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Saturday - April 15, 2017
Friday - April 14, 2017
Thursday - April 13, 2017
Wednesday - April 12, 2017
Tuesday - April 11, 2017
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In what age group are you?
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Between 20 and 29
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32.31%

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35.38%

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16.92%

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1.54%

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Recently Released

Apr: Onyx
Apr: Flatspace IIk
Apr: Grimoire Chronicles
Apr: Shiness
Apr: Moonfall

Expected Releases

Apr: Expeditions: Viking
Apr: Regalia
Apr: Niffelheim
May: Children of Zodiarcs
May: Demons Age

Saturday - April 15, 2017

Galaxy of Pen and Paper - Announced for 2017

by Hiddenx, 08:24

The tabletop inspired Sci-Fi RPG Galaxy of Pen and Paper will be released for iOS and Android in July and later in 2017 for the PC:

THE ULTIMATE ROLE-PLAYING SIMULATION GOES TO SPACE!

Galaxy of Pen & Paper is an RPG with retro art, classic turn-based battles, and an endless parade of monsters, loot, and humor! Assemble your party and control both the players and the Game Master as you fight, loot, and laugh your way to space!

TURN-BASED COMBAT SYSTEM
Assemble the party of your choice, picking your players, races and classes! Unlock new content with the blood, sweat, and luck of your party’s ingenuity and dice rolls!

CUSTOMIZATION
Will your party include a Slayer Simian Savage or a Thinker Green Medtech? Customize everything from your battle encounters to your Game Master’s table!

EXPLORE THE GALAXY OF QUESTS AND LOOT
Gather your adventurers and travel trough a galaxy of pen and paper, and discover the newest threat as they leave Earth. All the fun of a pen and paper RPG with none of the lost dice!

COMPLETELY NEW GAME
Prepare to be amazed with so much new things! Spaceship battles, stories with multiple decisions, sci-fi classes and races, side-way battles, planet navigation and exploration, and of course, traveling through space and time!

Galaxy of Pen and Paper

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

Details

Friday - April 14, 2017

Hero-U - Interview with the Coles

by Silver, 10:48

The Gamer HUD interviewed Corey and Lori Cole about Hero-U:Rogue to Redemption.

..
GH:

I understand Lori does most if not all the writing in the game? That sounds like a monumental task! How do you manage it?

Corey:

"Total game text is on the order of the largest Harry Potter novel - Order of the Phoenix - 255,000 words and climbing."

Lori wrote essentially all of the dialogue in Quest for Glory with just a few contributions from me, and she is doing the same on Hero-U. This is possible only because we've stretched the schedule - she's been at it for over four years and is *almost* done. I had planned to write all the non-dialogue text, but that's been a challenge. Fortunately, Josh Mandel joined the team and has taken over the lion's share of writing descriptions and object interaction text. I doubt you'll be able to tell his writing from mine in the game; we have similar styles. Josh previously contributed much of the writing in our Shannara game.

GH:

Because your team seems more dynamic than one might find in a smaller project, but also markedly different from some AAA game dev studios or when you were both at Sierra, what challenges has that presented for you, and how has it enhanced the (near) final product?

Corey:

It's been very challenging. Many terrific team members left the project for better paying or longer-term opportunities. Each time that happens, we've lost knowledge and expertise, and had to search for new developers. I'm very happy with the team now, and I'm hoping they'll all make it at least to release. If the game sells well enough initially, we hope to keep most of them on for the rest of the series.

At Sierra, when it became clear we needed more people, they assigned more people to the team. It's much tougher as an indie long after we paid out the Kickstart funds. Now Lori and I are paying team members out of personal loans and our own rather shallow pockets. Once the game releases, we might or might not make some of that back. That's a lot different from working for a company on a fixed salary.
[...]

Hero-U

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

Details

Shock Tactics - Review @ BleedingCool

by Hiddenx, 10:45

BleedingCool reviewed the turn-based strategy game Shock Tactics:

If ‘Starship Troopers’ Had A Purpose, ‘Shock Tactics’ Might Be It

Shock Tactics is a turn-based strategy game where you will command soldiers to achieve certain missions. You’re part of the Free Space Pioneers who explore new planets and help protect them. Essentially, you look for new alien tech while protecting colonization and mining facilities from alien threats, as well as rival troops from the Imperial Consortium. There’s a lot to be explored and protected and none of it comes easy. Some missions are simple like killing all the enemies and staying alive. Others not so much as they become time-sensitive and require quick and decisive action to make them happen.

[...]

Overall, Shock Tactics is fairly well done and gives a nice variety of issues to overcome as an individual and a team. Aside from the problems I had above, there’s a lot to be discovered in the game as you wind your way to the eventual goal of having successful missions for the company and unraveling what the aliens are doing on this hostile world. As well as what the rival factions are trying to pull off. Highly recommend for people who enjoy these games, but I also acknowledge that it may not be everyone’s taste.

Score: 8/10

Shock Tactics

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

Details

Cosmic Star Heroine - First Impressions @ Kotaku

by Hiddenx, 10:14

Kotaku's Jason Schreier written down his first impressions of the Sci-fi J-RPG Cosmic Star Heroine:

Cosmic Star Heroine Is Like A Cross Between Phantasy Star And Chrono Trigger

If you’re one of the many JRPG fans upset that Sega gave up on proper Phantasy Star games after the Genesis, here is a game for you: Cosmic Star Heroine, a new RPG that channels all sorts of beloved classics, from Chrono Trigger to Suikoden.

So far I’ve played three hours of Cosmic Star Heroine, which came out yesterday for PC and PS4 (with more platforms to follow). It’s a little rough—there are some weird bugs, and my game soft-locked once—but it’s charming and funny, to the point where it might actually take you away from Persona 5. It centers around a super-spy space agent named Alyssa L’Salle, who finds herself battling against a giant conspiracy and sets out to save the galaxy (as you do). And it’s been in development since mid-2013, when it was Kickstarted with an estimated release date of, uh, 2014.
[...]
As you get more party members and combat gets more complicated, fighting battles start to feel like looking over a big chessboard, deciding when to use each action to do the most damage before an enemy can take you out. Do you want to waste a hyper turn healing or gamble that you can win before your party members lose all of their health? Do you want to use Alyssa’s strength buff on Chahn to do fire damage or Dave to take out those robots with electricity? On the tougher difficulty modes—I’m playing on the hard “Heroine” difficulty—this can get really elaborate, challenging, and fun.

So yeah, I recommend Cosmic Star Heroine. The finicky little bugs can get annoying—for some reason on PS4, the game is ultra-sensitive when starting conversations and will continually restart dialogue after you’ve Xed out of the box—but I’m quite enjoying the game so far.

Cosmic Star Heroine

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

Details

Twist of Destiny - EA Version Released

by Hiddenx, 09:51

The Early Access version of the 2D-Adventure RPG Twist of Fate is now available:

Twist of Destiny is an exciting turn-based RPG where you lead a team of up to 4 characters around the world in dangerous adventures! Experience the astonishing art & animations in the world of TOD.

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Key Features

Team Management. Explore the world and recruit adventurers to your party. Level them, manage their equipment and make the best team combos for each fight!

Large Game World. Interact with various town NPC's & do quests- but remember to pick your answers wisely, because you may gain or lose Amity, which will give you various benefits. (If the Amity is low they might start speaking to you in more aggressive tone & even fight your team. But by increasing Amity they could unlock new features and give friendly quests.)

RPG Features. We're also working hard on new classical RPG features such as skill upgrade system, equipment upgrades, crafting, item enchantments & adventurer retirement system.

EA Plans. We plan to work on updates long and hard. -That's what she said. But on more serious note our plan is to expand the game world a lot. Add completely new continent(s) full with new npc's, maps, items and content. Like mentioned above we also plan to add new rpg features which would enrich the whole experience. Collect items and craft powerful gear for your team. Make money off of the multiplayer item bazaar or relax and go fishing in towns with a water source.

Dive deep into the detailed world of Twist of Destiny. Discover how intricate towns and lifelike inhabitants interact and develop their feelings about you based on your treatment of them.

Twist of Destiny

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

Details

Thursday - April 13, 2017

Torment:ToN - Interview @ RPGCodex

by Hiddenx, 22:16

Our friends at the Codex (who can be real drama queens sometimes) are talking with inXile Entertainment again:

RPG Codex Report: A Codexian Visit to inXile Entertainment

Ever since Techland canceled our interview with Brian Fargo last year, our relations with InXile have been strained, to say the least. And now that it has been a month and a half since the release of Torment: Tides of Numenera, it's quite clear that the game has not been a success. It may not be a coincidence that shortly after its release, we received an entreaty from inXile PR representative Jim Redner. Jim told us he was seeking to make peace with the Codex, and that he was willing to hear our demands. Our initial proposal was a humble one - a reveal-all AMA with George Ziets, probably the only person at inXile who still has our community's trust. To that Jim responded with a counter-proposal - an in-person visit to inXile, to be followed by an AMA with several of Torment's developers. That was an opportunity we couldn't pass up, and so a couple of weeks ago we dispatched our secret agent in Southern California to inXile's headquarters in Newport Beach. Today, we'rehappy to present the report of his visit to Brian Fargo's court.

[...]

Kevin Saunders left before the end of production. Can you talk about why he left and how his departure affected production?

Brian: I can’t talk about an employee’s specific performance, but what I can do is to provide you with a factual history of things. Kevin left the project in late 2015, right? At that point, we were roughly two years into production. At that point, we’ve gotten the first pass of combat. The story was not yet at first pass. No abilities or weapons were in outside of the alpha systems. And so, at that time, if we had gone along that route, the game would not be done until the year 2018. I could not afford to stay on that path. I had to change what we were doing.

And, to talk about scope, the product was wildly over scoped. Even today, after we made the “cuts,” the original specification for the game was 600,000 words. You know how many we are at now? It’s 1.6 million words, probably a world record for a single player game. I think the only games that have more word count is MMOs done over a long period of time.

[...]

Did the fact that InXile was taking on several different projects – Wasteland 2, Director’s Cut, Wasteland 3, Bard’s Tale 4 - at the same time affect Numenera's production? Why did you decide to take on so many projects at the same time, given this risk?

Brian: The majority of the entire company was on Torment, that was very much the case. Maybe we could’ve moved the start time up a couple of months while we were doing Director’s Cut things. Maybe. But overall, they had the lion’s share of the resources of this company.

I’ve been involved in a lot of products before as you know, and whenever we’re doing something different or innovative, they’re messy behind the scenes. Fallout 2, behind the scenes, was a mess. Planescape: Torment was a mess. The original producer for that project was replaced. So this drama is part and parcel of development. I’ve been involved in very few products in which it was straight forward. The only times it was straight forward was, for example, Icewind Dale, where all the systems were in place, we knew what it was, it wasn’t that deep as a product – and by the way, it was one of my favorite games – but it was very straight forward, you knew exactly what you were doing, all the systems were in place.

When everything’s place, it can become more like that, but whenever you’re trying to innovate in any way, it’s always very messy. I’ve never been on a product where it was run perfectly and you know everything. There’s a great book called Creative Inc. by the founders of Pixar, in which they talk about how every Pixar movie starts off as a piece of shit. Those were his words. It’s basically a mess and it’s a false goal to try and make production perfect, because when you do that, production will not be perfect and you’ll have a dry product. So I think there is messiness that comes with the territory.

They’re messy. We could go back thirty years to talk about how all the different products were messy. From Stone Keep to Battle Chess to Descent, they all had some drama behind the scenes. You know, in production you could have a lead programmer quit in the middle, and you could lose two months because you have to train a new person to take over their code. Think about the cost of losing two months and what that would do. That didn’t happen in this particular case but I’ve had it happen before. You can’t just swap people out easily.

[...]

Torment:ToN

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

Details

War of Velana - Now on Kickstarter

by Hiddenx, 20:48

The tactical RPG War of Velana inspired by the 16 bit era is now on Kickstarter and Steam Greenlight:

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War of Velana draws from the tactical combat, world exploration, and interaction of the Shining Force games. Unlike other tactical games, Shining Force wasn't simply grid battles connected by menus. They let you search and discover items and secrets in the world like many non-tactical RPGs. You could actually talk villagers and shop patrons, not just their menu systems. The duality created a feel unlike anything else, and that's what we strive to present.

With that spirit in mind, we took some parts from other classics as well. In combat, if an ally falls, they aren't permanently dead or removed from battle, but turn into a tombstone. This gives you a chance to revive them and return them to the fight, very much akin to Final Fantasy Tactics.

If you do not revive a unit within a few turns, their tombstone will crumble, which removes them from the battle. On easier difficulties, you can pray to the Goddess to return units to the party. On harder difficulties they will be gone forever.

Try our Alpha demo for Windows! You must download both the .exe and the data folder for the demo to work. (You don't need to download the readme) Please message directly us with any build issues or bugs! (we've found a lot of them and are already working on a new build)

 

Kickstarter Games

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

Details

Tanzia - EA Release Date: April 27

by Hiddenx, 20:37

The Action RPG Tanzia will be released as an Early Access version on April 27:

Early Access roadmap:

  • The first EA build will feature all but the last few chapters.
  • The last chapters will be released during Early Access.
  • We'll do small in-between updates in case of bugs.
  • Players will be able to keep playing after reaching the end of each build, if they want to level up, buy gear, or finish sidequests.

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About Tanzia
Become the greatest shaman to ever lob a fireball. Retrace the steps of your Akazi ancestors to prevent your island home of Tanzia from being overrun by an ancient evil. Your elders will guide you, but it is up to you to master your skills and live up to your family’s legacy. An old-style RPG made with modern tech and set in a unique world, Tanzia combines elements of favorite classic action-adventure RPGs in an open 3D world full of magic and monsters. 

Tanzia's story design was developed in collaboration with Kevin Saunders (whose previous work includes as a senior designer on Star Wars: Knights of the Old Republic II: The Sith Lords, lead designer on Neverwinter Nights 2: Mask of the Betrayer, and project director on Torment: Tides of Numenera).

Tanzia

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

Details

Moonfall - Released

by Hiddenx, 20:24

The 2d-Action RPG Moonfall is now available on Steam:

About the Game

Moonfall is a hand-painted side-scrolling 2D action RPG beat'em up set in an industrial gothic universe named Terra Nihil. It tells a story of a once small Empire at the peak of its glory attained by a mysterious element called Lunarium that suddenly experiences a surge in attacks from so-called Savages, aboriginal tribes living outside its borders.

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Features

  • Beautifully hand-painted 2D graphics full of details and dark atmosphere.
  • 3 classes with unique active and passive abilities. Gaining experience points by killing monsters and completing main and side quests.
  • Action-packed combat system using different skills to provide a diverse choice of dealing with battle clashes. A suitable strategy is the key to success as lingering for too long among some enemies can lead to a premature death.
  • 13 open-ended and fully explorable levels with elements of the metroidvania genre, variable content of quests, boss fights and notes expanding the lore.
  • Over 80 unique items constiting of swords, axes, daggers, armors, helmets, boots, rings and so on with their own atributes.
  • Over 60 enemies divided into two categories - common and elite.
  • Multiplayer arenas, defend mode and cooperation as a free update in the future.
  • Immersive orchestral soundtrack with catchy melodies and melancholic ambient.
  • Full Xbox 360 and Xbox One Controller support.
  • Achievements and trading cards.

Moonfall

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

Details

ELEX - The Ruins

by Hiddenx, 20:15

Farflame spotted another ELEX-screenshot on WoE:

"Reestablishing a functioning infrastructure is unnecessary. All of our strength is focused on the extraction of Elex."
-Announcement of an officer

-> World of Elex

ELEX

SP/MP: Unknown
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC, PS4, Xbox One
Release: In development

Details

Middle-earth: Shadow of War - Interview

by Hiddenx, 20:11

TSA has interviewed Kevin Stephen, Studio Head of Monolith Productions about the Shadow of Mordor sequel Shadow of War:

Kevin Stephen On Nemeses, Fortresses And Naming Middle-earth: Shadow Of War

More-dor.

After the success of Middle-earth: Shadow of Mordor, a sequel was never really in doubt, and Monolith and Warner Bros. have now revealed what they’ve been working on for the past few years. This is Shadow of Mordor taken much, much further, with a Nemesis system that now affects how the world evolves, raising your own army, and so much more.

[...]

TSA: Obviously, one of the biggest things in Shadow of Mordor was the Nemesis system, and I think a lot of people saw this as something that would influence where other open world games, a little like how Arkham Asylum’s combat proliferated. We haven’t really seen that happen, though, why do you think that is? Is it time? Complexity?

Kevin: My theory is just that it’s really hard to do.

Well, I have a few theories. I think the key one is that it’s hard. It took us a long time to build the system and we were very focussed on it. […] I also think that the fact that time always moves forward in our game means that if somebody goes, “OK, we’re going to do this,” and starts thinking about what they need to make it work, it’s a bit more complex than some people think and how your game systems really need to support it.

That’s probably the key reason, but I also think that designers don’t like to copy other designers, so there’s some ego involved too. Even if they want to do it, there might be people pushing back and saying they can do their own thing.

But I don’t know. I don’t have insight and a game could be announced tomorrow that has something like the Nemesis system – they wouldn’t call it that, I’m sure. It would be great to see other games do something similar.

[...]

Thanks Farflame!

Middle-earth: Shadow of War

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

Details

Mass Effect: Andromeda - ME Games Ranking

by Hiddenx, 20:02

PCGamesN has ranked all Mass Effect games:

A definitive ranking of all the Mass Effect games, from worst to best

Thanks to the recent launch of Mass Effect: Andromeda, there are now even more ways to be wrong when it comes to ranking BioWare’s space opera and dating sim series. The last thing anybody wants is to be ostracised by society for having a criminally misguided opinion.

[...]

4 - Mass Effect: Andromeda

[...]

3 - Mass Effect

[...]

2 - Mass Effect 3

[...]

1 - Mass Effect 2

[...]

Farflame wants to know if the Watchers agree :)

Mass Effect: Andromeda

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

Details

Non-RPG General News - Frostpunk Revealed

by Silver, 13:09

@GamePressure takes a long look at Frostpunk and finds its an intriguing new title from This War of Mine developer 11 bit studios.

....

The age of ice and steam

You want some cold facts? Well, I suppose we can safely assume that Frostpunk will be a unique mix of various genres and mechanics: we can notice RTS mechanics, elements of survival, social and urban management, as well as decisions that will influence the lives of individuals and the fate of the entire society. As the devs themselves have said:

"We're not trying to reinvent the wheel; we want to combine the existing genres in such a way that we get something original."

Contrary to what you might be expecting, the game isn't set in the future. It depicts an alternative vision of the 19th century. After a cataclysm has almost wiped out humanity from the face of the earth, it's the players' task to preserve the lives of a handful that survived the disaster. The devs promise that the players will be able to explore the reasons behind the Armageddon - was it a divine punishment, or simply a natural phenomenon?

The technology that will become our lifeline will be based on steam and ice. We really like this idea, as it seems more than plausible to use this unlimited resource offered by a world covered in ice. The 19th-century-ish technology of Frostpunk will have us melt ice to get water and steam, and steam-powered engines will in turn enable us to warm the dying residents. As to the stuff we will do in the new game from 11 bit studios, we can only wonder: resource acquisition and crafting? Perhaps some mining and metallurgy, who knows? What we do know is that our main task will be to efficiently manage the city, make the right decisions, provide for the residents, and... sacrifice individuals in the name of survival of the collective.
[...]

Non-RPG General News

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

Details

Wednesday - April 12, 2017

Zombasite - Patch 1.011

by Hiddenx, 20:27

Patch 1.011 for Zombasite has been released. This patch makes healing potions weaken infection, improves identification bonus, improves monster respawn system, and fixes a bunch of other minor issues. The changes are listed here.

Zombasite

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

Details

The Man Came Around - On Kickstarter

by Silver, 14:01

@PCGamer The Man Came Around is on Kickstarter and comes with a free demo. The game itself is a survival rpg which explores the themes of fascism and repression. The goal is for 10K euros and has made close to 4K already with 28 days to go.

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As mentioned there, Occida is The Man Came Around's fictional settings that's said to be the "most powerful nation of the world", but has been "shaken by mass protests met by brutal repression". An internal war has broken on between activist group The Many and the government, which has in turn forced the country into a dictatorship. 

From here, you assume the role of five nomad citizens aiming to cross the North Border to freedom. Naturally, this proves no easy feat as you're forced to manage scarce resources, make life-threatening decisions, and battle both the heavily armed guards scattered across the mountain and the elements themselves.

[...]

Features :

  • Political fable: The story explores how a democratic system can fall, ruined by special interests. And asks the crucial question: How could it happen?
  • Moral Choices: Sacrificing a member, making shady deals or letting innocents die in order to survive ... Those choices will impact the story.
  • Group Survival: Permadeath for the characters! It's up to you to finish the game with five or only one survivor.
  • Trauma System: Stress and guilt will impact your characters' psyche.
  • Interactive Narration: Let your choices change the story. Replay to discover all possibilities.
  • Lost in a Maze: Explore a labyrinthine world full of secrets.
  • Unique Graphic Style: 2D handcrafted speed painting.

Kickstarter Games

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

Details

Snowbird Game Studios - Lays off Most Staff

by Silver, 11:58

@Gamasutra Due to the poor reception of Eador: Imperium Snowbird Game Studios has layed off most of its staff.

Russian indie studio Snowbird Games announced last month that most of its staff is being let go in the wake of a poor reception to its most recent game, Eador: Imperium.

It's bad news for the developers who worked there and almost certainly bad news for the studio, which was founded in 2011.

In a blog post, the "new administration" stated that Snowbird's main investor dismissed the dev team due to "unsatisfactory results" and "slow development rates" on the studio's recent games.

Since then, the company has published plans to patch at least one of those games, 2015's Blood & Gold! Caribbean (pictured).

"The new administration has factually no complaints against the old development team," reads the post. "A very complicated and content-heavy project was based on the outdated technology. The problem in this case lies with the management who took decision regarding the game’s concept and its engine."

The post also promises to offer players a "brand new project" and a Blood & Gold! spin-off game (or "farewell project") developed by a third party, ORGS Studio, at some point in the future.

Snowbird Game Studios

Details

General News - Bayonetta released on Steam

by Silver, 11:15

Bayonetta, a hack n'slash game, has been released on Steam and runs well according to Eurogamer.

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After years of hoping and waiting, Sega has finally delivered the goods - Bayonetta is now available on PC. The pitch is simple enough: this is the original game without any of the flaws inherent to the console versions, and with PC's ability to scale up resolution. To say it runs smoothly on a vast range of hardware would be an understatement - we could hit something approaching a locked 1080p60 on a 1GB Radeon HD 7770, a budget GPU when it was released way back in 2012. On more recent graphics hardware, the only way is up.

Let's start with the options - as a game designed specifically for consoles of the past, we didn't expect much in the way of detail settings but there are a few tweakables of note. You can adjust texture and shadow quality as you see fit and the game even reports VRAM usage based on your current settings. Well, at least it tries to report it - the numbers are significantly lower than those registered by monitoring tools like MSI Afterburner. There isn't a tremendous difference between the options available, the exception being dynamic shadow quality, which varies dramatically based on how you set it.

So, what's new over Xbox 360? Ambient occlusion is a new addition, and MSAA up to an impossible-sounding 16x is also featured - though curiously, this does not appear to work whatsoever on any settings we tested (and it's the same with control panel-enabled hardware MSAA). However, anisotropic filtering is present at a low level on Xbox, but this can be dialled up to 16x on PC, representing a pleasant improvement. There's also an HDR option - but this refers to the original in-game lighting system, it doesn't represent any kind of support for HDR displays. Regardless, this game is so light on resources, you can dial everything up to the max and scale up further from there in terms of resolution, and that's where you get your anti-aliasing - via downsampling.
[...]

General News

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

Details

RPGWatch Feature - Mass Effect: Andromeda Review

by Myrthos, 06:35

Maylander reviewed Mass Effect : Andromeda on our forums and we have done a carbon copy of that post and turned it into an RPGWatch review (obviously with his approval).

The game starts well over 600 years later, as the human ark arrives in the Andromeda galaxy. You play one of two twins: The male or female daughter of Alec Ryder, the human Pathfinder. Both twins are part of his team. The Pathfinders, and their teams, are responsible for making sure planets are hospitable before new colonies are founded there.

The general idea, and overall concept, is mouth watering to science fiction fans, especially fans of series like Star Trek. However, most Mass Effect fans were still quite careful with getting their hopes up. It's been five years since the release of Mass Effect 3, a game that, despite having quite a few great moments, ultimately had its reputation marred by the terrible ending. Mass Effect: Andromeda is actually the opposite: Its problems begin at the start, or even before the start, as a lot of negative attention was drawn towards certain animation issues and cringe-worthy, "teen movie" style dialogues seen in the intro.

The criticism is valid, as the first few hours, the ones typically seen during the trial, really could have used some work. The first step to any Mass Effect game is to create a character, and that's where the first problem pops up: It's terrible. There are no two ways about it. It is possible to create something resembling a decent looking human being, but it's hard. It probably took me 20 minutes to finally create a character I found acceptable. Normally, I'd consider that sort of thing nit-picking, but in Mass Effect we all know that we'll spend a lot of time in cinematic dialogues, during which you get a close up of the main character whenever he or she speaks, making the appearance quite important.

The original thread that followed Maylander's review on our forum has been moved to the news section and linked to this article now.

Mass Effect: Andromeda

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

Details

Pillars of Eternity II - Factions Part 2

by Silver, 02:05

Pillars of Eternity 2 reveals all you need to know about the Royal Deadfire Company and the Vailian Trading Company.

Factions of the Deadfire, Part II

If you missed our previous update, we introduced two of the four main factions: The Príncipi and Huana. This week, we'll be going into detail about the Royal Deadfire Company and Vailian Trading Company.

Royal Deadfire Company

(Abbreviated as RDC in some text locations)

The Royal Deadfire Company is based in the aumaua nation of Rauatai but have expanded their empire's reach to their ancestral homeland in the Deadfire Archipelago. While they are interested in the harvest of precious resources from the region, the RDC have a long-term goal of conquering the archipelago and making it an extension of their empire. The Rauataians believe that the native Huana culture is inferior to their own and treat the Huana people accordingly. In contrast to the Vailian Trading Company, the RDC is organized like a naval force. Their titles and behavior reflect that view of the world.

Philosophy and Goals - Rauataians as a cultural group have a long history of trade and conquest. The more hawkish personalities in their government have made steady progress towards a more aggressive "best defense is a good offense" stance in the world, and the leadership of the RDC comes from that mindset. They have flourished through a mixture of intrepid exploration, aggressive conquest, and relentless engineering of their hardscrabble homeland. They believe that through organization and engineering, they can bring civilization to Deadfire.

Relationship with Other Factions -

  • Vailians/VTC - They are deceitful, flamboyant, and frivolous, emphasizing form over function. Their pretty words cannot be trusted. Their preference for polymaths over specialists suggests impatience, which can never lead to true mastery.
  • Huana - They are super disorganized and (seemingly) passive - it's why they haven't flourished like the Rauataians. They were fractured by the disaster that drove the Rauataians away, and rather than establish a strong nation, most of them drift from island to island chasing seasonal resources. They don't solve problems, so they're beholden to them. What they need is some good ol' Rauataian civilization to set them straight.
  • What looks like adaptability to the Príncipi looks like haphazardness to the Rauataians. Like the Rauataians, the Príncipi had to leave their homeland. But rather than establishing a stable country (like their cousins in the Republics), they remained shiftless and aimless, living on ships and in driftwood towns that are one squall away from destruction. They are like children who refuse to grow up.Resources - Rauatai is known worldwide for its cannons. Gunpowder likely originated there, and they still trade in it as well as raw saltpeter. Those latter two items are the primary staples of their trade economy.

[...]

Pillars of Eternity II

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

Details

Copper Dreams - A Cyberpunk Horror Future

by Silver, 01:31

Copper Dreams is getting a ruleset upgrade which will reflect its cyberpunk horror future themes. The full Kickstarter update of the new combat system can be found here. There are plenty of videos demonstrating combat and tables for the new rules.

...

Movement and Combat Upgrades

Pathfinding returns, now with multi-locations during combat as well as automatic vertical navigation for you and NPCs!

The increasing focus to deliver simulation is what has evolved the ruleset and gameplay. It's of tremendous help being able to adapt these ideas to a bronze-age game and a futuristic one, we can pop these characters in to either universe and see how things would make sense. GURPS became an increasingly influential rulebook, and while things are wholly different in application, we hope to capture that spirit within the systems in the game.

We finished off combat iterations the past few months by enhancing the way players target and roll-to-hit with it, which ultimately led to an overhaul of the ruleset. You can now aim anywhere and roll under your skill with the item to determine how successful you were to getting to your target. All item or skill usages use that model now. Allowing you to aim for things in the environment that we don't outright tell you can make for more interesting puzzles or interactivity. Lights for example can all be shot out now:

[picture here]

With a 3d world, thrown objects that bounce around, it seemed fitting to give the player some agency on where they are actually shooting. You no longer only attack targets, but can also attack anywhere you want, including where you expect targets to be as they are moving. If you do attack targets you can select which body part you'd like to try to shoot, and you'd track that body part until you fire or it's no longer visible. Aiming for anything allows you to lead targets on the move or temporarily unseen (and thus unable to be targeted), or precise location to lay down cover fire for more than one target that might end up down the middle of a hallway or something.

Distance modifiers are no longer just static distance markers as with the original Challenge Target, but influenced by reference points around the projected line starting with nearest to the character attacking. This is all in-code in the game, but that sight-line checks for any nearby objects starting at the character and moves down to the actual target. So the idea for this is if you you have a reference for a target really far away, you can get visual bearings by aligning your shot with any nearby objects. For example aiming a burst fire into a clearing near the side of a building you hear an enemy running into would have that building act as the distance check, not the potentially infinite space behind it.

The crosshair for melee path for slash/thrust or your projectile line is your ideal hit location, and you roll to attempt to hit that location, regardless of or if you have a target in mind. Success means you hit that target precisely (in 3d space), and failure means you deviate it from a variable amount, so it's considered a potential failure in most cases.

Wound penalties and visuals

Another way of indicating health status for player characters and enemies, we're adding various states of wounded movement and idling. In the alpha you'll be limping around if you've taken on particular Greater or Mortal wound, which acts a visual that you're damaged as well as an indicator that your movement speed has been reduced.
[...]

Copper Dreams

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

Details

Tuesday - April 11, 2017

Middle-earth: Shadow of War - More Gameplay

by Hiddenx, 23:03

Monolith showed IGN some Shadow of War gameplay:

Shadow of War: Minas Ithil Gameplay Walkthrough in 4K

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Monolith gives us a first look at gameplay within the walls of the human city, Minas Ithil.

Middle-earth: Shadow of War

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

Details

The Surge - Boss Battle

by Hiddenx, 22:54

PCGamesN have taken a look at the first boss of The Surge:

The Surge | P.A.X. boss battle gameplay

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Thanks Farflame!

The Surge

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

Details

Mass Effect: Andromeda - The Dialogue System

by Hiddenx, 22:46

Gameinformer discusses the dialogue system of Mass Effect: Andromeda:

Is Mass Effect: Andromeda’s New Dialogue System Better?

Spoiler warning: We discuss some minor plot points that occur during the first half of the game. Read at your own discretion.

The original Mass Effect trilogy put us in the shoes of the revered Commander Shepard, giving us agency in making decisions for this hero through a binary morality system categorized as paragon and renegade. With Mass Effect: Andromeda, the newest installment in the series, BioWare introduces us to a new hero and a revamped dialogue system that is meant to be less restrictive and more open-ended. 

Is this new system effective? How does it change the Mass Effect experience this time around? Editors Joe Juba and Elise Favis discuss its ups and downs.

[...]

Thanks Farflame!

Mass Effect: Andromeda

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

Details

Planescape: Torment EE - Review

by Hiddenx, 22:42

The Zero Review has checked out Planescape Torment: Enhanced Edition:

What Can Change the Nature of a Timeless Classic?

Enhancements, remakes and remasters are an aspect of gaming that, to me, are simultaneously commonplace and incredibly peculiar. For some titles, I understand it. Age of Empires II isn’t a title as readily accessible as it once was – the original title not being available for digital purchase anywhere – and the constant stream of new content and features justifies it as a worthwhile update. For other games, I often question whether or not the update was necessary. Such is the case with Heroes of Might and Magic III¸ where not only is the original game available on GOG, but the improvements are so meager (not to mention that the original game has more content, since the HD version doesn’t include the two expansions), that the HD remake is almost entirely pointless. On paper, Planescape: Torment – Enhanced Edition seemingly avoids all of these pitfalls. How many new things can you add before the hardcore fans – particularly the ones who still have some baggage vis-à-vis Beamdog’s practices in the past – feel as if the essence of the game is gone? How much tinkering with the formula is too much tinkering? How do you make the game feel like a justifiable purchase and not something that is merely a lazy cash grab? The solution was seemingly to hire the original game’s lead designer, Chris Avellone, and have him spearhead the whole thing. That’s how you wind up with Planescape: Torment – Enhanced Edition, a game that doesn’t stray far from its core formula while offering just enough to be considered worthwhile.

[...]

It’s classic Planescape: Torment, just made better with a slew of improvements. It might not be worth it if you’ve already got a modded copy, but I would be remiss not to recommend this everyone else.

Thanks Farflame!

Planescape: Torment EE

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

Details

The Mandate - Not Coming to You Anytime Soon

by Myrthos, 19:18

The development team of The Mandate has shrunk in size given the publishing woes they are having and the lack of funding because of that. According to their most recent update, there still is a small team working on the game and they are asking for your feedback. If you want to have the game finished as soon as possible, answering that you don't want any of the things mentioned in the questionnaire, could help. Although that might not be the game you want to play.

In March we went through difficult times, the team size was reduced to only a core team since January, as consequence of the still ongoing negotiations with our publisher about the remaining funding. We have been working on securing more fundings since the end of 2016. It is still a work in progress and we will follow up with you in upcoming developer's updates when we have managed to close a deal.

Despite having a smaller team, we have focused our efforts on improving the space combat.

Within this context we would like to invite you to answer this survey:

https://goo.gl/forms/8cllWWWhLbvnd1yT2

so we can collect more feedback from your side for our next iterations of space combat. The other aspects of the game will remain in our vision for the Mandate. Because of team size constraints, we can only tackle one big chunk at a time. Crew and missions aspects of the game had to be put on hold temporarily, but once space combat is more advanced, resources will be reallocated to work on these aspects of the game.

The Mandate

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

Details

Impact Winter - Delayed until May 23

by Hiddenx, 11:41

The survival adventure Impact Winter will be released on May 23:

Stuart Ryall, Co-Founder and Designer at Mojo Bones, explains the reasons for this short slippage:

“Unfortunately IMPACT WINTER will now release a little later than expected, hitting Steam on 23rd May 2017. Why the delay? Well, the truth is, IMPACT WINTER has become a LOT bigger than we first expected: a pretty complex beast with lots of different systems and mechanics. Everything is in place, but one of our main priorities in the run up to release has been making sure that the initial stages of the game aren’t too overwhelming and that the overall experience is evenly balanced. Given the scope of the project and our team size it’s taking a little longer than expected. Ultimately, it’s all in aid of giving everyone the best experience possible which is the No.1 priority. On the flip side, we’ve had some really positive feedback from our playtest sessions and the game is shaping up to be something unique, and definitely a lot more than we envisioned all those years ago.”

We thank you for your patience, and see you in the Void on May 23rd!

Impact Winter

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

Details

Planescape: Torment EE - Release Day

by Hiddenx, 11:37

Today's the release day of Beamdogs's Planescape: Torment Enhanced Edition:

The original Planescape: Torment was released in 1999 to widespread critical acclaim. It won RPG of the Year from multiple outlets for its unconventional story, characters, and amazing soundtrack. Since then, millions of Planescape: Torment fans have enjoyed exploring the strange and dangerous city of Sigil and surrounding planes through the Nameless One's eyes.

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Discover an incredibly rich story and a unique setting unlike anything else in fantasy. Defeat strange and alien creatures, engage in rich dialogue, and explore the dark and dangerous Planescape setting in this 50+ hour RPG classic.

This is Planescape: Torment like you’ve never seen before.

Story

"What can change the nature of a man?"

You are the Nameless One, a hulking figure covered in scars and tattoos collected over the course of countless lives—none of which you can remember, but are now coming back to haunt you. You are prodded awake by Morte, a floating skull and keeper of secrets, to embark on an adventure taking The Nameless One from the dirty streets of Sigil into the mysterious Outer Planes and even into the depths of Hell itself.

Portals riddle the planar metropolis of Sigil, providing access to anywhere in existence, but only if you have the proper key. Known as the "City of Doors," Sigil is a neutral ground where demons, devas, and races from across the multiverse gather under the watchful shadow of the Lady of Pain, the city's enigmatic ruler. This is a place where the word is mightier than the sword, where thought defines reality, and belief has the power to reshape worlds.

In your search for answers, you'll find companions matching the bizarre nature of the planes: a chaste succubus who can kill with a kiss, a confused crossbow-wielding cube, a suit of armor animated by a spirit demanding JUSTICE, and more. With these companions and others at The Nameless One’s side, you will explore worlds in search of answers, all to discover that some destinies cannot be escaped and some memories cost more than an even an immortal can bear.

Features

  • Enhanced Planescape: Chris Avellone, Lead Designer on Planescape Torment, has partnered with Beamdog to curate gameplay updates, bug fixes, and enhancements to best capture his original vision for the game.
  • The Planes Await: Planescape is a setting you've never experienced before, filled with strange magics, strange adversaries, and Dungeons & Dragons locations from across the multiverse.
  • Conversations to Remember: Encounter personable items, philosophic undead, and rat hiveminds while walking the planes with the strangest collection of allies ever seen in an RPG.
  • Pick Your Path: Character creation is just the beginning. The Nameless One can change his class, alignment, and even gain new abilities based on your choices.
  • Remastered Music: The full Planescape: Torment soundtrack has been remastered in-game to add more depth to Sigil and the multiverse.
  • 4K Interface: Sigil has never looked this good! The interface of Planescape: Torment has been rebuilt in high definition with tons of new convenience features.
  • A Planescape For Today: The Enhanced Edition includes modern features such as tab highlighting, area zooming, combat log, quickloot, and more!
    Play It Your Way: Enable Enhanced Edition features as you desire or turn them off to experience Planescape: Torment in its original glory.
  • Cast Comprehend Languages: Planescape: Torment: Enhanced Edition is available in English, French, Polish, German, and Korean. Note: Korean translations are text only with voice-overs played in English.

Planescape: Torment EE

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

Details

Shock Tactics - Release Day

by Hiddenx, 11:23

The turn-based strategy RPG Shock Tactics will be released today:

Shock Tactics is a single player turn-based sci-fi strategy game with tactical combat, exploration, squad management and base building. It is inspired by the space western style of Firefly and tactic games like Jagged Alliance and X-COM.

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You are a trailblazer for the first wave of the free Space Pioneers that are exploring an ancient alien homeworld. In their centuries-old struggle with the dictatorship of the Imperial Consortium, this planet is the first real hope of finding a new home for their people.

  • Challenging squad tactics combat: Lead your strike team against smart enemies that employ a large array of tactics. Know your enemy, build a strategy, rule the battlefield.
  • Exploration is key: The world map is full of mysterious landmarks containing alien technologies and ancient secrets that you can unravel to become strong enough to tip the balance of fate.
  • Procedurally generated world map: You never know what you will find when exploring the world. This makes strategic decisions unique for each game session and leads to a high replayability.
  • Strike team progression: Harness the power of the alien artifacts, unlock unique abilities and build your group of soldiers into a fierce strike team as you explore the planet.
  • Base building: Expand your base with structures to build advanced weapons, develop sophisticated healing capabilities and research alien technologies.
  • An immersive story woven into the open world: You are dragged into the struggle for the New World’s future while trying to stay alive in the middle of an escalating war between the Space Pioneers and the Imperial Consortium.

Shock Tactics

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

Details

Cosmic Star Heroine - Release Day

by Hiddenx, 11:19

The J-RPG Cosmic Star Heroine will be released today:

ABOUT THIS GAME

Alyssa L'Salle was one of the top secret agents at the Agency of Peace & Intelligence on the Planet Araenu. But when she uncovers a horrible conspiracy, she has to go rogue in order to save the day! Can Alyssa save the galaxy when everyone (and everything) is out to stop her!

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Features:

  • The best of classic and modern RPGs!
  • Brisk pacing that respects your time! Save anywhere!
  • No separate battle screen! Battles take place directly in the areas that you explore!
  • 2D visual style straight from the height of gaming's 16-bit era!
  • Animated cutscenes reminiscent of the Sega CD & Turbo Duo era!
  • Soundtrack by HyperDuck SoundWorks (Dust: An Elysian Tail, Precipice of Darkness 4)!
  • Over 100 minutes of music!
  • Multi-character combo techniques!
  • Innovative turn-based combat system that focuses on flow & strategy!
  • Your own spaceship! Recruit new agents to help your home base grow!

Cosmic Star Heroine

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

Details

Sacred Fire - Funded!

by Silver, 07:04

Sacred Fire has funded and with two days still to go there is time for a stretch goal of further character customization.

100% Funded! Thank you! You did it!

Thank you! You did it! Sacred Fire is funded and it's all thanks to you.

Every single one of you made it possible.

It seems to me like it was yesterday, but we launched the campaign already 25 days ago. It's been 4 weeks filled with hard work, little triumphs, anticipation and not so much sleep. :)

And it was all worth it. There's over 1,100 people who want to see Sacred Fire becoming a reality. We're humbled and thankful.

What's amazing, there's still 3 days to go. So what's next?

It's not just about the stretch goals. The bigger success the campaign is, the easier it is for us to attract talent and partners. This will leave us with more time to make the core experience better, work on polish and balance and add choices and replay value.

We are looking forward to making a great game for you.

We've made a big step in creating a strong and dedicated community. We are excited to see there are people who appreciate innovation and storytelling. Thank you for your feedback, we couldn't have wished for a better community.

Let's make Sacred Fire the best it can be!

To recap, here's the next stretch goal to further enhance Sacred Fire experience.

One of Sacred Fire's strengths is its unique visual style and focus on character creation. It's the deepest and most thought out design aspect of Sacred Fire, as it allows you to develop your own playstyle and create your own hero. So our first stretch goal expands this fundamental part of the game and gives you even more self-expression options with focus on variety of:

  • colors, outfits and hairstyles,
  • faces, scars and paint patterns,
  • jewelry and more awesome beards.

So how far can we go?

The story is yours to tell. :)

Your very happy poetic team,
Andrej & Martin

Sacred Fire

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

Details

RPGWatch Feature - Planescape: Torment EE Key Giveaway

by Myrthos, 05:07

We have received 4 keys from Beamdog for Planescape: Torment Enhanced Edition that we would like to give away to our visitors.

Here are da rulez:

  1. You need to be registered on RPGWatch before April 1st
  2. You need to have at least posted once on the forums of RPGWatch
  3. If your account matches the first two requirements then you need to add a reply to this news post/thread stating that you want a key
  4. The winners of a key from the interview (JDR13, Maylander, Pessimeister, HellRazor and Acleasius) are excluded of winning a key again

We will announce the winner on Friday the 14th of April, untill we do, you can still participate.

Planescape: Torment EE

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

Details