Stranger of Sword City
Stranger of Sword City Review
Forgottenlor survived Stranger of Sword City and returns to tell us why the Wizardry-esque JRPG hits all the right notes.
» Continue reading the article...
Wolcen: Lords of Mayhem
Wolcen: An Early Look
Aubrielle takes an early look at Wolcen, the gorgeous new ARPG made in CryEngine.
» Read the article
Do a raffle and give away stuff
Tell us again about the good old days
Bring back RPGDot, to see what it was like
I'm still waiting for that My Little Pony site
I have this brilliant idea (elaborate in a reply)
Let's not, I don't like celebrations
Forum WatchBioshock II, worth it? by BoboTheMighty
Enderal by crpgnut
Wind Traveler by Nikorasu
Arcanum: Of Steamworks and Magic Obscura is still my favourite RPG by Damian
[Kickstarter] Hypercorps 2099 Wasteland: An Apocalypse for D&D 5E by Mike Myler
Tuesday - November 22, 2016
Conan Exiles - Early Access Jan 31st 2017
@Gamebanshee Conan Exiles early access date has been announced as January 31st 2017. Funcom has released a video to show off gameplay.
Very soon gamers on both PC and Xbox One will get to journey to that very age in Funcom’s upcoming open-world survival game ‘Conan Exiles’. Starting January 31st 2017, players on PC will get to unleash their inner barbarian in Early Access. Soon after, Xbox One players too can jump into the fray as ‘Conan Exiles’ hits the Xbox One Game Preview program in the spring same year. Inspired by the great Robert E. Howard stories, ‘Conan Exiles’ will have players fighting to survive, build, and dominate their enemies in a vast and treacherous open-world in both single- and multiplayer.
To celebrate today’s announcement, Funcom is releasing a brand new trailer showing how the game looks in action. This is the first ‘Conan Exiles’ video released in almost six months and shows the results of the hard work the developers have put into both graphics and gameplay since June.
“The open-world survival genre is ripe for Conan’s conquest,” says Game Director Joel Bylos. “If there ever was a world that can truly test your strength and skill, it is the brutal and savage world of Conan the Barbarian. ‘Conan Exiles’ is not just an empty sandbox, it is a world rich in history where you must discover the secrets of ancient civilizations as you struggle to build your own.”loading...
Tyranny - Review @ TechRaptor
TechRaptor writer Robert Grosso has reviewed Tyranny:
Being evil is hard, because what makes you evil is simply your approach to a problem. After all, the perspective of what is considered good and evil is often how a story is framed; players tend to focus on the “good side” without much thought, and games that provide a degree of choice to their narratives often go to the extremes of each ideal; saintly good or cartoonish evil being the choices to emphasize a binary morality to them.
Video games often glorify “evil” with rebellious anti-heroes, passionate freedom fighters, or altruistic rule breakers all the time too, but what does it really mean to be truly evil, in the sense that your beliefs, your convictions are shaped by the circumstances you find yourself? What sacrifices do you make to your morality in the face of the greater good being against the law? This is the question Tyranny, the latest RPG from Obsidian, grapples with, and while providing a fair representation of evil beyond evil’s sake, it ultimately misses the mark in reaching its full potential.
Score: 7/10 - Very Good
Dungeon Rats - Key Giveaway
Pladio is offering a key for Dungeon Rats, so if you can't get enough of trying to win stuff at RPGWatch, you can have a go at this one.
And here are Da Rulez:
- You need to be registered at RPGWatch before the 22nd of November 2016, to be able to participate.
- You need to reply to this news posting.
- If you are banned, you cannot participate anymore.
- Everybody fulfilling the first three rules, gets one ticket for the raffle.
- If you have a ticket, for every year that you are registered at RPGWatch you get one additional ticket (we base this on months, so if you registered before December 2006, you get 10 additional tickets, If you registered in December 2006, you get 9 additional tickets).
- If you have a ticket, for every 500 posts you have (at the moment of posting the reply), you get one additional ticket.
- There will be only one winner.
- If your name is drawn in the raffle, the Steam key will be sent to you via PM.
- The giveaway will last until Friday the 25th of November.
Dungeon RatsSP/MP: Single-player
Genre: Dungeon Crawler
Grim Dawn - Roguelike dungeon Port Valbury
@PC Invasion New Content will be coming to Grim Dawn as part of the v18.104.22.168 update in December. Port Valbury is a Aetherial-themed roguelike dungeon with new bosses and lore. The update will be free for all owners of Grim Dawn.
A once proud and prosperous city with a booming port and trade network, Port Valbury has suffered greatly under the influence of the Aetherials. Even before the Grim Dawn was fully unleashed upon Cairn, their agents had begun working on undermining the population and throwing the city into chaos.
The city's mayor, Khallos Strune, could not have suspected the schemes happening right under his nose, and when he began to realize that one of his advisors, Councilor Van Aldritch, was not using his position to the best interest of the citizenry, it was already too late. Port Valbury, as countless other settlements across the Erulan Empire, was doomed.
Grim DawnSP/MP: Single + MP
Genre: Hack & Slash
Mass Effect: Andromeda - The Tempest
@Game Informer they report on the new 'Normandy' known as 'The Tempest' in Mass Effect: Andromeda.
Areas of Interest
During our trip to BioWare's Montreal studio, we got a limited virtual tour of the Tempest. The team wasn't ready to show off every corner of the ship, but we saw some of the major areas, like the bridge, the galley, the garage, and the Pathfinder's quarters. You can seamlessly travel between these locations, with no loading screens or painfully slow elevators to hold you back.
The bridge will be a more regular destination than it was aboard the Normandy. You still can drop by to talk to the pilot (a salarian), but handling navigation is your most common task there. Instead of going to a galaxy map in the middle of the ship, you stand on the bridge and stare out at the stars in front of you as you select your destinations.
After passing through an elliptical corridor (similar to one seen on the Normandy), you are in the galley. This area has more of an atrium-like feel, with windows offering a nice view and stairs leading up to a seating area on a second level. One of the most conspicuous objects in the galley is a holographic interface that allows Ryder to modify skill-point distribution, which is how you change your abilities between missions.
Farther back is the garage, which is where the Nomad (your Mako-like vehicle) is parked. Any visual customizations that you've made to the vehicle, like its paint job, are visible as you look down on it from the upper part of this tiered area.
The Pathfinder's quarters is Ryder's personal space. BioWare tells us that players will have some control over the décor here, and the room gets more of a moved-in feeling as the game goes on. You might see various mementos in this room, like reflections of your progress in the critical path, or simple souvenirs like a rock.
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Shadow Tactics - Demo on GOG
Daedalic Entertainment have released a demo of Shadow Tactics on Steam and GOG ahead of a release on December 6th. The game is a Commandos like game with a Japanese setting and involves assassins sneaking around between enemies.
About: Japan - Edo Period; 1620. Five highly specialized assassins fight for the Shogun in his war against conspiracy and rebellion. Take control of this deadly team and sneak through the shadows between dozens of enemies. Choose your approach when infiltrating mighty castles, snowy mountain monasteries or hidden forest camps. Set up traps, poison your opponents or completely avoid contact. You decide!
- Play as five different characters with unique strengths and weaknesses
- Find dozens of ways to take out your opponents
- Plan your moves carefully and execute them with precision
- Conquer seemingly impossible challenges where you are outnumbered ten to one
- Jump from roof to roof and climb large buildings to attack the enemy from above
- Choose from three difficulty levels to match your skill
- Explore beautiful environments of Japan in the Edo era
Non-RPG General NewsSP/MP: Unknown
Release: In development
Monday - November 21, 2016
Mass Effect: Andromeda - New Approach to Romance
@Game Informer they look at how Mass Effect: Andromeda will move romances forward compared to the original trilogy.
Moving Forward From The Trilogy
BioWare is trying to evolve what it has previously done with romances; the team has learned from the original Mass Effect trilogy, and is taking those ideas in more interesting and believable directions. "We've built on it [from the trilogy]," Walters says. "We had a strong foundation for how [romance] was working. For me, typically in the trilogy it was a bit formulaic. You'd talk to them and then get to that one point in the game where there was no going and back and romance was going to happen. That's not real life. There should be some people who just want to hop in the sack immediately. There should people who are interested in a long-term relationship. There are people who aren't interested in romance at all."
This means more mature situations and dialogue, as Walters notes the first Mass Effect spent a great deal explaining the lore of the world and the different races through the characters than focusing on their individual personalities. "I think we've moved beyond just doing info dumps on characters," Walters says. "It comes back to the circumstances. That is what we should be talking about. What are those people actually thinking right now? I think that's the mature aspect of it. Let's not ignore everything that's going on just so we can have a moment to say, 'I love you.'"
Andromeda's Varying Relationship Types
The team wants romances to feel legitimate, not like an artificial game mechanic. Different characters want different things from their romances, whether it's physical or emotional, and Walters states that some romances can happen early in the game, while some characters may take longer to let their guard down. He also confirms that BioWare got rid of what he refers to as "the hard line," where you're trying to fit in romances before you reach a certain point and it cuts off the opportunity for a romance to occur.
Walters says the team wanted to make romances more varied than previous entries. "Just because someone has a romance doesn't mean they have a longer relationship arc with you," Walters says. The team even re-envisioned what a romance looks like. As Walters says, "Think of the relationship moment with Garrus in Mass Effect 3 where you [shoot bottles off the Citadel]. Does it always have to be, 'Get someone into the bed?' or can it be, 'Let's go have a bros' moment or a friends' moment.' I think once [our writers] started to think in those terms, it expanded what those scenes could be like. But if you want to get down to the sex scene stuff, we got aliens, alien environments...we keep coming up with unique places to have some interspecies relationships.'"
Walters says the writing team has worked hard to make sure characters are unique and fun to get to know. "The [characters] that aren't romanceable should have just as interesting and in-depth an arc as the ones who do," he says. "That's one thing we did to make it feel more natural. We have to check ourselves because we know the fans want romances, so the obvious thing is to make [everyone] romanceable, but that's not real. We're trying to find the balance between 'yes, it's a game,' but we want to make these characters as believable as possible and the situations as believable as possible."
Mass Effect: AndromedaSP/MP: Single-player
Release: In development
Xanadu Next - Review @ Destructoid
Destructoid has reviewed the Action RPG Xanadu Next:
Review: Xanadu Next
At first sight, Xanadu Next feels like it’ll feature a simple story, as it focuses on a nameless former knight and his childhood orphanage buddy Charlotte’s journey to uncover the mysteries of Harlech Island. Underneath the basic objective lies a tale that revolves around the legendary swords known as the Dragon Slayer and the history behind the ancient kingdom of Xanadu. Of course, people will have to work hard to get the best out of this lore.
Xanadu Next may not look as good as Falcom’s other 2005 and 2004 titles, but its strengths lie in how it creates an action-RPG with many convenient features. The wide array of skills grants players the chance to experiment in battle and Harlech Island is filled with many secrets that expand on the title’s narrative, such as ancient tablets and scriptures. While its mechanic where you need keys to progress sounds like a chore, the idea that every area is connected to the main town makes the whole thing go smoothly.
With the length ranging from 10 to 15 hours, Xanadu Next packs the right amount of content anyone who’s in the mood for a title that mixes action-RPG and puzzle elements. Like with many games that revolve around obtaining a legendary weapon, the Dragon Slayer is a blade that’s worth wielding.
Xanadu NextSP/MP: Single-player
Jupiter Hell - Game Design
Jupiter Hell is almost half-way with 22 days to go. The latest update focuses on game design and story.
Game Design in Jupiter Hell
Game design is perhaps the most important element of roguelikes. With the constant replays that the genre offers the base game mechanics must remain engaging and interesting, and the game must still offer challenge and the feeling of reward.
Jupiter Hell stands very heavily on the shoulders of DoomRL, which was widely praised for its fast and fluid gameplay. Unlike many traditional roguelikes, DoomRL had a simple interface that let the player mow through many enemies with ease. Challenge came in the form of optimal tactical decisions and resource management, rather than remembering obscure key-presses or spending lots of time scumming for the best items.
To ensure that we get this right for Jupiter Hell we have defined 6 pillars of game design ethos that run through all of our decision-making:
- Replayability - If it gets boring after 100 plays, then remove it or change it or make it skippable. It doesn't matter how cool the idea was at first, it must stand up to multiple replays. This also means the game must fluidly restart, so that once you die you get right back into the action without any annoying menus or story fluff.
- Balanced Randomness - Random shouldn't mean unfair. No sudden deaths, no insta-win items, no impossible situations. This means putting constraints on the generators and doing a huge amount of playtesting to get the balance right. We'll also have multiple difficulty levels and challenges to push even the best players to their limits.
- Meaningful Choices - If everyone always chooses option A over option B then option B needs to be removed or replaced. There will be no "better" path or strictly "best weapon in the game". If players aren't arguing over which is the best build then we've done our job wrong. It also means choices can't be boring - level ups and weapon upgrades should not mean +3% to a stat, they should change the way you play.
- No Grinding - There will be zero opportunities to do repeated actions for limitless rewards. No item hoarding (inventories are limited), no scumming enemies for xp (it'll get capped), no resting for HP recovery. Jupiter Hell is not allowed to be boring!
- Accessibility - The whole user experience has to work with ease, even for the newest players. Simple controls, pick-up-and-play interface, no need to mess around with manuals or tutorials (the game will have both, but the aim is not to need them). Accessibility also means working for everyone, and to that end we'll have customisable controls, multiple input methods (mouse, keyboard, joypad) and support for screenreaders in ASCII mode so that blind players can still fully enjoy the game.
- Dynamic Flow - The pace of the game must be just right, allowing smooth and seamless flow throughout. Decision-making must come easily, without having to dig through menus. There should be no slow moments, no backtracking, and the player will be pushed forward throughout the game so that they never feel bored. This also applies to other game elements - dynamic soundtrack, adaptive animation, zero loading times. The game as a whole allows a satisfying run (ie a glorious death after having lots of fun) within 20 minutes, and completion within 2-3 hours, though actually reaching that stage will involve many attempts! We look forward to seeing what speedrunners can achieve.
Following these pillars will help us make sure we have a game that is rigorously designed and fun to play. We also take specific inspiration from well-designed games like Brogue, DCSS and FTL, with the fun of Doom thrown into the mix.
Some people asked about progression across games. Jupiter Hell will not have a system like Binding of Isaac or Rogue Legacy, where you can carry over upgrades or get benefits for future plays. This is a conscious design choice to avoid what can feel like scumming across multiple games to get the optimal run. Every character is equally likely to die in Jupiter Hell :) However we will have some tracking across games, such as multi-game achievements, story discoveries and potentially new character classes and starting position unlocks.
Of course a big part of the design will involve consulting with players. Alpha backers in particular will get a lot of opportunity to input into the content of the game, but if you want a significant voice into the design elements of the game then Inner Circle members (‘Supporter of Chaos' tier and above) will be in a very unique position to do that. They will get builds of the game from the end of the Kickstarter and access to internal design discussion forums.
Steam Hammer - New Kickstarter
kickstarter - https://www.kickstarter.com/projects/...
steam store - http://store.steampowered.com/app/530560
facebook - https://www.facebook.com/SteamHammerGame
twitter - https://twitter.com/SteamHammerGame
twitch - https://www.twitch.tv/steam_hammer_
web and forum - http://steamhammer.us/
Steam Hammer is the first steampunk-based hardcore sandbox RPG.
You’ll get to join epic battles, hijack airships and seize forts. Free PvP for 64 players with a non-target combat system.
You can make modular buildings and unique steampunk equipment: steam motorcycles, military airships and even flying leviathans! Create and customize your own steam mechanical and bionic weapons. Use terraforming abilities to modify the terrains around you.
Technocrats from the Victorian Empire with all their might and steam-powered artifacts are at war with the Acribian rebels who keep the secrets of morphing mechanisms and living flesh. Each race has its own unique crafting system, weapons, equipment and architecture. There is also an open class system with various skills to develop.
Stay alive on the Acribo islands, reveal all their mysteries, harvest priceless celebrium, develop your technology, fight and conquer!
Craft your Glory, craft your Victory, craft your Steam Hammer!
Fallout: NV - The Frontier Trailer
Fallout New Vegas mod 'The Frontier' has released a trailer. Thanks Drithius!
EDIT: Since people seemed to be confused, this a FREE mod for Fallout: New Vegas
Welcome back to the Frontier’s newest trailer!
Join us on Discord and discuss about the Frontier. Ask questions, talk to the devs, provide ideas, hang out… all are welcome!
Follow us at:
Official Website: http://www.falloutthefrontier.com/ (Under construction)
VAP Power Squad:
Michael La Manna:
Fallout: NVSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Chris Avellone - Interview P2 @Sugerbombed
@Sugerbombed Part 2 of a 3 part series interview with Chris Avellone has been released. You can read part 1 here. This part focuses on New Vegas, his thoughts on Pete Hines' and Bethesda's marketing abilities and they ask him about quest design.
SB: Now onto New Vegas. Since you designed New Reno in Fallout 2, how did you and the other developers go about differentiating New Vegas from it? And what influence did you take from it (New Reno)?
CA: I don't know if there were any conversations on differentiating New Vegas from New Reno, the level designers for the city might know (I don't know if they played Fallout 2). BTW, New Reno wasn't solely mine, I inherited the design from the Troika guys before they left Black Isle, so I had that template to build on (the crime families, the Enclave, jet production, etc.) The worst parts of New Reno you can blame me for, don't blame the Troika guys. ;)
Looking back the only thing I regret in New Reno is that I should have cut out one of the crime families (four was too many with everything else that was going on) and made Myron more systemically valuable to the party (his combat build and crafting abilities weren't helpful). Cassidy ended up being a better companion for systemic considerations, even with his heart condition. I did a post about companion design based on this learning experience a while back on the Obsidian forums, but I don't know if it's still up there (Obsidian locked me out of my profile after my departure, and they've refused to delete my account). The companion system design principles are not being used in recent Obsidian titles, so it may have been removed.
SB: For you when you look back on New Vegas, which turned 6 years old last month, what part of the game or what particular moment are you most proud of?
CA: I enjoyed working on the DLCs, but the proudest moment isn't mine - it was when one of the level designers Jessica Johnson got the Robobrain sequence in Old World Blues where it becomes self-aware working - and it worked great. Jessica has since moved on to other things - she was part of the mass layoffs, unfortunately, along with a number of other designers I wished we could have kept.
General NewsSP/MP: Unknown
Release: In development
Drakensang: TDE - Orkensturm Mod announced
Drakensang: TDESP/MP: Single-player
Tyranny - Review @ Gamepressure
Gamepressure has reviewed Tyranny:
Tyranny Review – an RPG full of contrasts
As we wait for the sequel to Pillars of Eternity, Obsidian Entertainment gives us Tyranny – a game where we play as the Big Bad’s loyal agent. This short-term project features numerous ideas and mechanics, but only some of them pay off.
Tyranny is a project from Obsidian Entertainment that appeared almost out of nowhere. After the success of Pillars of Eternity we expected the devs to be hard at work on a continuation. The veterans of RPG development, however, have picked up a side job – they've returned to an old project, buried deep in their archives for years after it almost sank the company in 2012. For Feargus Urquhart's team it was all about sentiment – settling some scores with the past by digging up the world and the story of a game that could've been an Xbox One launch title but ultimately led only to mass lay-offs and financial instability of the company.
It seems that by releasing Tyranny so suddenly, Obsidian itself has submitted to the tyranny of the new era, with its growing popularity of classic role-playing games and the market which abhors vacuum and demands regularity. It’s clear that the product, which was conceived as an escape from larger, epic RPGs, is a game whose premise was formulated centuries ago and was finished quickly in-between other big titles. Tyranny is a patchwork of all kinds of mechanics and ideas – while some of them may spark some enthusiasm, others will raise nothing but doubt.
After all is said and done Tyranny remains a proposal that will be controversial among fans of the genre. An ambitious, unique plot is being sold in a package with a lot of mediocre ideas. Delight born in the first hour is killed in the following acts, when the game begins to put too much emphasis on combat, which seems to be only a cheap filler in place of some truly interesting content. This lack of consistency is visible on many levels, which may worry when we are talking about a game coming from the veterans of the genre. Now the question remains, what lessons will Obsidian learn from this – we shall see after the release of Pillars of Eternity 2.
Sunday - November 20, 2016
Castle Torgeath - Update 0.9.9D is now available
The Early Access dungeon crawler Castle Torgeath: Descent into Darkness got an update:
CT 0.9.9D Update is now available!
In this update, we wanted to deal with some of the things that people have been wanting in the game. The largest one is auto-saves. In addition to that we also added Rogue mode, a Hard difficulty, and added additional tutorial information. We also brought back character customization.
The most impactful addition in this update is auto-saves. Auto-saves in our game generates a save file which is overwritten each time an auto-save occurs. These saves happen based off a time interval which is set by the player or when you stop playing the game. The time interval can be set to five, ten, or thirty minutes. Auto-saves can also be turned off for those who want the added challenge.
The second important addition is our new difficulties. We added a new tab in the options menu called Difficulty. This tab is basically where auto-saves and difficulties can be controlled. The three difficulties are Normal, Hard, and Rogue. Normal is the default setting which was what the game was at since our last update. Hard is like normal except the enemies are harder to fight and take down. Rogue is similar to Hard difficulty but forces auto-saves only. You cannot see any other saves when in Rogue. You also are not able to manually save or change difficulties outside of the main menu while in Rogue. These changes should add a new level of challenge for players that want to push themselves further.
There are a handful of other requested things that were added. Character customization makes it’s return bringing a wide variety of options allowing you to make the player your own. The player can change his hands, shirt, sleeves, and sword. He can also change the color of his hands, sleeve, and shirt. We also added the ability to get out of any menu by pressing the escape key. Lastly a handful of improvements were made to combat including the extension of melee weapon hit ranges. These new improvements and additions should make for a better gaming experience.
Castle TorgeathSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Disgraced - Released
The huge historical RPG Disgraced has been released:
Based in Feudal Japan, Disgraced allows you to assume the role of a soldier who was reluctantly conscripted into the newly proclaimed Shogun's army. Serving a corrupt and tyrannical government, you're expected to follow orders and commit terrible atrocities. Torn between duty and justice, you must choose your own path, and forge your own destiny.
Disgraced is a role playing game that follows a fictional storyline based on real events. Your character will participate in a resistance movement determined to bring freedom and justice to Japan.
Build Your Resistance
Disgraced puts you in control of your own rebellion! Using whatever resources and funds that are available to you, build, manage, and upgrade your very own rebel faction!
Assemble Your Team
Disgraced features battles that require planning, and strategy in order to claim victory. Choose from a wide selection of companions to accompany you on your quest for freedom and hone your skills as a team!
Disgraced is a game about striking back against an unjust, and corrupt government. You'll need to meticulously plan out your raids in order to be successful, and use whatever you're lucky enough to get your hands on. You can follow the path of a ninja, a ronin, or anything in between. You play how you want to play.
- Fictional Story Based on Real Events
- Character Creation, & Development
- Open Class Leveling System
- Dynamic Story & Decision System
- Open World Exploration
- Many Unique Locations To Discover
- Diverse & Unique Characters
- Advanced Companion System
- Faction System
- Faction Supply & Upgrade System
- Base Upgrade & Management System
- Hundreds of Choices for Equipment
- Historically Accurate Weapons & Armor
- Equipment Durability & Degradation System
- Face Constant & Evolving Challenges
- Randomized Loot System
- Dozens of Different Enemies
- Advanced Combat System
- Dozens of Side Quests
- Multi-Layered Skill System
- Hundreds of Skills
- Limitless Replayability
- Visual & Audio Features:
- Consuming Atmosphere
- Authentic Soundtrack
- Day/Night Cycle
- Randomized Weather Patterns
- Fog of War
- Detailed Environments
- Over 150 Maps, Areas, & Lands to Explore
- High Quality/Hand Drawn Graphics
Support:Full Mouse & Keyboard Support
Support for All Windows Computers
Ghostlords - Released
The monster-catching RPG Ghostlords has been released - the first Steam reviews are pretty good:
Ghostlords is a strategic turn-based RPG that tells the story of a post-apocalyptic haunted Great Britain. Experience the new world, capture wild spirits, and put together a team of ghosts to help you battle the forces of evil.
- Build Your Team - As a Ghostlord, you can capture ghosts to help you fight. Each type of ghost has different strengths and weaknesses - you'll have to think carefully to build a well balanced team.
- Turn-based Combat - Ghosts have four abilities, with a variety of different effects. Will you go all in with powerful attacks that will leave your ghost drained of energy? Or will you play the long game, taking advantage of status effects and stat boosts?
- Multiple Campaigns - There are many heroes in Ghostlords, with their own quests to complete and challenges to overcome. Can you help all of them?
- Mod Support - All the content in Ghostlords is accessible to modders, making it easy to tweak things or even to add new content. You can create new ghosts, characters, quests, encounters, environments, and even brand new campaigns.
- Catch Them All - There are more than fifty different kinds of ghost for you to find in the world. Catching a ghost permanently unlocks it for subsequent playthroughs. Can you catch them all?
SETTINGThe year is 2038. It has been twenty years since the Rending - an event that left most of the world's population dead, their souls severed from their bodies. These souls linger, and survive as ghosts.
The surviving humans have done their best to rebuild society, but the world is a very different place. Ghosts roam the land, wild and unpredictable. Their magical abilities make them extremely dangerous to anyone who gets on their bad side.
There are rumours, however, of humans developing supernatural abilities. Apparently there are people possessing the same magical abilities as the ghosts, and even people able to control the ghosts themselves. Ghostlords tells the stories of these individuals and the world they live in.
Tyranny - Gameplay @ RPG Site
RPG Site checked out Tyranny - here's the three hour video:
Tyranny Gameplay Footageloading...
Bryan Vitale plays Tyranny, the new cRPG (Computer RPG) from Obsidian - makers of Pillars of Eternity, Fallout: New Vegas, KOTOR 2, etc.
Dishonored 2 - Review @ PC Gamer
The most dismissive thing I can say about Dishonored 2 is that it's a lot like Dishonored—one of my favourite games of all time. At its worst, it offers a similar experience to its predecessor, which is to say, it offers tens of hours of extraordinary first-person stealth and action. Frequently, Dishonored 2 does more than that. While the moment-to-moment experience is broadly the same, the whole thing is elevated by both small, crucial details and big set-piece missions. Put simply: it's brilliant.
Saturday - November 19, 2016
Path of Scion - New Kickstarter
A new kickstarter called Path of Scion has launched. It is described as a classic, story-oriented dark fantasy RPG with a unique manager aspect.
The first Trailer of PoS.
- RPG core with everything you'd expect from this like stats, skills, classes, spells etc.
- At least 3 character representing different playing styles
- A handful of factions whom you can interact with using a reputation based system, that describes your relations with them
- Hundreds of NPCs to get in touch with, get quests from or aid/harm - Diversified quests and chain of events that will shape the outcome of the game or the fate of an area
-Turn-based combat system where you have to plan your moves to take down the enemy, using terrain and external factors as tactical advantages
- A semi-manager game mechanism where you improve and take care of your base to get stronger and advance in the main plot
Underrail - Expedition Dev Update
Developer Styg explains a psionic school called "Temporal Manipulation" for his upcoming Underrail expansion Expedition:
In the expansion, we'll be adding a new psionic school called “Temporal Manipulation”, which will primarily feature delayed damage and buffing/debuffing abilities.
Underrail - Temporal Manipulation
This psi discipline will, probably more than any other, will function well as a support skill that can be incorporated into other builds, rather than a primary skill around which a build is made, though I have no doubt that some of you will find a way to prove me wrong.
Here are the abilities:
- Temporal Distortion - Places a debuff on the target that lasts 1 turn and deals mechanical and energy damage when it expires. In the case the target is already affected by temporal distortion, its duration will be increased by 1 turn and damage by 25% and the newly applied temporal distortion will have the same duration and damage bonus. Damage dealt by this ability ignores shield and 50% of damage resistance and threshold. This ability cannot critically hit.
- Psycho-temporal Dilation – Reduces target's action points by 15 and movement points by 50. Lasts 2 turns.
- Limited Temporal Increment – Reduces all remaining cooldowns by 1 turn.
- Entropic Recurrence – Repeats the percentage of the last unit of damage taken by the target over 3 turns. This damage ignores shields and resistances. In cases when the original damage was very slight, the recurrence may actually empower it.
- Psycho-temporal Contraction – Increases target's action points by 15 and movement points by 30. Lasts 2 turns.
- Temporary Rewind – Reverses the last damage done to the target, up to certain amount depending on the skill level. After two turns this health is lost and this may cause the target to die.
- Precognition – While this ability is active, your chance to dodge and evade attacks is increased by certain percentage depending on skill level (additively). Drains 25 psi points every turn.
- Stasis – Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will.
That's about it. Let me know how you guys like the new psi school.
Dishonored 2 - New Features
Attack of the Fanboy reports that Dishonored 2 gets a free update:
Dishonored 2 Getting New Game Plus And Custom Difficulty In Free Updateloading...
Arkane Studios and Bethesda have announced that Dishonored 2 will be getting a free update next month, and it will pack some great new features for fans of the game to check out. This update will include a new game plus mode that will allow you to carry over progression from your first playthrough to subsequent playthroughs, and custom difficulty settings.
Wolcen: LOM - 0.3.2 - Player Chest, More
Wolcen's latest update includes a player chest, a new character sheet, a passive blocking mechanic, and much more. The update weighs in at a whopping 8gb, but the devs have promised that it's the last one that big - future updates will be much smaller.
* New: Player chest ! The player chest is now available in Amarth. You will also find a player chest in the housing furnitures for you to access your gear from your house. The player chest is shared between your characters.
* New: audio assets and audio system, triggering “horde” sound according to the number of enemies around
* Improved: Many of the content has been splitted for better loading times and, in the future, smaller updates. It should be the last 8Gb update! We now have 68 .pak, and we plan to split the data even more.
* Improved: Faster loading times. We once again optimized many files and you should gain a few seconds.
* Fixed: Plants near the river will now only give ferns, so players will always have enough to complete “The Cure” quest.
* Improved: The camera position has been slightly adjusted
* Removed: Halloween event dungeon.
Read the complete changelog here.
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Fallout 2 - Resurrection Mod 1.5 released
Henriquejr spotted patch 1.5 for the Fallout Resurrection Mod:
Resurrection version 1.5 is now available for download.
You can download the patch here or the full install here. You can find more links to downloads on our download page.
Version 1.5 brings a large number of bug fixes, and various other small improvements. Many of these fixed bugs were found thanks to you, the players. You have reported many of them to us, and we were able to discover some by watching playthroughs on YouTube.
Basic information regarding the patch that we recommend you read before updating Resurrection:
Enjoy the game!
- The patch can be applied to Resurrection version 1.4 only. The English version of the patch doesn't contain changes from the older versions of the game, because the first English release was already version 1.4.
- Save slots from the older version aren't compatible with the new version of the game. After certain changes, Fallout 2 isn't able to load saves made before those changes. Therefore save slots from older versions of Resurrection won't load in Resurrection version 1.5.
- We have updated the versions Sfall and High Resolution patch that are included with Resurrection. If some time in the future you want to update them to newer versions, you can easily do so by copying the newest versions of the ddraw.dll file (for Sfall) or the f2_res.dll file (for High Resolution patch) into the Fallout 2/Resurrection directory. But do not copy ddraw.ini or f2_res.ini into the Fallout 2/Resurrection directory. There're specific settings in these files for Resurrection that are different from the default settings of High Resolution patch and Sfall.
- Since the ini files of High Resolution patch and Sfall are updated with the patch as well, your settings in them (for example the game's resolution) will be set back to default. You'll have to redo your settings with Resurrection's Configuration Program, or by editing those files manually.
- The folder "resdata" found in the folder "Resurrection" was renamed to "data" for version 1.5. The patch installer will take care of the renaming automatically. Thanks to this change, various programs for Fallout file editing will now work with Resurrection without a problem.
- If you downloaded some files containing hot fixes beforehand, you should delete those files before installing the patch (check sub folders in the Resurrection/data folder, or in the case of version 1.4 in the Resurrection/resdata folder). Those fixes are now part of version 1.5. - If you want to see what's new in version 1.5, read the fores_change.log file found in the Resurrection folder, or check the changelog here (beware though, it contains SPOILERS!).
- If you encounter a problem installing or running Resurrection, check the readme file first. The solution to your problem might be there. If the readme doesn't help, let us know on our forum, or email us and we'll try to help you.
Fallout 2SP/MP: Single-player
Friday - November 18, 2016
Civilization 6 - First Update
PCGamesN reports that the first update for Civilization 6 is live:
Civ 6's first update is now live: adds DX12, new map types, and fixes exploits
The Civilization VI Fall 2016 update goes live today. It adds DirectX 12 and Logitech ARX support, plus two new map types, a new multiplayer scenario, balance changes, AI tuning and fixes for a whole host of bugs and exploits. If you didn’t totally ruin a game by playing Tomyris and spamming cavalry to sell, looks like it’s too late.
The update will install itself automatically when you start Steam. Read on for a full breakdown of what's included.
The update adds two new map types, ‘Four-Leaf Clover’ and ‘Six-Armed Snowflake’, which are balanced for four and six players. These will be symmetrical, competitive maps with several starting zones clustered around a resource-rich centre - ideal for incentivising conflict in a multiplayer game, but also playable offline.
The ‘Cavalry and Cannonades’ scenario is added to multiplayer. This is a combat scenario with reduced unit maintenance costs, no strategic resource requirement for units, and which grants a larger starting army and more techs. The goal is to get the most territory after 50 turns.
DirectX 12 and Logitech ARX support have been added, so make sure your drivers are up to date.
A number of nice quality-of-life additions, such as new hotkeys and a notification for Barbarian scouts that have seen your city. Some requested features from Civ 5 also return; you'll now be able to see the next tile a city will claim through culture, and can rename cities.
- Added additional notifications.
- Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
- Added additional Hotkey support (next unit, next city).
- Added the ability to rename cities.
- Added UI to show the next tile a city will grow to.
- Added a visual cue for Barbarian Scouts that are alerted to your city.
- Changed Dan Quayle rankings.
Non-RPG General NewsSP/MP: Unknown
Release: In development
InSomnia - Updated Combat Demo
Farflame spotted a new playable updated InSomnia combat demo:
Updated version of Fighting Arena is released
Hello everyone! After processing first batch of feedback we have received since the first version of Fighting Arena was published, we have introduced a number of fixes, improvements and additions. So today we are giving you an updated build of this stand alone combat playground.
What's new?Here's a comprehensive list of most recognizable features and mechanics that have changed:
- fixed AI for all gunner NPCs engaged in close combat
- fixed animation of rifle attack in close combat
- sniper rifle is added
- the impact system has been tweaked: now enemies will twitch when you hit them in the armour
- Tyrang soldiers armed with sniper rifles / shotguns have been added as possible companions / enemies
- character movements now look smoother
- all execution animations became quicker
- some bugs related to stimulator usage have been fixed
- interface for planning your fight has been updated: now there's a certain limit of enemies / companions you can pick during one fight
- new general music track was added to fight preparation area (written by our own artist and inspired by works of Mark Morgan)
- the effectiveness of using ranged weapons in close combat has been slightly increased
- middle quick slot can be used for grenades and can be reached by pressing G, while first quick slot can be used for stimulators and can be activated by pressing F
- both Ctrl and C buttons can be used to sit
- new types of armours have been added and some fixes to the old ones have been introduced
- aiming logic has been changed, now you can shoot without actually aiming
- both general and aiming interfaces were simplified
- rag doll feature added
- you can now perform all kinds of actions while sitting: attack, reload, heal etc.
InSomniaSP/MP: Single + MP
Release: In development
Path of Exile - Patch 2.4.2
The patch notes for the Path of Exile content update 2.4.2:
Within the next two days we're deploying Content Update 2.4.2 which contains new skills, improvements to master missions and much more. In the meantime, the full patch notes are now ready to view.
- In order to provide a smoother experience at the launch of December's 2.5.0 update, this 2.4.2 update contains many of the improvements intended for 2.5.0. Enjoy!
New Path of Exile Client:
- There are now two Path of Exile game clients. The original DirectX 9 version has been substantially improved. We have also introduced an experimental 64-bit DirectX 11 version which you can now use. This version will become the default for systems that support it at 2.5.0's release.
- To use the 64-bit DirectX 11 client: If you're using the Standalone game client, then run PathofExile_x64.exe. If you're using Steam, right click on Path of Exile in your library and click "Play 64-bit DX11 Version".
- Both the DirectX 9 and 11 clients are substantially faster than the previous version of Path of Exile in high-load situations when CPU-bound. In addition, the new DirectX 11 client has more scope for future improvement as we continue to optimise it over time.
- These improvements are CPU optimisations and thus don't improve performance if your graphics card is the bottleneck.
- We now use D3D9 Ex mode on Windows Vista and above which substantially improves memory usage and game window resize speed under DirectX 9. You can disable this with --nodx9ex if you encounter problems.
- There is a known issue where the 64 bit client will not work if the DirectX 11.1 runtime is not installed. If you have this problem, you will need to fully update your copy of Windows with Windows Update. We will address this issue in an upcoming patch.
- Added new Dexterity/Intelligence skill - Blade Flurry: Repeatedly strike at enemies in a circle in front of you while channelling, dealing damage to and around the struck enemy. The damage is continually boosted while channelling. You unleash an additional strike for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
- Added new Intelligence skill - Scorching Ray: Unleash a beam of fire that burns enemies it touches, and decreases their fire resistance. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.
- Added new Intelligence skill - Blight: Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
- We've revamped the fog system in Path of Exile and changed the environments of many areas to use this new fog.
- Some cloth objects in Path of Exile now have a physics simulation. Over time, we'll be adding more things to interact with this system. Some banners in the Solaris and Lunaris temples can be experimented with for now.
- The chat user interface has been improved. You can now toggle the display of all types of messages and can see how many of each type have arrived while that mode was disabled. By default, users are now subscribed to chats that they cannot see, so toggling it on will show prior messages.
- Server announcements are now shown in a separate part of the chat UI.
- There's now an item filter bundled with Path of Exile that you can select in the User Interface options.
- The sender of a whisper message is now notified if the recipient doesn't receive it because they are changing areas.
- Added explanation text to some advanced terms on item hovers. You can press Alt to see them.
- Removed the Kaom's Path area and modified Kaom's Stronghold and Kaom's Dream to compensate for its removal.
- Navali now has a "Sell Items" option.
- You can now talk to Navali in other people's hideouts to Seek/Seal Prophecies and sell items to her.
- When you are about to apply a Sextant to a map it now previews the radius.
- When hovering over maps on the Atlas, the Sextant mod on that selected map will be displayed in a lighter shade of blue.
- When binding a skill to a button on the skill bar, the auras that are currently active are indicated.
- The Sextant Mod which added Creeping Agony to your maps can no longer be generated.
- The map bosses for the Castle Ruin and Strand maps now have a version of Blade Flurry which matches the player skill more closely.
- Necromancers now have new visual effects for their curses
- Amarissa and Ambrosia in the Caverns of Wrath and Anger now have new visual effects.
- Monsters that start inactive can't spawn certain Nemesis mods any more.
- The damage dealt by the Herald of the Obelisk variation which creates areas of Lightning Clouds can no longer stun.
- Improvements have been made to how Life, Mana and Energy Shield numbers are displayed above the life and mana orbs.
- Caustic Clouds created by monsters now more clearly indicates what area they affect.
- The pirate ghosts summoned during the Reef boss fight are now magic monsters.
- Reduced the size of the Chateau map and increased its monster density to bring it in line with other maps.
- The Orchard Map's signature monster packs are now larger.
- You can now rename your guild in-game.
- Some quests that previously awarded a rare item or a fully-linked item now award a fully-linked rare item.
- Warbands members now drop their signature items already identified.
- Continued to improve and fix issues with the Hall of Grandmasters.
- Added 3D art for the Cybil's Paw and Cloak of Flames unique items.
- The Voidwalker unique item now has the Celestial Footprints effect.
- Item hovers can now scale in width a small amount to dynamically adjust for long stat descriptions that would otherwise spill a few words onto a second line.
- Made improvements to the layout of the Armoury Map.
- Various improvements to preloading have been made.
- Continued to incrementally improve the sound, art, effects and environments.
Forsaken Master Improvements:
- The longest of the Elreon missions is now shorter, with fewer waves of enemies.
- Vorici will now Smoke Mine to teleport to his target when his mission is complete.
- Vorici no longer gives you a mission to kill the target without killing any of the guards.
- On missions from Vorici where you have to avoid killing some enemies, the enemies will have significantly more life, have life regeneration, and are less likely to be attacked by minions.
- On missions from Vorici where you must keep the target on low life, the target will have more life. The length of the timer was reduced to 8 seconds from 10.
- Removed the automatic Ethereal Knives variation of Vorici guards.
- If there is a Den of monsters, Tora will Blink Arrow to the Den when anyone approaches the entrance, even if the mission has not been started.
- In Tora missions where there is no den of monsters, Tora will Blink Arrow to the last target monster killed when the mission has been completed.
- For missions variations that do not complete at Catarina's location, she will teleport via Convocation to the location of the last monster killed or consumed when the mission is completed.
- All of Catarina's monsters that are killed or consumed as part of the mission objective now grant experience and drop items.
- Undead on Catarina missions now move faster. Some Catarina missions with exploding minions no longer require as many exploding undead to be slain.
- For Vorici, Catarina, and Tora, if you complete a daily mission where they teleport, the return portal to your hideout will move to them after any player has received their reward.
- When you die in a Zana mission, you respawn at her map device.
- Removed the timer on Haku Missions where you spawn at the Spirit that required you to click the Spirit before 30 seconds. These instead now have a barrier that you cannot pass until you have picked up the spirit.
- Fixed a bug where The Broken Prince, The Fallen Queen and The Hollow Lady in the Vaal Pyramid Map would still block collidability when dead.
- Fixed a bug where Raised Spectres could get stuck with an infinite duration Shield Charge effect if movement was interrupted via Convocation mid-charge.
- Fixed the "Elemental Hit has +x% chance to Freeze, Shock and Ignite" enchantment that claimed it was for Burning Arrow.
- Fixed a bug with the Avatar of Thunder where he could remain invisible if you travel far away and come back while he is disappearing.
- Fixed various problems with PvP preconstructed characters, such as their passive trees and items.
- Fixed a bug where the Vinktar Square map item had no sell value.
- Fixed a bug where Weapon and Armour Racks would still be collidable after they are opened.
- Fixed a bug where Summon Lightning Golem was not triggerable with Mjölner.
- Fixed a bug where the Stag, Boar and Bear heads clipped with the body armour when worn by a Scion.
- Fixed a bug where the Shaped Canyon Map was using the mod pool of mid-tier maps rather than high-tier maps.
- Fixed a bug where Tormented Spirits could possess a monster that was already possessed by a spirit of the same type.
- Fixed various terrain blocking issues with the Death and Taxes unique map.
- Fixed various unique maps that didn't have corresponding guild tag letters.
- Fixed issues that could allow daily mission portals in hideouts to spawn inside walls.
- Fixed a bug where items in the vendor window have an extraneous divider in their description.
- Fixed a bug where Raging Spirits could sometimes be targeted by monster melee attacks.
- Fixed a bug where the Essence Panicked Rubble monster could be targeted.
- Fixed a bug where the default close key would still close the Atlas even if you've mapped this function to another key.
- Fixed an issue where some Prophecies would give out old versions of maps.
- Fixed a bug where Daresso's voice acting didn't play when you defeated Barkhul.
- When you close a Prophecy dialogue window, it now fades out the audio correctly.
- Fixed a bug where The Scourge would look strange on certain characters.
- Null's Inclination now correctly indicates that it casts all socketed minion skills on kill, instead of just one.
- Fixed various cases of Master mission entrances spawning in inaccessible locations or blocking players.
- Fixed a bug where you could use an Orb of Chance on the Offering to the Goddess.
- Fixed several armour modifiers not affecting armour against projectile hits, or affecting it incorrectly. This included all armour granted by body armours.
- Fixed a bug where players and minions would block Masters from being able to open portals to their daily missions.
- Fixed a bug where Spectral Throw could travel further than intended if used when standing very close to a wall.
- Fixed a bug where you could not take quest rewards if you had any Panel open on the left side of your screen
- Fixed a bug where you could add Oba to your friends list in the Oba's Cursed Trove map.
- Fixed a bug where the Mutated Maw encounted during Tora missions was dealing far too little damage with its Caustic Ground Leap Slam skill in later difficulties.
- Fixed a bug where the damage dealt by the Herald of the Obelisk variation which created areas of Lightning Clouds had too much variance in how fast it could apply.
- Fixed a bug where Strongboxes that detonated nearby corpses would not deal any damage.
- "The Dream Trial" Prophecy can no longer trigger on maps that have the Sextant mod that forces Zana to be present.
- Fixed a bug where the enchantment for "Increased Critical Strike Chance if you haven't Crit Recently" wasn't working.
- Fixed a bug where killing a monster with Soul Conduit via a skill that would trigger a corpse-consuming skill would result in no item drops.
- Zana Atlas quests now work correctly on the Jungle Valley and Arachnid Nest maps.
- Zana quests in maps that relate to inactive monsters no longer grant them effects until they're active.
- Fixed a bug where the boss of the Vault map could get stuck on ledges. He now more effectively slams to get down.
- Fixed a bug where players could get stuck in the Plateau boss room.
- Fixed a bug where Spectral Summoned Skulls from the Essence Mod were unaffected by player auras.
- Fixed a bug where Flame Dash could take you to the other side of locked doors and walls.
- Fixed a bug where players were sometimes unable to move if they had no skills on their skill bar.
Path of ExileSP/MP: Massive
Genre: Hack & Slash
Dishonored 2 - Beta Patch Released
The beta patch for Dishonored 2 has been released and is said to fix some of the performance issues.
When Dishonored 2 was launched, the game experienced PC performance problems on machines with specific configurations. We're working to address some of these with our updates over time, and some will be addressed by driver updates released by our partners.
Today we're beginning the process with new NVIDIA PC drivers (375.95) and our first post-release title update (Update 1.1).
PC users on NVIDIA cards should grab this driver [nvidia.custhelp.com] update before playing.
NVIDIA driver 375.95 Link [nvidia.custhelp.com]
For users with AMD cards, the recommended driver is still 16.10.2. Look for more information from AMD on CrossFire support in the near future. As we have new information on drivers for both card types, we will update our forums.
Additionally, a new title update for Dishonored 2 (v 1.1) is now available via Steam as a Beta update - see below for instructions. Update 1.1 includes a small number of fixes including:
- Mouse improvements, including a fix for sensitivity being framerate dependent
- Fixes an AMD cloth physics issue, which impacts framerates at various points in the game
- Fixes an issue affecting CPU task priority - the game no longer switches CPU task priority
Fallout - The Villains of Fallout
@SugerBombed has an article on the villains of Fallout or watch the video.
So just this weekend I decided to do yet another playthrough of the original Fallout. Why not, right? So I went through the motions, made a goofy character, shot some drug dealers, found a water chip, blew up a pre-war military base, and then , well, I finally got to meet the Master himself: once again. Whenever that moment comes, I always feel like I'm really talking to the bringer of the world's ultimate doom, I feel like just conversing with him is a harder challenge than actually deciding to fight him or rig a nuclear device below the Cathedral, and even more challenging than to just give in and join his army... Why is that?
Is it the fact that he's super-intelligent? The fact that we know that we can't reason with him, we can only use logic and evidence? Is it the fact that he's so charismatic and intimidating? And that leads me to a deeper question... what makes a Fallout villain like this... good? What can we really take away from these guys, and what makes them so interesting to talk to them each time we play through these games? Well, most of them of course. I'm going to be answering all of these questions in this article, while looking at all of the main villains that have appeared in the Fallout series, that being The Master, Frank Horrigan, Colonel Autumn, Caesar, and Kellog.
Hellhunter - Cursed Artifacts
What are cursed artifacts ?
In Hellhunter, "magic" is extremely rare, powerful, and always associated with darkness.
Today we'd like to talk about artifacts, which allow the user to access arcane powers, at the cost of a terrible curse.
There are no free meals in Hellhunter, artifacts require expensive blueprints and rare materials, which are then assembled into the powerful items.
Each artifact will always require each of these gathering methods
- Use the blueprint story to help manually locate materials in haunted houses.
- Hunt specific enemies (e.g. shoelaces created from Kelpie hair)
- Quest rewards
STALINGRAD BOOTS OF TORMENT
"Lieutenant Vasily Maslenkov, was known as the cat with nine lives during WW2’s battle of Stalingard.
One day he disappeared without a trace. Despite major research efforts .. all his platoon could ever find were these pair of worn boots, laying over a pool of blood."
Armor: 5 (medium)
Mobility: 80% (slightly restricted, no noise penalties)
Powers: 50% chance to dodge incoming projectiles
Curse: Rare chance for dark creepers to appear and attack user
Materials: Stalingrad’s outer, Stalingrad’s skull emblem, kelpie hair laces, werewolf sole, Silver eyelets
Hero's Song - Hands On @PC Gamer
PC Gamer got hands on with Hero's Song and like its ambitious, emergent RPG concept.
If my first attempt at Hero's Song had actually been a song, I barely would have had time to reach the second chorus. It took me far less time to die in my world than it'd taken to make it. I spent half an hour creating a world I'd enjoy for this roguelike RPG, weighing the pros of chaotic gods who manifest themselves as swarms of rats and the cons of blonde elf goddesses who bring forests and abundant life. I pored over descriptions of its 10 races and 15 current classes, and scoured webpages with Celtic baby names for my elathi monk.
And so it was, naturally, that I hopped across huge puddle north of the town where I spawned and got killed by two arrows from an orcish archer within seconds. I had a single chance to revive by making a trip through the Underworld, but a swarm of zombies got me as I pushed for the door. Permadeath. Poor Conloach Niocha wasn't even a one-hit wonder.
That's roguelikes, of course. The next five characters I made across multiple servers fared far better, particularly once I learned to lure enemies to where I wanted them. And even though my other characters had the spans between their births and deaths filled with more exploration, crafting, and skill unlocks, that's about as exciting as Hero's Song gets right now. It's so 'Early Access,' in fact, that it flashes a screenwide notice that Pixelmage Games is "just at the beginning stages of our vision" at launch. and it doesn't even take an hour with Hero's Song to see just how true that is.
Hero's SongSP/MP: Single + MP
Release: In development