Monster's Den: Godfall
Monster's Den : Godfall Review
Forgottenlor crawls through the dungeons of Godfall to find out that there are some downsides to them
» Continue reading the article...
Maylander dived into ELEX to see if it is a game worthy of Piranha Bytes
» Read the article
No, keep it as it is
Oh yes, I'll show you...
I want Little Ponies
I don't care
RPGWatch - Winter is Coming Key Giveaway
Here is our RPGWatch winter key giveaway. Until the 22nd of December you can respond to this post and have a chance to win one of the many games for which we have keys. Keys that we have received from our RPGWatch members and keys that were sent by publishers/developers to RPGWatch, but are not used and even keys that are provided to us by developers explicitely for this giveaway.
You can provide us in your comment to this post, with a list of games you are, or are not interested in, but be aware that the more restrictive your list is, the lower your chance to win one of the games is.
If all goes well, I can sent out the keys, just before Christmas.
And if you haven't registered on our RPGWatch forums before the 22nd of November, you have no chance to win a key.
Check out the first comment for an overview of the games we have keys for in this giveaway.
Monday - December 11, 2017
Sword Coast Legends - Last Chance to Purchase
Sword Coast Legends will be removed from sale December 31st. Until then the game is available for 67% off.
Last Chance To Purchase Sword Coast Legends
Gather your party for epic adventures before Sword Coast Legends disappears forever at the end of December, 2017!
Purchase Sword Coast Legends now at 67% off and receive the Rage of Demons DLC for free. Our publishing contracting is ending, but although Sword Coast Legends will no longer be available to purchase after December, its multiplayer servers will remain live indefinitely.
Sales will also be available on the follow platforms for the following dates:
Steam - 67% off - December 11 to December 25
Sony America - 50% off - December 12 to December 26
Gamestop - 75% off - December 18 to December 28
GamersGate - 67% off - December 11 to December 31
Gamazavr - 66% off - December 12 to December 19
- Microsoft - 60% off - December 19 to December 25
Sword Coast LegendsSP/MP: Single + MP
Kingmaker - Kickstarter Update
Farflame spotted a new Kickstarter update for Pathfinder: Kingmaker - some tabletop stories are told:
Owlcat Tabletop Adventures
For today's update, let's take a small break from the Pathfinder computer game. As you know, we play a lot of pen-and-paper Pathfinder here at Owlcat Games. And today, we want to share some stories from our tabletop adventures - stories that excite us and inspire us so much, they may well turn up in the videogame. As anybody who ever played a tabletop RPG knows, the urge to tell everyone about your character is sometimes irresistible!
Beware: this update contains some spoilers!
Release: In development
Sinner - Release Date: April 25, 2018
The Action RPG Sinner: Sacrifice for Redemption will be released on April 25, 2018 - here's the trailer:
New Sinner Sacrifice for Redemption Trailer (Souls-Like)loading...
Sinner Sacrifice, an upcoming "Souls Like" title by the indie studio Dark Star, now has a release date to accompany their brand new trailer! If you haven't heard of the game, imagine if you could just Boss Rush Dark Souls, and you'd have a good idea what it will be like!
Release: In development
General News - How to create isometric Maps
Senior Environment Artist Paul Fish tells us how isometric environments are made:
How Isometric Environments Are Made?
Environment artist Paul Fish talked about his experience building detailed maps for popular role-playing games.
My name is Paul Fish, I am originally from Minnesota but I have been living in southern California for almost 15 years and have been working professionally as an Environment Artist in the games industry since 2007. I’ve worked on a variety of titles during my career including Fallout: New Vegas, South Park: The Stick of Truth, and Torment: Tides of Numenera. I’m currently working as a Senior Environment Artist on Wasteland 3 at inXile Entertainment. I started playing games at a very young age but it wasn’t until I was in high school that I really began to take an interest in how the games I played were made. It was around that time that I started tinkering with level editors and dabbling in 3d modeling software. After high school, I moved to southern California to pursue my education and career as an artist.
Farflame spotted this article on 80 Level - Thanks!
General NewsSP/MP: Unknown
Release: In development
InSomnia - Beta Test in December
The beta test for InSomnia is coming up next:
Christmas presents come early this year
Hello everyone! We kept radio silence for quite some time now but there was a good reason for that. As a reward for your patience this update will contain some very pleasant news. So let's roll...
Closed InSomnia beta test
So long story short: the closed beta test for everyone who is eligible to have an access to it will start later this month. This means you definitely will have something to occupy yourself with by the end of the year. Hopefully you are as thrilled about this as we are. When the time comes we will finally distribute the Steam keys that will eventually transform into final InSomnia build.
InSomniaSP/MP: Single + MP
Release: In development
Two Worlds II - New Multiplayer DLC available
A new multiplayer DLC called Echoes of the Dark Past for Two Worlds II is available:
Multiplayer DLC Echoes of the Dark Past Available
Return to Antaloor in Echoes of the Dark Past, an all new, multiplayer expansion for Two Worlds II!
Echoes of the Dark Past is loaded with everything you love about the Two Worlds’ series. An epic journey awaits you as you meet new allies and battle old, vengeful foes! You’ll need to master powerful, exotic weaponry and forbidden magics while forging new alliances to combat a freakish breed of hideous evil. Fight against a tyrannical foe and explore three never before seen maps in this lengthy expansion.
Two Worlds II season pass holders will automatically receive this new DLC.
Two Worlds IISP/MP: Single + MP
Platform: PC, Xbox 360, PS3
Kingdom Come - About the Combat
PCGamesN preview the combat system of Kingdom Come: Deliverance.
Temporarily giving up my life of accidental crime, I decide to progress through the main quest, which eventually sees me in combat training. The fencing-style swordplay of Kingdom Come is one of the key areas Warhorse are working on, differentiating it from competitors, and it is what got a lot of people excited enough to fund it.
But let me warn you now. Combat is tricky - very tricky. The training session is lengthy, but I was glad for it - the sword-fighting aspect of Kingdom Come is intricate and exceptionally punishing. The general idea is that you have to focus on enemy movements as much as your own, darting in and out of sword range, noting the positioning of their sword so you can get in a quick hit, or parry their blade. The mouse is used to choose sword position and attack type, and all the while you have to keep on your toes, as well as react with parries and dodges.
There is a huge focus on stamina management, too. If you run out your screen goes blue and the sound dims. It gives you a sense of tunnel vision and is a smart way to force you to back off and recover. No stamina means no attacks, no parries, and a dead you. You also cannot heal during battle, and when you get hit your max stamina drops, meaning you are more likely to get hit again.
Kingdom ComeSP/MP: Single-player
Release: In development
Star Traders: Frontiers - Silent Void Update
A new update for Star Traders: Frontiers called Silent Void seems like a big one.
As we're roaring into the weekend, we are excited to drop the Silent Void update -- its a mixed bag of great things. What's maybe most important is that it is a really big bag. Personally, I am excited at how many times the word "added" or "new" appears in this update! While we are still digging out from under bugs, story fixes and UI improvements -- our engines are starting to burn with a new light -- expansion! To the frontiers, Captains! Let's go!
New Contacts and Recruits
Across the quadrants, you'll now meet Prospectors and Academy Doctors both -- who will make it easier to gain access to Doctor recruits and now make Explorers recruitable for the first time. In order to make Pirates easier to find and recruit, the Warlord contact has switched over to recruiting these space corsairs instead of spies.
Story "Log Jam"
Some of your games may be suffering from a bug we are calling the "log jam" where one or two errant story events could cause a lot of other story events to get hung up. After this update, you MIGHT see a bunch of story events fire back to back as the jam clears. It maybe feel a bit crazy, but it will pass quickly.
Emergency Hyperwarp Behind Enemy Lines
Too many Captains have come to the sad end of being stuck in a hostile quadrant with a damaged hyperwarp. Without any local starports willing to repair the damage, you have been forced to resort to Patrol and Explore in desperate hope to make amends or get lucky with repairs. Even rich and powerful Captains could suffer this fate!
Now, you can make an emergency jump to escape the Quadrant. Watch out -- this is not good. Things will go boom! But, you can get clear of enemy territory and gain a chance to repair, refuel and recoup at a friendly port.
On the other side of this coin, hostile starports once again correctly implement the -30 Rep limit to stop selling you Water-Fuel. A bug crept in that made them generous. Their generosity has been revoked!
Many of our Captains have been lobbing out great ideas for new Talents. We love it! And here they come! The Spy can now steal intel records when boarding an enemy vessel with Unauthorized Access. Crew Dogs got a Blockading Talent to match their Patrol Talent with Hawkish Siege. And the Zealot has gained Summary Execution to put an end to a mutiny with a ruthless execution of a low Morale mutineer.
UI and Tooltip War
We've improved the Atlas significantly as well as adding services, tooltips and more. There is more awesome coming in regards to trading and such, but for now -- check out the new awesome.
Ship combat display has been updated to show the Engine health at all times to help avoid surprise defeats. We are working on balancing out ship combat more, so thanks to everyone's patience while we improve!
The war of the tooltips continues. We've added another 40+ tooltips across the game, annotating Faction flags everywhere and hitting up icons that are feeling lonely and jealous of other better icons that got tooltips first. We won't stop until ever widget, icon and shiny thing in the game is annotated.
Please leave a review to help drive updates and improvements of the game! And tell a friend
v2.0.27 - 11/8/2017
- Added 2 new Contact types: Prospector and Academy Doctor
- Prospector offers Explorer recruits, Academy Doctor offers Doctor recruits
- Warlord Contact now offers Pirate for recruits instead of Spy
- Added new Spy Talent at level 5 "Unauthorized Access" steals Intel Records after boarding enemy ship
- Added new Crew Dog Talent at level 5 "Hawkish Siege" rerolls a card in Blockade
- Added new Zealot Talent at level 8 "Summary Execution" kills lowest Morale crew in mutiny to reset Morale
- Added Engine health for both ships to Ship Combat HUD to avoid unexpected defeat
- May now make Emergency Hyperwarp Jump even if HW Drive is severely damaged
- Combat crew selection and placement remembered and automatically assigned at next combat
- Fixed story "log jam" which was preventing new stories not to start in games
- Fixed bugs with correct resolution to Valencia Faen's storyline, Calagan now responds to resolution
- Improved Talent icons for all card games (Explorer, Black Market, Spy, Patrol, Blockade) to be clearer
- Exploration correctly blocks repeat explore when the territory is temporarily scoured
- Starport correctly blocks refueling when Rep is below -30
- Fixed issues with Retrain cost being properly displayed and charged
- Fixed issue with Sharp Counter Swordsman Talent being used from any rank
- Prevented missions from showing $0 summary even when steps hidden
- Fixed issue with odd waypoint to Arbiter personal objective
- Added 40 new mouse hovers for rules, Faction flags and icons
- Improved "Star Atlas" rendering and information presentation (more awesome coming soon)
Star Traders: FrontiersSP/MP: Single-player
Release: In development
Sunday - December 10, 2017
Stardew Valley - Multiplayer Beta 2018
PCGamer reports that Stardew Valley will go into beta for its multiplayer sometime in 2018. Also an underwater area has been teased.
The previous teaser image showed a boat with, Andy reports, some lights, boxes and barrels. The room in the latest image is a little more revealing. Its metal structure and aquatic backdrop could hint at underwater farms or other undersea content, which fits with the boat. The machine tucked away to the left, which looks to have some sort of gauge measuring either air or water pressure, also supports the idea.
In more concrete news, an accompanying blog post from Chucklefish confirmed that the beta for Stardew Valley multiplayer, once planned for this year, has been pushed back to early 2018. The post also touches on inter-player marriage and expanded festivals, both of which are said to be coming along.
Stardew ValleySP/MP: Single-player
NWN - Trent Oster Interview
Lilura1 interviewed Trent Oster, CEO of Beamdog, about Neverwinter Nights Enhanced Edition.
But now, Beamdog's announcement and upcoming release of Neverwinter Nights: Enhanced Edition means everyone will become aware of the game again, and all its wonderful mods, campaigns and persistent worlds. And it is the ardent desire of many that the community experiences a rebirth as a result.
The team at Beamdog have been gracious enough to agree to answer questions put forth by esteemed members of the community (neverwintervault.org), and myself (lilura1.blogspot.com). So let's get on with it, shall we?
• Hi to Trent Oster and the Beamdog team, and thank you for agreeing to this interview on your upcoming Neverwinter Nights: Enhanced Edition. Thank you for bringing NWN back, too; the community needed a wave not a ripple! Just how busy have you guys been over the past year? Burning the midnight oil, I would imagine?
Beamdog CEO, Trent Oster - We've been busy. As a policy we try to avoid overtime whenever possible, so no midnight oil was burned, but we have been putting in a lot of work on a number of fronts.
• There has been a flurry of activity on the Beamdog forums with the announcement of NWN:EE, and the persistent worlds are abuzz. How do you regard the public response to your announcement?
Trent - We were excited by the response, the community came out in force and it was a good announcement. Since we rolled the concept out early to bring in feedback from the community there was a limit to the high-visibility improvements we could make in the announce timeline. We're looking forward to rolling out new features as we get further into development.
• Speculation of an Enhanced Edition has come up on occasion but then died back down to the point that - even up until just recently - many in the community held only a faint glimmer of hope that an EE would ever come to fruition. Thus, the announcement was a big surprise to everyone. Can you tell us how NWN:EE finally got the go-ahead?
Trent - We had gone back and forth on the concept for quite a while. We finally reached a contract point where the project made sense to us and to our partners. It took a great deal of thinking about the potential of NWN:EE to make it happen.
• Broadly speaking, what will NWN:EE offer to fans aside from resolving the compatibility issues that plague owners of the original NWN - which I would think is its prime selling-point?
Trent - NWN:EE is a live, evolving platform for the creation of your own adventures or persistent worlds. That is the prime selling point. We've opened up the graphics engine side for improvement by moving to a shader-based system, we've added support for screens up to 4K, added in UI scaling so the font is readable in those larger resolutions. We've taken some good steps along a long road.
• What is a rough ETA on the x64 version and multi-core support? Will there be Linux x64 in addition to the confirmed Windows and Mac?
Trent - We haven't committed to anything publically as we're still thinking about what is possible and what is the most important to the game. 64 bit support makes sense we are interested, but we don't have a committed timeline.
NWNSP/MP: Single + MP
ELEX - Review @ RPG Codex
The RPG Codex has reviewed ELEX:
RPG Codex Review: ELEX!
Five long years have passed since Piranha Bytes had a collective bout of dementia and released the nightmare known as Risen 2. The release of Risen 3 two years later showed that the German developers were evidently rejecting their medication because the game turned out to be even worse than its prequel.
With such disasters under their belt, it would take only the greatest of madmen to await the release of their next game: ELEX. Especially since, to make matters even worse, ELEX just looked kind of stupid in the pre-release materials, like some crazy 80s action cartoon universe mashup, but still not corny enough for the style to seem as fun as that of the Wizardry or Might and Magic series.
Though you know what they say. Only the insane shall prosper.
Starting the game, I was dead sure that it would be horrible. Meanwhile I sunk into it for 85 long hours, which was only enough to complete one “full world lawnmowing” playthrough – save game counter tells me 70 hours, but I got an 80h playtime cheevo at 65, so I must have spent 15 idling and reloading (which sure is a lot of reloading). However, I also know that it took some folks just 20-something hours to breeze through it.
If I had to give you a short overall impression of ELEX, I would probably call it the same way one thread on our forums refers to Divine Divinity – it is probably the best shit game I’ve ever played. Sure, there are parts of it that are downright abysmal, broken or user-unfriendly. But at the same time, it is so incredibly addictive and fun that I don’t remember the last time a game sucked me in so completely for so long.
Perhaps a lot of it has to do with expectations and experience. I’ve witnessed the horrors of Risen 2 and 3 first-hand, so seeing the numerous improvements over these in ELEX was already a surprise for me, because ELEX is objectively an all-around better game than the both of those combined, which I suppose is at least one proven case of a developer being held back by an idiotic publisher. There is still a lot of room for improvement left to be sure, and I do hope Piranha Bytes do not waste the opportunity. If I had to give them at least one major piece of advice as to how ELEX 2 could be made better, it would definitely be to scale things down – reduce the world size, but improve its content. Gothic 3 was already an example of them overreaching, and ELEX in many ways repeats the same mistake.
Your very own expectations are also likely to influence how you will receive ELEX. If you are deluded enough to expect another Gothic, you might as well forget it. But if you still have that open world, no-nonsense PB game itch that needs scratching (and you know you do), ELEX might just be the thing you need. It looks dumb, it might be infuriating sometimes, but all I can say is: don’t knock it till you’ve tried it.
*Darth Roxor injects more ELEX into his eyeball*
Platform: PC, PS4, Xbox One
Shadowhand - Review @ Eurogamer
Eurogamer has reviewed Shadowhand:
Deal and deliver.
Blending solitaire with role-playing, combat and a racy, buccaneering plot, Shadowhand is a delight - and a true British eccentric. - RECOMMENDED
Grey Alien Games is the definition of an outsider game developer. A husband-and-wife team based in rural Dorset, Jake Birkett and Helen Carmichael work alone with support from tiny publishers and overseas contractors. Jake isn't a refugee from AAA development, but a veteran of the unfashionable PC casual gaming scene of the last decade, when he churned out cheerful puzzle games for sites like Big Fish. They are also history nuts. Helen, who writes the scenarios, is a historian, while Jake collects coins. When making a game set in historical times, Jake likes to keep a coin from the period on his desk to turn over in his hand while he works. If you had to place them as characters in a contemporary sitcom, it would be The Detectorists, not Silicon Valley.
Some modern RPG players, weaned on predictable outcomes, might baulk at this, but I love how Shadowhand uses a solitaire hand to fill in for the cruelty and caprice of the dice roll in old-school role-playing. Sometimes things just don't go your way. Besides, the hands are quick to run through and can always be replayed. Shadowhand is never frustrating and always a joy to play; like Regency Solitaire, it has been polished to a sumptuous, walnut glow. The hand-painted artwork is a bit gauche, perhaps, but has a certain Hogarthian charm, and the audio is simply fabulous. Atmospheric ambient sound does as much as the backdrops to bring the scene to life, there's a rollicking score, and crisp arcade-style sound effects - pushed right to the front of the mix, where they belong - make the action of clicking on playing cards almost viscerally thrilling.
Perhaps the best thing about Shadowhand is that it doesn't come from the same place as other video games. Literally so, because who else is making games amid the rolling dales of Dorset? Who else is looking to bodice-ripping historical novels for inspiration? And who else is salvaging the design and aesthetic values of an unloved branch of the video game family tree - the already archaic, almost forgotten world of pre-smartphone casual gaming - and grafting them onto other genres to create something strange and new? This is a great game and a true original. Savour the work of the outsider, because it's rarer than you think.
Genre: Card-Based RPG
Vampyr - Morality, Inspiration, And More
Gameinformer previews Vampyr.
DontNod Talks Morality, Inspiration, And More
The wait for Vampyr may have been pushed into next year, but it’s allowed Dontnod to ensure they capitalize on their past experiences and explore a new kind of video game vampire.
Originally planned for release in October of 2017, Dontnod delayed their newest project into spring of 2018 to ensure the game could be polished and made into the best experience possible. And for good reason: In addition to being a new I.P., Vampyr represents a realization of their experience gained from both the Life is Strange series and Remember Me.
“In a way, we can consider that Vampyr is the child of Dontnod's first two projects: We return to a game mechanic based on fighting and confrontation, as in Remember Me, and at the same time we return to the mechanics of the choices and consequences freely left to the players, as in Life is Strange,” says game director Philippe Moreau.
Release: In development
Saturday - December 09, 2017
Underrail - Experimental Branch
Underrail is releasing a major update for testing via the experimental branch according to the latest update.
Experimental Branch with Version 22.214.171.124
Thursday, 07 December 2017 13:21
Hi guys, we are releasing a new major update of the base game on the experimental branch. If everything goes as planned, we'll be releasing it to the main branch as well soon.
To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.
We have new creatures, items and feats.
- Added the global map
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
- Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
- Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
- Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
- Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
- Ground fire will now remove cryogas
- Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
- Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
- You can now unload chemical pistols
- As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
- Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
- Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
- You can now root turrets (which makes them susceptible to acidic entanglement)
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
- Improved NPC pathfinding slightly
- Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
- On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
- Reduced the ranged weapon precision reduction from low light slightly
- Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Reduced the alpha on energy shields
- Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
- You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
- Turrets will now drop aggro faster
- Getting additional burning damage will reset the burning debuff remaining time
- New combat taunts for military personnel
Skyrim - New Skyblivion Screenshots
DSOG has some new screenshots for the Skyrim total conversion mod Skyblivion:
New beautiful screenshots released for the Oblivion total conversion mod for Skyrim, Skyblivion
The team behind Skyblivion, an Oblivion total conversion mod for Skyrim, has released a new set of screenshots. These screenshots will give you an idea of the mod’s current state. And from the looks of it, Skyblivion retains the same atmosphere as Oblivion did when it came out.
In case you weren’t aware of, Skyblivion is a total conversion by the TESRenewal modding group, aiming to bring the Elder Scrolls IV: Oblivion to a new generation of gamers and re-introduce it to long time fans of the series. The team is currently in the process of porting and rebuilding Cyrodiil along with all of its quests, locations and characters into Skyrim and Skyrim: Special Edition.
Biomutant - Interview
IGN interviewed the Biomutant devs:
Biomutant Developers Answer the 6 Biggest Questions
Think of a post-apocalyptic Kung Fu Panda action RPG.
By Brandin Tyrrel On the outside, BioMutant is a game about Kung Fu woodland critters in a post-apocalyptic fantasy land full of monsters, mythology, and mechs. So... yeah, it's totally understandable to still have a few questions about what's quickly becoming one of the most intriguing and anticipated games of 2018.
How big is the open world? What will we do in it?
The world is 16 square kilometers, or approx. 6 square miles, plus some underworld areas, and you’re playing in a world that’s dying.
At the beginning of the game there’s an equilibrium; The Tree of Life that stands tall at the center of everything is struggling to survive, its five behemoth roots stretching out in all directions across the world are being gnawed on by huge creatures working their way in towards the Tree. Players have the choice to seek out these creatures at any time, trying to defeat them or entering into pacts with them – its entirely up to the player. If the creatures are defeated, it increases the likelihood the world will survive at the end of everything.
But perhaps you don’t confront the creatures at all, but instead search for Nono – small spirit potatoes that can cure the roots and help the Tree fight back. But choosing different paths will dramatically alter the experience and the end game. The world will change with your actions; the team’s goal is to create an interesting and interactive experience. As an open world RPG, exploration, discovery and interesting characters are all big parts of the game.
Much of the focus is on the characters in the world and their destiny as its in the player‘s hands. A key goal for the main character is finding out who they are and where they came from. So there’s a part of the story that is reflective and will give glimpses of the world that once where. The meat-eater you confront at the start of the game plays a part in this, as does the Narrator.
BioMutant is much more about the fate of the world as the events caused by the player’s choices are happening, and the characters that live in this world and their destiny, than retelling the history of the world that once was.
Release: In development
Pamela - New Crafting System
The P.A.M.E.L.A. devs need feedback for their new crafting system:
Dev Blog 79: Feedback Needed! Crafting & Harvesting
If you've been following our development, you may have read that we're currently reworking the crafting system to simplify it and make it less painful to use overall. We'll be launching this update alongside with Level Streaming and the massive Nirvana expansion before the end of the year. This is a pretty large change to the game so we wanted to get your opinions on it before we just launched it silently and hoped for the best.
Overview Of The New Crafting System
In order to streamline crafting resources the base elements such as carbon have been removed and are no longer needed to create crafting components. Components can now be found and looted directly from the world.
- Components have also been streamlined by removing their upgraded versions and simplifying their names. Can’t remember if you needed Dymop-something or Alumino-etc glass? It’s just “Glass” now.
- With the removal of upgraded components, a few leftover junk items have been converted to be extra crafting components to keep some variety in crafting recipes. Our new total for crafting components is 11, where it used to be almost 30.
- To free up inventory space Components now deposit directly into the Engineering menu and can be seen on the right panel (where the Elements used to be displayed) and each component has its own individual cap (99) instead of the shared cap that elements used.
- If a component in the menu is at its cap the component will be deposited into the inventory for storage or to feed to the recycler.
- All crafting recipes have been updated to only use components, with more and rarer components required for rare and powerful items as well as upgrades.
Release: In development
Seven - Reviews
Farflame spotted two more reviews for Seven: The Days Long Gone:
PC Aficionado: Score 7.3/10
Despite the buggy AI, and frame rate issues, Seven: The Days Long Gone was still a highly enjoyable game. It’s a real RPG experience that the hardcore gamers out there will enjoy more than anything. A few of the mechanics and design choices may put off the younger generation, but it’s a brilliant stealth sandbox regardless.
Monstervine: Score 2.5/5
A collection of interesting systems that never quite comes together.
Path of Exile - War for the Atlas released
There is new content available for the action RPG Path of Exile:
War for the Atlas is now live!
The War for the Atlas and Abyss Challenge League are now live! We're very happy to see the community so active and engaged in the new content. We ran into a few small issues after launch but these have been fixed now. We'll be keeping a close eye on everything throughout the weekend and will continue to fix things as we go.
Don't forget, if you haven't already gotten yours, it's still possible to receive a free helmet skin simply by watching your favourite streamer play Path of Exile! Find out more here.
We hope that you enjoy the new content. Please consider checking out our new War for the Atlas Supporter Packs. Thank you so much for your support!
Path of ExileSP/MP: Massive
Genre: Hack & Slash
Friday - December 08, 2017
Seven - Patch 1.0.5
A new patch for Seven fixes many issues with the game.
Today, we are happy to share the news that many of you were waiting for. Following your suggestions, along with many improvements of patch 1.0.5, we are introducing prompts, to show you when the backstab/dropkill can be performed and how effective it will be. Hopefully, it will help you play without unnecessary stress
From now on, we are focusing on optimising the performance. Please stay as supportive as you always have been!
CHECK OUT THE COMPLETE LIST OF CHANGES:
- Day and night system will no longer cast shadows during the night.
- NEW: Added backstab, and dropkill prompts - the special marker will visualise the window of opportunity.
- NEW: Backstab and dropkill prompt will now inform you about the lethality of your weapon's attack.
- NEW: Display stat for opportunity damage modifier (backstabs, dropkills, finishers) on weapon tooltip.
- NEW: Stash accessible now through every crafting and alchemical station.
- FIX: Unified backstab damage. Damage dealt with the backstabbing attack will be the same no matter if the target is aware or unaware of player.
- FIX: Weapon opportunity damage upgrades will now add proper damage bonus.
- FIX: Due to popular demand monster respawn delay has been made longer.
- FIX: Arena champions and keepers have proper attitude settings now.
- FIX: Badelisk navigation snap adjusted, so they don't stick to the ground anymore.
- FIX: NPC AI teleporting back to the bottom while using ladder no longer appears.
- FIX: Changed type of AI Territory volume near Cliffs, so it does not prompt player falsely about trespassing.
- FIX: Anim Montages Items fixes.
- FIX: NPCs locations adjusted in Artee Village.
- FIX: Food machines now should not lose interaction.
- FIX: One-sided geometry has proper collision settings now - AI should no longer see you through walls/floors.
- FIX: Lowered invisibility active cost by half.
- FIX: Increased lining armour capacity bonus.
- FIX: Crafting tier III upgrades for lockpicks and driller will now require the II tier upgrade.
- FIX: Tier II upgrades for drills and lockpicks will no longer be displayed if Tier III had been crafted.
- FIX: Players who crafted Tier II after crafting Tier III will now have proper DrillerTier set.
- FIX: Chromosphere radius upgrades will now make its radius bigger.
- FIX: Fall damage stat will be displayed correctly.
- FIX: Skill passive Fighter will allow displaying enemies' resistances in Sense Mode.
- FIX: Armor upgrades for movement speed won't apply the enormous amount of movement penalty for armour parts with base 0 penalty.
- FIX: Missing disguises recognitions added.
Spellforce 3 - Review @ Game Watcher
Game Watcher has reviewed Spellforce 3:
SpellForce 3 Review
A unique mix of strategy and RPG mechanics that miraculously loses very few of either
Everything can be made better with magic, and games are no exception. Even Age of Empires – arguably the archetypal real time strategy title – could be improved with the addition of otherworldly elements, as exemplified in the outstanding Age of Mythology. Luckily for us strategy and sorcery lovers, the folks at Grimlore Games took one look at Microsoft’s classic and said “wouldn’t that be much better with magic”?
Turns out it is. SpellForce 3, published by THQ Nordic, is a strategy title with a healthy dose of RPG on top (or an RPG with a healthy dose of RTS, depending how you look at it). The third entry in the SpellForce series is the most complex to date, presenting numerous options in terms of units, buildings and powers, all of which come to play at some point in the campaign.
In the end, SpellForce 3 is a unique mix of strategy and RPG mechanics that miraculously loses very few of either. It asks no knowledge of the previous titles, and features co-op and PvP multiplayer modes in addition to the rather long single-player campaign. Ironically, in an age of MOBAs and strategy-less strategy games, this years-old staple of game design feels surprisingly refreshing.
+ Beautiful and often responsive combat
+ Amazing Soundtrack
+ Good graphics
+ Significant base-building aspects
+ Interesting lore and dialogue
- Bit too focused on micromanagement
- Units are quite hard to select or precisely control in battle
- Character development is rather shallow
Spellforce 3SP/MP: Single + MP
Fallout: NV - Total Conversion Mod Announced
DSOG reports that a total conversion mod for Fallout: New Vegas has been announced:
Fallout 4 New Vegas Total Conversion Mod Announced, First Pre-Alpha Gameplay Footage Revealed
Obsidian’s Fallout: New Vegas is considered by many as one of the best modern Fallout games. So I’m pretty sure that a lot of gamers will be happy to know that a team of modders is working on a total conversion mod to bring its world to Fallout 4. Yeap, Fallout 4 New Vegas is a thing, and below you can find its first pre-alpha gameplay video.
The team has not revealed any ETA on when this mod will hit the Internet. As it claimed, this mod will require a massive number of assets. Moreover, its level design team continues to work at the starting areas of Fallout: New Vegas in and around Goodsprings. This basically means that the mod is still in early stages, so don’t expect it any time soon.
Fallout: NVSP/MP: Single-player
Platform: PC, Xbox 360, PS3
Shadowhand - Released
The strategic RPG card game Shadowhand has been released:
Shadowhand is a strategic RPG card game. Duel powerful enemies in 18th Century England with unique solitaire-style turn-based combat. Build mini-decks and equip your character to sneak, slice and blast through foes!
Genre: Card-Based RPG
Demons Age - Released
Demons Age has been released - the first Steam reviews are not good:
Demons Age is a classic turn-based roleplaying game that is set in the world of Moragon, where a horde of Demons is wreaking havoc. It's up to you to travel the land with your companions and unveil the secrets behind the mysterious event that has taken over the Kingdom.
Demons AgeSP/MP: Single-player
Cosmic Star Heroine - Review @HardcoreGaming101
Cosmic Star Heroine has been reviewed at Hardcore Gaming 101 by our own GabrielMP_19.
Developed by Zeboyd Games, the same team behind JRPG-styled indie games like Cthullu Saves the World and the later Penny Arcade: On The Rainslick Precipice of Darkness games, Cosmic Star Heroine tells the story of Alissa L’Salle, a notorious agent of the Agency of Peace and Intelligence (API), an intergalactic anti-terrorist force. The game is heavily inspired by the likes of Phantasy Star (particularly with its sci-fi setting and female protagonist) but also Square SNES RPGs like Chrono Trigger. More than just being one of the many RPG Maker clones on the indie scenes, it also seeks to expand on what a classic JRPG can be like.
Right from the start, Cosmic Star Heroine clearly wants to tell an epic story. The games opens with Alyssa climbing up a building while fighting enemies and busting terrorists to save a city. These scenes set up Alyssa as a hero that will do anything in her power to save people, a notion that will be her driving force right after her second mission, in which she and her friends Dave and Chahn recover old artifacts that have the power of controlling the minds of people. When they arrive back to the API, they discover that one of their superiors wants to use them to control the world. Who can she trust? Only a few friends.
Cosmic Star HeroineSP/MP: Single-player
THQ Nordic - Jagged Alliance leaked
It appears that both of THQ Nordic’s surprises for this year’s The Video Games Awards have been leaked. The official website for Jagged Alliance pretty much confirms that THQ Nordic will be shortly announcing a new game.
Thursday - December 07, 2017
Wolcen: Lords of Mayhem - Kickstarter Update
Henriquejr spotted some Kickstarter news for Wolcen: Lords of Mayhem:
Attributes refactor and new Character Sheet
Hello everyone !
First, I would like to make an IMPORTANT REMINDER FOR OUR KICKSTARTER BACKERS. It came to our attention that some of you didn't receive their mail with their Steam key. If you didn't receive your Steam key, please contact us so we can send it back to you. You can send us a direct message via Kickstarter or send us an email to [email protected] with your name and email linked to your Kickstarter account. As a reminder, all backers supporting us starting from 9 US$ are eligible for a Steam key.
Now, let's introduce our new features ;)
As you well know, Wolcen allows you to be totally free in the development of your character and doesn't make you chose between predefined classes. We want to keep that philosophy, and expand the interest of every attribute no matter the playstyle you chose.
Since we weren't satisfied with the current way attributes has an effect on stats, we devised a non-linear complex formula that can determine the effect of an attribute on a stat, based on that attribute's value compared to the level of an element. This will allow our players to shape their character's core attributes. We want you to be able to have viable specialized profiles from level 1 (like a crit-based build), explore interesting builds adapted to your playstyle, and allow you a huge buildup of attributes in endgame without blowing damage numbers up.
Attributes were renamed to reflect all their values. For instance, we wanted strength to mean more than "big muscles", so we renamed it Ferocity to reflect more aggressiveness and mightiness. It's easier then to imagine a mage being ferocious or a warrior having a strong willpower.
Here is the list of attributes effects and what they affect:
- Defense Ability (compared to armor level)
- Attack Speed (compared to weapon level)
- Melee Damage (compared to monster level)
- Critical Hit Damage (compared to monster level)
- Dodge chance (compared to monster level)
- Ranged damage (compared to monster level)
- Critical Hit Chance (compared to monster level)
- Move speed
- Spell damage (compared to monster level)
- Ailment chance (compared to monster level)
- Health regeneration
- Spell resistance (compared to monster level)
- All resistances (compared to monster level)
- Stamina Regeneration
- Defense Regeneration
- Maximum Health
We will provide the details on the formula later should anyone feel interested ;)
NEW CHARACTER SHEET
The UI for the character sheet has been modified accordingly and expanded to allow players to see exactly what their characters can do. We wanted a character sheet that would present relevant information to the players in their main window and allow them to see the total effect of their attributes without worrying about the formula.
The exhaustive list of stats can be consulted on the side window of the character sheet. We also revamped those, by removing old obsolete stats and adding new relevant ones.
That is all for today, see you next week for our new devblog ! And as always, thank you all for supporting us :)
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Seven - Review @ Windows Central
Windows Central has reviewed the RPG Seven: The Days Long Gone:
Seven: The Days Long Gone for PC review — An engaging RPG you don't want to miss
Seven: The Days Long Gone is one of the most ambitious role-playing games (RPGs) of 2017, expertly blending Assassin's Creed combat with the isometric perspective of Baldur's Gate.
Choosing to go in blind, I had no idea what to expect with Seven: The Days Long Gone. I theorized that, like most PC RPGs, I would be entering a fantasy world with a traditional class system. Instead, I found a colorful, yet dreary cyberpunk setting that served as the backdrop for an entertaining narrative and dynamic gameplay design. Though it suffers from bugs and finicky artificial intelligence (AI), Seven: The Days Long Gone nevertheless is a great title.
With its interesting plot, unconventional setting, and mixture of physical combat, stealthy assassination, magic, and ranged attack abilities, as well as satisfying interactivity with the open world, Seven: The Days Long Gone is an excellent and ambitious isometric role-playing game you definitely shouldn't miss.
- Variety of ways to play.
- Challenging, engaging gameplay.
- Unique, interesting setting.
- Dialogue bugs.
- Enemy AI can occasionally break.
Score: 4.5/5 - Outstanding
Beyond Good & Evil 2 - First Ship and Crew Update
Beyond Good & Evil 2 has an update on ship and crew.
The Beyond Good and Evil 2 development team is hard at work bringing System 3 to life. Hear about what they’re working on right now, how it’s coming along, and how you can be a part of the creation process by joining the Space Monkey Program.
Beyond Good & Evil 2SP/MP: Unknown
Release: In development