us to plan a multi-game Hero-U series.

[...]

Hero-U

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

Details

Wednesday - June 14, 2017

Stygian - Kickstarter Update

by Hiddenx, 18:51

Kickstarter update #23 for Stygian explains the rest system:

Rest Activities or How I Learned Getting Ready for the Dark Times Ahead

Greetings fellow Cultists of the Dreaming Sheikh!

In this update, we'd like to share some detailed information about our Rest System. As you probably know, resting in Stygian is not a just a mere tool for refilling your depleted stats in the blink of an eye but a defined side system of preparation, risk assessment and research. We, the folk at Cultic Games tend to do all these before going to sleep, don't you too?

First things first! Let's have a look at our Rest Screen:

[...]

 

Stygian

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

Details

Depth of Extinction - First Access available

by Hiddenx, 18:44

A limited quantity of Depth of Extinction games is now available:

This First Access game is being sold only in limited quantities. If you are unable to purchase, please sign up for our mailing list to be notified when more copies are available.

Depth of Extinction is a retro style, turn based tactics game with roguelike and RPG elements. 500 years after the waters rose, humanity is dying and only your team of mercs can find out what is trying to bring mankind to extinction. Find cover and attack enemies but be careful because every move is critical if you want to keep your team alive. 

Customize your character with upgrades, skills and weapons as you explore many different environments rendered in beautiful pixel art in this procedurally generated tactical RPG.

Features

  • Turn based, tactical control of a squad of mercenary pirates
  • Procedurally generated undersea habitats to explore
  • Tons of weapons, armor and items to find
  • Many character skills to unlock based on stats and chosen class
  • Recruit unique characters to your team
  • Perma-Death!
  • Mission based gameplay
  • 15+ different enemy types, each with unique AI and attack patterns
  • Beautiful pixel art environments where everything is destructible

Depth of Extinction

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

Details

Assassin's Creed Origins - Gameplay and Information

by Hiddenx, 18:36

Farflame has collected information about Assassin's Creed Origins:

Xbox One X Combat & Quest Exploration Gameplay in 4K - E3 2017

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E3 2017 Mysteries of Egypt Trailer | Ubisoft [US]

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More info:

PCGamesN: Skill trees

PCGamesN: Multiple playable characters

Way Too Many Games: How to improve the Assassin's Creed series

Assassin's Creed Origins

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

Details

Vampyr - Gameplay Tour

by Hiddenx, 18:28

Here's new gameplay video for Vampyr:

Vampyr PS4 Gameplay Tour | E3 2017

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Developer Dontnod shows off the story, combat, and difficult choices players will make in Vampyr - a dark action RPG on PS4. Take up the cloak and curse of Dr. Jonathan Reid, a man sworn to save the sick yet still forced to hunt for survival. As a vampire, Reid must balance his supernatural urges with his oath. See the game for yourself in this extended gameplay demo, complete with developer narration.

Thanks Farflame!

Vampyr

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

Details

Middle-earth: Shadow of War - All Trailers

by Hiddenx, 18:23

PCGamesN has compiled all trailers for Middle-earth: Shadow of War.

Thank you for the info, Farflame!

Shadow of War

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

Details

Anthem - Official Gameplay Reveal

by Hiddenx, 18:19

Farflame spotted the official gameplay reveal video for Bioware's new game Anthem:

Anthem Official Gameplay Reveal

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In Anthem™, a new shared-world action-RPG from EA's BioWare studio, team up with friends as Freelancers—the bold few with the courage to leave civilization behind and explore a landscape of primeval beauty.

PCGamesN summed up all known info about Anthem.

Anthem

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

Details

Ashen - Due 2018

by Silver, 03:34

@PCGamer Ashen is an action RPG about a wanderer in search of a place to call home. The game is due to release 2018 on Steam.

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According to its site, Ashen is an open-world, non-linear game with "high risk combat" and "passive" multiplayer. "People you meet out in the world are players with their own agendas," the site says. "It will be up to you to decide how to deal with them."
[...]

General News

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

Details

Tuesday - June 13, 2017

Tyranny - DLC Tales from the Tiers released

by Hiddenx, 20:03

The new DLC Tales from the Tiers for Tyranny is now available:

Tyranny - Tales from the Tiers

Experience a swath of untold stories from the world of Tyranny, in Tales from the Tiers! This new Event Pack for the critically acclaimed role-playing game (RPG) from Obsidian Entertainment showcases new details and aspects of life within Kyros' empire. Rebels, merchants, servants of Kyros, and more -- all live in the hazardous, war-torn Tiers, and one never knows whom one may meet on the road. New random encounter events, new quests, and new interactions with Tyranny's iconic cast of characters all feature in Tales from the Tiers, meaning players can experience more depth, more story, and more evil than ever.

Alongside Tales from the Tiers Paradox is proud to announce a free update for all Tyranny owners, which includes more ways for players to explore the game's many events and outcomes.

Features of Tales from the Tiers:

New Travel Events:

Random encounters while traveling may lead to new quests, or new events focused on companions and new NPCs

Expanded Story:

Interaction with the denizens of the Tiers let players explore more of the world of Tyranny and its inhabitants

More Replay Options:

A free patch adds New-Game-Plus mode and character re-spec options for an easier way to explore other plotlines

Tyranny

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

Details

Assassin's Creed Origins - Preview

by Hiddenx, 19:47

Digital Trends checked out Assassin's Creed Origins at the E3:

‘Assassin’s Creed Origins’: Our First Take

After 2 years away, Assassin's Creed returns as a wannabe RPG in 'Origins'

Assassin’s Creed Origins is the culmination of the series’ two-year hiatus, and though there’s plenty new and different, some old problems remain.

It’s been two long years since the last Assassin’s Creed game, AC Unity, met with tepid reception from fans and critics. Ubisoft responded by taking a break to put AC back in the oven for a while, and the resulting game, Assassin’s Creed Origins, was unveiled for the first time during Microsoft’s E3 2017 presentation in Los Angeles.

Set in ancient Egypt, Origins will depict the, well, origins of the Assassins brother/sisterhood. You play as Bayek, an Egyptian warrior who, based on the demo Microsoft put in attendees’ hands at its Xbox showcase today, is both a skilled warrior and an instrument of his own interpretation of “justice.” In other words, he’s an Assassin.

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Assassin’s Creed is more of an RPG than ever before

That loot system, too, is new to the series. We opened the menu to equip the prize, noting several additional inventory slots and an ability upgrade screen that looks straight out of a typical RPG.

Random loot drops, RPG-style upgrades, totally revamped controls and combat, and many more changes make it clear they’re holding little sacred. The new setting in Egypt has a lot of promise for both character-level drama and mythological overarching story, and seeing the Assassins’ origins has potential to tickle longtime series fans.

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Assassin's Creed Origins

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

Details

XCOM 2 - War of the Chosen August 29th

by Silver, 13:37

@GameRant XCOM 2s expansion War of the Chosen will release August 29th.

As the below trailer demonstrates, War of the Chosen will introduce three main enemy figureheads across the traditional storyline. The Chosen were designed to be the ultimate leaders, and each has a distinct personality and fighting style: The Assassin utilizes a sword and is honor-bound to serve her creators, the Hunter is a long-rage attacker, and the Warlock will evidently use psionics against XCOM forces. These leaders will learn and grow as the game progresses, which will lead to multiple showdowns against the new leaders.

Of course, these three aren’t the only threats introduced in what is poised to be the XCOM franchise’s biggest expansion yet. Gamers can take a look for themselves in the video below:

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XCOM 2

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

Details

Skyrim - Bruma Mod Launch Announcement

by Silver, 06:06

Beyond Skyrim: Bruma is a content rich mod for The Elder Scrolls V: Skyrim which will launch on the first of July.

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The time has finally arrived. We're pleased to announce that Beyond Skyrim: Bruma, the first part of Beyond Skyrim: Cyrodiil, will officially launch on the 1st of July, 2017.

The return to the Heartland begins in July.

Beyond Skyrim: Bruma will release for PC on Skyrim and Skyrim Special Edition. An Xbox One version will be released at a later date. No PS4 version can be released due to Sony's policy on mod assets.

Pre-release copies of the mod may be offered to journalists, press, YouTubers and others. For press inquiries, please contact us at BeyondSkyrimBruma@gmail.com.

Full development on the remainder of Cyrodiil is proceeding at a rapid pace. Anyone interested in joining the development team should post here, in our General Signup Thread: https://www.darkcreations.org/forums/...

Fans and prospective new recruits alike should also consider joining our Discord server for the latest news on Beyond Skyrim: Cyrodiil as well as all the other projects in the Beyond Skyrim collaboration: https://discord.gg/979zVy6

And follow us on Facebook for the latest development updates: https://www.facebook.com/BeyondSkyrim...

Skyrim

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

Details

Ni No Kuni 2 - Releasing November 10th

by Silver, 03:58

@PCGamer Ni No Kuni 2 is releasing November 10th on PC.

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The sequel looks just as beautiful, but shakes up the combat of Ni No Kuni, moving it from 1v1, almost Pokemon-like fights to larger scale encounters that reminded James of Pikmin. We don't know a whole lot more about the game beyond the combat trailer seen above, but it's encouraging to see publisher Bandai Namco release a hard date without having to specify a separate one for PC.

Ni No Kuni 2

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

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Griftlands - First Look

by Silver, 03:46

@PCGamer Griftlands is a new adventure rpg from Klei with some nice 2D art and turn based combat. You can see some more of the game from its Steam page.

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2D art? Cool lookin' aliens? A one-armed robot? Party combat? That's just about all we could glean from the trailer for Klei Entertainment's new game, and they aren't talkin'. Here's what we do know: it's called Griftlands, and you can see the trailer for yourself above.

Klei has a fairly diverse set of games in its back catalog, including the action sidescroller Shank and the stealth masterpiece Mark of the Ninja, but it's mostly veered towards strategy with the likes of Don't Starve, Invisible Inc., and Oxygen Not Included. The latter was first revealed at least year's PC Gaming Show, and is currently in Steam Early Access. We dig it. That doesn't tell us much about GriftLands, though.

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Griftlands

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

Details

BattleTech - Gameplay Presentation

by Silver, 03:27

@PCGamer Harebrained Schemes showed off Battletech at the PC Gaming Show.

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During E3 2017's PC Gaming Show, BattleTech developer Harebrained Schemes ran us through some gameplay of the turn-based mech warfare game.

BattleTech

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

Details

Monday - June 12, 2017

Mount & Blade II - Combat Videos

by Myrthos, 22:41

During E3 two new combat videos for Mount &  Blade: Bannerlord have been made available. One shows a cavalry sergeant:

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And the other a horese archer sergeant:

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KEY BATTLE IMPROVEMENTS

Battles are at the very core of the series and play better than ever in the latest installment.    

  • Advanced Formations - Merge and split forces at your behest, with intuitive but powerful control over the movement, form and behavior of every unit! Order heavy infantry to hold together, shoulder-to-shoulder in a slowly advancing but near impenetrable shield wall; or launch your cavalry in lightning charges using the skein formation.
  • Battlefield AI - AI commanders can execute complex tactics, utilizing the advanced formation options to present a formidable challenge. Their behavior is drawn from actual historical tacticians, for example Alexander the great, who used his superior cavalry forces to rout their counterparts in the opposing army, before delivering a crushing blow to the enemy's main force. This not only creates the feeling of an authentic medieval battle but also proves effective in-game, as in reality.
  • Sergeant System - Commanders now designate units to other lords in battle, including the player! Execute the orders issued by your commander throughout the fight, and use your own instincts to do your part and help secure victory on the field of battle. Lead the horse archers as they skirmish and harass the enemy to disrupt their lines before your allies finish them off, or take control of the cavalry and charge into the fray to devastate entire units at once! 

KEY COMBAT UPDATES

Mount & Blade II: Bannerlord also features greatly updated combat, which builds on previous installments in a number of ways while retaining its intuitive, direction-based core that made it so popular among players. 

  • Directional Shield Blocking and Shield Bash - These two features revitalize the sword & board gameplay, making it a more engaging experience than ever before! Blocking in the wrong direction will not necessarily get you killed but it will cause your shield to break faster, leaving you defenseless against missiles and vulnerable against multiple foes. Shield bashing, a highly requested feature, temporarily stuns your opponent and knocks them back, lowering their defenses and giving you room to breathe.
  • Attack Chaining - Swings that complete their motion can now be chained into follow-up attacks which can catch your opponent off-guard after a miss. Unbalanced weapons such as hammers and axes also use the momentum of the first swing for a faster follow-up!
  • Improved Animations and Combat Engine - Huge effort has gone into making Mount & Blade II: Bannerlord's combat as fluid and visually appealing as possible. Damage dealt is now calculated with a great degree of physical depth, factoring in the weight distribution of every individual weapon. This means that whether you are executing a perfectly timed thrust while thundering towards a hapless archer on horseback or shooting an arrow across the battlefield to whittle down your opponent's infantry forces before the melee, the game will understand all of the forces involved and produce consistent, realistic and satisfying results every time.
"It is great to be back at E3 with Bannerlord, demonstrating the best Mount & Blade battles ever. Our team worked very hard on developing all aspects of the battles, which are so central to the game. We are thrilled to showcase our work and looking forward to seeing the response."

Armagan Yavuz - CEO / Founder, TaleWorlds

Mount & Blade II

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

Details

Victor Vran: Overkill Edition - Review

by Hiddenx, 19:39

True Achievements reviewed the Victor Vran: Overkill Edition:

Victor Vran Review

Isometric RPGs are somewhat niche. The likes of Diablo and, more recently, The Incredible Adventures of Van Helsing tailored themselves to this style of play; for them, it worked very well for the most part, at least. Another game that followed this path was Victor Vran back in 2015 on Steam. Players have had to wait an extra couple of years before the title made its way onto Xbox, but it is now ours to play as we wish. The question is, was it worth the wait for us?

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Summary

Victor Vran is a title that initially feels like it's going to be more indie fodder but is much more than that. Despite the voice actors that were used, underneath a relatively bland story lies extremely addictive and highly enjoyable gameplay. Utilising all the weapons and accessories at your disposal regularly yields fantastic results, and unleashing your fury on the hordes of enemies that swarm the screen never gets old. Facing off against the bosses scattered throughout the dungeon also adds an extra layer of challenge. The addition of online play and two expansions provides even more content for the game, so there's an abundance of stuff to enjoy. While the game does suffer from the odd technical problem, it's still worth a look for dungeon crawler and RPG fans alike.

Positives

  •     Plenty of content
  •     Highly enjoyable and addictive gameplay
  •     Lots of variety in weaponry, gear and accessories
  •     Easily accessible online play for those who want it
Negatives
  •     Fairly bland story and characters
  •     Occasional lag
Score: 4/5

Victor Vran: Overkill Edition

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

Details

RPGWatch - Steam Curator #8

by Hiddenx, 19:23

We are Steam Curator #8 now. Thanks to all who joined us.

RPGWatch

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Phoenix Point - At E3

by Silver, 14:29

Snapshot Games has a new update about Phoenix Point and what to expect next.

Phoenix Point Comes to E3

Julian travelled to Los Angeles on Sunday to head up some business meetings at E3. On Tuesday, Snapshot Games will be teaming up with Alienware and a new, zero latency streaming service called Caffeine. Julian will be streaming the developer build of Phoenix Point LIVE from E3. The stream will take place at midday PST (3pm EST / 8pm BST / 9pm CET).

You can check out this new service at www.caffeine.tv from your browser, or download the interactive app on iOS.

We suggest you create yourself an account in advance of the stream if you'd like to participate in the chat, or alternatively you can sign in with your Twitter account.

Feel free to follow the official Snapshot Games Caffeine channel to receive a notification when the stream goes live at www.caffeine.tv/snapshot
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Phoenix Point

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

Details

General News - Roguelikes Developers should Study

by Silver, 13:56

@Gamasutra Stefanie Fogel writes about 7 roguelikes that every developer should study and take some influences from.

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Moria -- Building a world one kill at a time

Moria was first coded in VMS Pascal in 1983, and is now available to play on a profusion of platforms.

A roguelike based on J.R.R. Tolkien's The Lord of the Rings, Moria is notable for a mechanic called "monster memory." As you battle enemies, the game records information about them. It would track how many times a monster was killed, what type of attack it has, and what levels it could normally be found on. If the player is killed, that information carries over into a new game via a save file. "Moria's monster memory was really unique, and brought out that roguelike tradition of subsequent plays making the world more rich," says Dwarf Fortress co-creator Tarn Adams.

The concept of transferring permanent information between saves would go on to influence other roguelikes, like Cellar Door Games' 2013 platformer Rogue Legacy, adding a little persistence to a genre built on impermanence.

Takeaway: Adding a little permanence to a procedurally generated world can enhance it.

Invisible Inc. -- A stealth roguelike that works

Hack-n-slash combat and randomness through procedural generation are both hallmarks of the Roguelike genre. Stealth games, on the other hand, generally rely on predictability and avoidance. Players are supposed to be patient, study enemy patterns, and avoid combat. So, you would think the two genres would mix like oil and water. But, Short thinks Klei's 2015 release Invisible Inc. is a great example of how the two can work well together. "I used to think that stealth gameplay couldn't really be procedurally generated in a satisfying way, due to the importance of pacing and "outsmarting" enemies, but Klei proved me completely wrong," she says.

"Invisible Inc. is a beautiful example of how its algorithm takes apart the optimal player experience and figures out which pieces can be modular," she adds. "In this particular case, stealth is broken down into various obstacles to overcome, and the game loop adds pressure between maps, along with new tools that expand your repertoire. In some ways, it is a very classical roguelike, and in other ways a visionary masterpiece that might shine the way for future procedural content that seems like it ‘just can't be done.'"

Takeaway: If that crazy game idea you have seems like it "just can't be done," it probably can be done.
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General News

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

Details