- Space exploration in a procedural generated universe.
- Tactical fights between BattleShips and their squadrons fleets.
- A deep and dramatic storyline inspired by our favorite S-F universe (Foundation, Dune).
- A mix between pixelart style graphics, 3D and HD special effects.
- Prepare to die very often, it's a roguelite game... And it's a hard one...
RPG General News - All News
Tuesday - July 17, 2018
General News - The Witcher 3 vs Skyrim
Techquila compared The Witcher 3 to Skyrim in a number of categories.
The Witcher 3 vs Skyrim: Exploration
Ah exploring! Something RPG’rs absolutely love. Both Skyrim and The Witcher 3 have massive open worlds, but this is Bethesda’s territory. There’s nothing like exploring the dungeons and caves of Skyrm infested with deranged falmers and leaden with rare and legendary equipment.
The Witcher 3 is no push-over though. You’ll always find something in every nook and cranny of the map, and not just some measly quest written in a hurry, but a memorable experience that’ll make you want to explore every inch of the world. In the end though, CD Projekt just couldn’t get to that level of atmospheric goodness Todd Howard and his beloved Elder Scrolls games are known for.
Thursday - July 12, 2018
Touhou: Scarlet Curiosity - Released
XSEED Games today launched Touhou: Scarlet Curiosity, the action-RPG take on the legendary danmaku series developed by indie studio Ankake Spa, for PC on Steam. The title is now available globally for $14.99, €14.99, and £12.99, with a 10% discount off the regular price throughout its launch week.
Wednesday - July 11, 2018
Octopath Traveler - Preview
Octopath Traveler is a classic style JRPG that has been previewed by Shacknews.
Depth Without Complication
The familiar map overview and easily digestible mission structure both help make Octopath Traveler remarkably easy to play. Those who want to level up their heroes need only seek out the nearest unexplored passage or instead find a nearby path with a danger level slightly higher than the characters' current levels. Similarly, jumping to the next story element is as easy as traveling to green-hued cities on the map, then choosing to continue the chosen character's next chapter.
Shining Resonance Refrain - Released
Shining Resonance Refrain has been released onto Steam to positive reviews.
ABOUT THIS GAME
Play as Yuma Ilvern and stop the Empire from exploiting the power of the ancient dragons, including the soul of the Shining Dragon within you. With the help of your friends, realize your destiny, save Astoria, and unleash the strength you've always had locked away.
In the original game, previously released only in Japan, Imperial Princess Excella was an unplayable character, but in the new "Refrain Mode" in Shining Resonance Refrain, both she and Dragonslayer Jinas can be added as party members for a new experience - just be sure to save this for your second playthrough to avoid any spoilers! As an added bonus, all of the extra cosmetic items and side quests are included in this remaster.
Dragons were long thought to be extinct, and because Yuma holds the ability to transform into the Shining Dragon, he was taken as a captive of the Empire. With the help of the Dragoneers, Sonia, princess of Astoria, pleads with Yuma to aid them in their fight to save their land from the Empire's dominion. Typically timid, will Yuma find the courage to realize the strength he has within him?
Tuesday - July 10, 2018
Chasm - Launching July 31st
Chasm is a metroidvania roguelike that is launching July 31st.
Chasm Launches July 31st!
Unlike some other games that are developed in secret and then announced about 6 months before launch, Chasm has been in the public eye pretty much from the beginning. Our first post about the game was on IndieDB.com back in January 2013, and we launched a successful Kickstarter campaign just a few months later. It is with a combination of pride, exuberance, relief, and fear that I am hereby officially announcing that we will be launching on July 31, 2018 for $19.99! We’ll be doing a week 1 discount on Steam so keep an eye out for it. And if you haven’t done so already, please add us to your wishlist! (And be sure to tell your friends!)loading...
As you probably know, one distinctive feature of Chasm is that the world map is procedurally generated when you start up a new campaign. That feature has led to a lot of questions and confusion, so I’d like to address exactly how it works and why we designed it that way. The latter part is easy to answer: Our entire team is composed of Metroidvania fans! Whether it’s Castlevania: Symphony of the Night or Axiom Verge, we’ve played through our favorite games so often that we’ve long since memorized the maps. We love how those games play but wish we could wipe our memories so we could get that experience of exploration all over again. It’s our hope that people who love Chasm the way we love our favorite games can play it over and over and still have it feel fresh. But at the same time, people who only play the game once should have no idea that there’s anything procedural about it.
But that’s not to say that everything’s completely random. The way our system works is that there is a fundamental structure to the game that never changes. If you’re familiar with Castlevania: Symphony of the Night you may recall that first you get the Jewel of Open, then the Leap Stone, then the Soul of Bat - in that order. As you get these upgrades, new areas of the map become accessible. Chasm, like all Metroidvanias, follows this structure. When you start up a campaign, the game always has these key upgrades and plot points in the same place. What’s different is how you get from one key point to the other. Chasm has a bunch of pre-designed rooms that are slotted in modularly in different combinations. So you won’t have any rooms that feel like they were designed by a computer - instead, you’ll encounter rooms in a different order and even encounter new rooms you never saw the first time, and your path will be different each time you start up a new campaign.
Getting that to feel right was way easier said than done. There was a ton of balancing we needed to make sure the procedural engine took into account when it builds a world map. There’s pacing - you don’t want to have a string of combat rooms with lots of enemies and no platforming to break it up, nor do you want the opposite. You don’t want the system to block your progress by requiring a certain ability upgrade that you don’t have yet. You don’t want to have the save points too far apart. (To address a common misconception, Chasm is not a roguelike with permadeath, though there is an option for that for veteran players. Permadeath combined with the changing dungeons makes for a tense experience since you never know how many more rooms you need to make it to the end.) And you want to make sure that there’s just the right amount of treasures and surprises along the way to encourage exploration of every little nook and cranny of the game.
There are some people who like the comfort of getting to know a single map by playing it over and over or being able to follow their favorite YouTuber’s walkthrough of the game. We have an option for that too. Everything randomly generated by the game engine is based off of a seed number. If you enter a specific seed number, you can guarantee a specific map. So if you want to follow a walkthrough, just check their seed number and enter that when you set up your campaign.
We’re very excited - and not a little bit nervous - to send our baby out into the world. We’ve polished and fine tuned every little bit of that game to make sure there were no compromises to our original vision over 5 years ago. We can’t wait to hear what you think on July 31st!
General News - Cyberpunk Games List
CramGaming has a list of new cyberpunk games to look out for.
First up and releasing later this year is Daedalic’s futuristic 3D thriller – State of Mind. Set in Berlin, 2048 you play as a journalist Richard Nolan one of the few criticizing the current state of affairs. A world on the brink with the usual lack of resources, mass illnesses caused by pollution, high crime rates, War, controlling Governments and mega-companies , drones and humanoid robots replacing humans, surveillance reigns supreme – you get the picture. Having mysteriously lost his wife and son, Nolan must delve deeper behind the scenes to uncover a worldwide conspiracy whilst investigating sci-fi themes. Sounds good and releases on consoles and PC in 2018.
Monday - July 09, 2018
Monomyth - The Creator’s Journey
As usual with complex RPGs, Monomyth will have variable playtime. The developer’s initial estimate was about 10-20 hours, “which is roughly what it takes to finish a King’s Field game.” However, after the first few gameplay tests, he realized that this will depend on the player and the playstyle. Depending on the player, levels in games such as Thief can be finished in a few minutes. Monomyth will feature three major areas, which are split up into smaller sub-areas. The design is spiral, so that backtracking happens through shortcuts. “Some secrets and passages in earlier areas can only be accessed later in the game.”
Interactivity is a must in a game like this. Not only it will include dialogue with NPCs, it will also offer an item combination system similar to Arx Fatalis and Ultima Online, so that basically every item can be combined with every other item or interactive element within the world. One example of this is that you can bake bread by combining water and flour, then leaving the dough close to a fire, which is openly borrowed from Arx Fatalis. You can also draw water from wells, break and/or lockpick doors, lift heavy objects to use as weapons. You can even throw objects at levers and buttons to activate them. AIs can be lured into certain directions by throwing items, and so on.
Westboro - Action RPG
Westboro is an isometric action RPG with a real-time combat system where water is scarce.
ABOUT THIS GAME
2039. Water is no longer environmentally sustainable supply.
Most of it is too contaminated and toxic to be suitable for any use by humankind.
As the global population has grown to 12.4 billion, the water crisis became front page news.
The remaining fresh water will not last forever; it will become depleted.
Transnational Corporation SICON holds world domination and control over fresh water resources for several years.
The complicated and unstable situation resulted in violent uprisings among themiddle-class across the globe.
The world approaches its first week in state of emergency...
Westboro is an Indie Point'n'Click Action RPG with a unique real-time combat system.
It is easy to play, but hard to master. Use your abilities and variety of weapons to defeat enemies. Rely on armor or be quick enough to keep yourself in safety. Be stealthy or try to gundown everyone. Fight enemies at long-range or force them to engage in close quarters combat. ...Choose your own playstyle!
Dying Light 2 - First Look & Developer Interview
DigitalFoundry looked at Dying Light 2 and interviewed the developers.
We had the chance to take a look at Dying Light 2 at E3 and to discuss the game with the developers! Here's our report.
Sunday - July 08, 2018
Orange Cast - Action Adventure RPG
@DSOGaming Orange Cast is an action adventure RPG inspired by Mass Effect.
Team Rezy is currently working on a new action adventure RPG that is inspired by the Mass Effect series, called Orange Cast. This little gem looks cool – though still rough around the edges – and its development team has released a new gameplay trailer that you can watch below.
Orange Cast is described as an action/RPG atmospheric adventure that is set in a large-scale setting where Soviet and Western science fiction are combined itself.
Wednesday - July 04, 2018
Dying Light 2 - Flipping the RPG Script
VG24/7 talked to Chris Avellone and Techland about Dying Light 2.
Some of this was helped along by Avellone, who has learned a thing or two over his years of working on RPGs about the unexpected things players can do to mess with your carefully crafted narrative.
“The big one is learning that you shouldn’t funnel the player – they’re here to explore the space; let them, don’t shackle them,” Avellone says. “It can be a challenge to tell an open-world story if you’re not considering what the player brings to the equation and allowing them to assume an equal role in the events taking place and even better, causing the events that lead to the story progression.
“It’s easy to imagine a story that takes from A to B to C with a set series of events, but in an open-world game, you have to put the player agency and their ability to affect the world at the forefront. So for example, rather than A to B to C, you take a step back, assume the player starts at ‘A’, and then can do all manner of events to cause ‘B’ to come to them through the actions they do in the open-world – or, a number of different ‘B’s, not just one. Or even better, the player creates ‘B’ all on their own, and the entire world reacts to it. When a player can literally see themselves as an agent of change, it empowers them even more.”
Monday - July 02, 2018
Lovecraft's Untold Stories - Early Access Release
The ROGUELIKE ACTION-RPG “LOVECRAFT’S UNTOLD STORIES” is Now available on Steam.
Welcome, investigators. You already know: the universe is not what it seems. Lurking in its deepest shadows, hiding behind imposible corners, bubbling and crawling in the cracks between dimensions, sleeping lifeless dreams under the waters, there are ancient terrors that once ruled the Earth — and that will come back some day to claim what was theirs. It is imposible to defeat forever such powers as the Old Ones and the Outer Gods. We all know that, in the end, death and madness awaits us all. But maybe we can delay the inevitable…
Lovecraft’s Untold Stories, the action RPG with roguelike elements, is now available on Steam Early Access for $12.99 / €12,99 / £10.29. Lovecraft’s Untold Stories is an action RPG with rogue-like elements. You explore randomly generated levels based in H.P. Lovecraft stories, fighting cultists and all kinds of monsters from the Mythos, improving your skills, weapons, and gear, looking for clues and information about the Old Ones and the Outer Gods, and solving puzzles and challenges. Review keys are available, ask us for yours!
Saturday - June 30, 2018
Planetrism - Science Fiction RPG
DSOGaming reports on a new science fiction RPG in development called Planetrism. There are some screenshots at the link.
Mika Laaksonen and Kimmo Kaunela are currently working on an amazing sci-fi role-playing game where you experience the life of a colonist on an exoplanet light years away from Solar system, called Planetrism. The game is powered by Unreal Engine 4 and below you can find some stunning screenshots.
Planetrism aims to combine personal experience of adventurous colonist life with leadership and management of whole colony. The key to survive in Planetrism is to understand environments, collect data and always be ready for different situations. Dynamic weather will make it hard and challenging to build and run colony and its people.
Wednesday - June 27, 2018
SINNER: Sacrifice For Redemption - Interview
There is an interview with the devs of SINNER: Sacrifice For Redemption at Gamingbolt. The game itself follows in the footsteps of Dark Souls but with a unique twist of levelling down as you go.
SINNER: Sacrifice for Redemption may remind you of the Dark Souls games with its brutal difficulty and boss battles. However, this game comes with its own unique twist: with every boss battle that the player wins, they must then level down their character. This means that the game will keep on getting more difficult as the player character gets weaker, and your skills will be put to test.
To learn more about the game and its development, Gamingbolt reached out to the developers with some questions and they provided the following answers.
"We wanted to have a non-linear game allowing for people to play the game’s content in any order they chose but we also needed to have the difficulty increase."
This game seems to tie in some grand themes into the gameplay itself, with Adam’s trials against the Seven Sins eventually leading to his redemption. Was this something you aimed for from the start?
Absolutely- We always wanted the game to be about the character’s redemption and the seven deadly sins provided us the structure needed to tell Adam’s story.
What inspired the idea of leveling down which is one of the main new features of this game?
We wanted to have a non-linear game allowing for people to play the game’s content in any order they chose but we also needed to have the difficulty increase. The sacrifice system allowed us to do that while being true to the game’s theme and style.
What would you say are some of the inspirations for this game?
Souls games are a massive inspiration but we also feel that Team Ico had a big inspiration on our character designs and our boss structure.
The Forgotten City - E3 Trailer
Add to your Steam wishlist here (https://goo.gl/BR7kT4) or register your interest in a console version here (https://goo.gl/HcQybF)
The Forgotten City is a time travel murder mystery in a mythological city. Deep underground in an ancient Roman city, 26 trapped explorers lay dead because one of them broke a mysterious law. A portal leads back to the past, allowing you to change their fate - or witness their deaths in a time loop for eternity.
- Investigate a dark, gripping mystery full of twists and intrigue
- Solve problems your own way, with reason, charm, bribery, stealth, threats, violence - or cleverly exploit the time-loop
- Explore a stunning and intricate city rendered with Unreal Engine
- Interrogate richly detailed characters with interwoven lives
- Grapple with moral dilemmas which have life-and-death consequences
- Choose your own gender, race, and backstory
- Listen to an achingly beautiful orchestral score and first class voice acting
Tuesday - June 26, 2018
General News - CRPGs are back
Rock Paper Shotgun says big dense CRPGs have a bright future:
Clear 100 hours in your calendar, ‘cos CRPGs are here to stay
In the mid-to-late 2000s, publishers abandoned the CRPG genre – an acronym describing the very specific genre of video games adapted from tabletop RPGs to be played on computers – which a decade earlier had been a cornerstone of PC gaming. They were more interested in accessible, console-friendly series like Mass Effect and The Elder Scrolls, and PC-centric RPGs all but died out.
Then, around 2012, RPGs made a comeback, largely thanks to the rise of crowdfunding and an endless well of nostalgia. Since then we’ve been treated to heaps of good ones – Divinity: Original Sin, Pillars of Eternity, Wasteland 2, Torment: Tides of Numenera – and there are plenty more in the works. But there’s no guarantee that CRPGs are back for good. Some, such as Torment, haven’t sold well. The future of crowdfunding remains uncertain. And asking fans to commit 50 hours to a single story is more difficult than ever, given the volume of great games that release every month. So how can developers ensure that the genre stays relevant?
Monday - June 25, 2018
Life is Strange 2 - Episode 1 in September
The first episode of Life is Strange 2 will be available on September 27:
Life is Strange 2 Release Date Revealloading...
Episode 1 of Life is Strange 2 will be available on September 27th 2018. Further information about DONTNOD's #LifeisStrange2 will be revealed this August.
Wizard of Legend - Gameplay Impressions
ChristopherOdd played through Wizard of Legend and shared his gameplay impressions.
Wizard of Legend Gameplay. Unlock over 100 unique spells and discover powerful spell combinations allowing you to create a style best suited to you. MORE INFO DOWN BELOW 👇🏻 Buy on GOG and support Odd too ► https://odd.gg/wizardoflegend
Warhammer: Chaosbane - Hands-On Impression
A hands-on impression of Warhammer: Chaos Bane from Entertainment Buddha.
Enter Warhammer: Chaos Bane, which is a game that I know absolutely nothing about, the only game I’ve played in the franchise is Vermintide. Thankfully, that doesn’t matter in the slightest, because Chaos Bane is pretty standalone in and of itself, and is answering my prayers. If you’ve played Diablo III, you’ll feel right at home with this game, right down to the button shortcuts and potion shortcut for when your healing skills ain’t cutting it. The visuals are halfway between beautiful and disgusting, it’s like they looked at Diablo and said “yeah, but how can we gross you out more?” I loved playing it, though, there weren’t as many enemies on screen at one time as I’m used to, but I think it was made up for in the fact that it was harder. Smaller enemies are a lot meatier in this game, or at least in the demo that I played, but this is balanced with a new feature.
Sunday - June 24, 2018
Guild 3 - Going to New Studio
@Worthplaying The Guild 3 development has been taken over by a newly formed developer called Purple Lamp Studios.
To make sure, The Guild 3 will leave Early Access In due course, an additional development Studio, called Purple Lamp, which is based in Vienna, will add its expertise to the project. Purple Lamp is a newly formed studio, consisting of veteran developers, who have worked on various titles before at Austrian publisher/developer Sproing, among others.
Based on the work GolemLabs has done so far, the new studio will solve any problems as well as integrate planned features such as multiplayer, societies and the sovereign-mechanic into the game in the following months. Harald Riegler, CEO of Purple Lamp, says „The Guild is a fantastic franchise and we're proud to contribute both our experience and our personal passion for strategy games to deliver the game that fans are hoping for.“
Jean-René Couture, CEO GolemLabs Studios Inc., adds: “For the past few years, the folks here at GolemLabs had the huge honor to work on The Guild 3. However, the very last remaining stretch of development will be done under the care and reigns of THQ Nordic. So, from now on, GolemLabs will eagerly and proudly be waiting for the release of The Guild 3. For us here at GolemLabs, it is time to embark on new and exciting adventures.“
Babylon's Fall - Action RPG Announced
Babylon's Fall is an action RPG that was announced during E3 and is expected to release 2019.
When is the Babylon’s Fall release date? The upcoming action game from Platinum Games is shrouded in mystery but already has plenty of lore.
Revealed during the Square Enix E3 2018 showcase, Babylon’s Fall was unveiled with a rough release date, but scarce few details to go on apart from that. There was no gameplay on display, and no subsequent explanation of what the new IP is all about. After the disappointing lack of reveal for Life is Strange 2 and Square Enix’s Marvel project, an announcement trailer for a new series seemed like yet another let down, that was until Platinum Games appeared on screen.
So what is Babylon’s Fall? We dig through the reveal trailer in search of details that tell us what kind of game to expect when it comes out - from its extensive timeline to the snippet of CG combat. Here are all the latest details on Babylon’s Fall.
Tuesday - June 19, 2018
Capsella The Lights of Lucern - Early Access Soon
Capsella The Lights of Lucern is an action RPG releasing on Steam early access 22nd June.
About This Game
Capsella The Lights of Lucern is an action RPG that takes place in Galad, a mysterious and magical universe.
Four heroes were chosen by the goddess to hold the Capsella, an artifact that is capable of dispelling the darkness cast on the Link Crystals that is breaking the balance between light and darkness.
The heroes will face multiple dangers across the land to dispel the Crystals and find out who is behind the attacks.
Featuring a local multiplayer cooperative with four unique heroes, explore the dimension of Lucern in an top down action driven adventure!
You can play as Ambar, Aran, Laurina and Lucas! Each with an unique set of technics and gameplay style!
Ambar is a powerful mage that can cast powerful spells!
Aran is a mighty brawler that can unleash swings with his two handed sword!
Laurina is a swift and skilled archer!
Lucas is a fierce swordsman that can take a blow and protect the group!
Fight enemies, earn experience to gain levels and unlock new technics! Get stronger by upgrading your equipment and use elemental properties to be more effective and defeat your enemies!
Titan Outpost - Core Systems Done
Titan Outpost is an isometric, single-player role-playing game set on Titan, the sixth moon of the planet Saturn. Humanity is engulfed in an energy crisis and you are there to harvest the moon's precious resources and uncover its mysteries.
There is no combat in the game. Titan itself is your biggest enemy and your character will need to use a variety of skills to handle missions. In an atmosphere so uninvitingly cold that methane is a liquid, every choice matters and every step counts.
- The PICA character system features four attributes -Physical, Intelligence, Charisma and Awarenss- and six skills, ranging from science to exploration.
- Branching storylines and multiple quest solutions.
- Discrete time system, where every passing second determines unfolding events and the game world continues while your character sleeps. The game would be considered turn-based if it had combat.
- Logistical elements , think original Dune adventure meets the strategic layer of X-com.
- A rich backstory with a combination of realistic science-fiction and cold war tension.
- Over twenty locations, a hundred if you count all the lakes.
- Build and expand your base, it's not called Titan Outpost for nothing.
- Research exciting new technologies, ranging from new ways to keep warm, generating more power or making Titan ever so slightly more like Earth.
- Multiple factions: You can decide to join the Chinese, work for independent contractors or stay loyal to your employer.
- 70s aesthetic.
Friday - June 15, 2018
Dying Light 2 - Has Witcher Writers
@VG24/7 Dying Light 2 has some of the writers that worked on Witcher 3.
Techland is taking the story, writing and quests for upcoming zombie parkour game Dying Light 2 very seriously.
Not only has it hired the talent of designer Chris Avellone to shape the game, but it has also hired writers from CD Projekt RED who worked on The Witcher 3’s Bloody Baron quest.
Wednesday - June 13, 2018
Maneater - Shark Action RPG
Maneater released a trailer at E3 and has a Steam page with no release date as yet.
About This Game
Maneater is a Single-Player Action RPG, set in the unforgiving waters of the Gulf Coast. Fight to survive in the open ocean, with danger lurking at every depth. Your only tools are your wits, your jaws, and an uncanny ability to evolve as you feed. Anything and everything is on the menu... kill or be killed.
Become a MANEATER
Play as a giant Bull Shark and terrorize the coastal waterways. Tear swimmers and divers limb from limb, give the humans a reason to fear you.
Explore a massive open world
Immerse yourself in a living, breathing world full of threats, and rewards. Explore sunken wrecks, lurk in swamps, or just cruise the open ocean looking for whales to feed on.
Deep Stats and Role Playing
Role-play and customize your shark with a variety of stat driven systems. Evolve different parts of your body to improve how they function, or pump up your ferocity to enter brief feeding frenzies.
From the minds behind Depth and Killing Floor, our goal as an early access game is to push the feeling of playing as a shark to new heights, developing a strictly single-player experience that will challenge and engage the player from start to finish. Gritty, visceral, heart-pounding action games are our calling.
Monday - June 11, 2018
Dying Light 2 - Gameplay Demo Video
Dying Light 2 was shown off at E3.
The fate of a decaying City is in your hands. Every choice matters. Discover the bold sequel to a best-selling open-world phenomenon.
Chris Avellone introduces Dying Light 2 in a narrated gameplay demo that shows off parkour, branching choices, and combat.
Tales of Vesperia: Definitive Edition - E3 Trailer
Tales of Vesperia: Definitive Edition has been announced at E3 with a trailer.
Tales of Vesperia is back with Tales of Vesperia: Definitive Edition. A remaster of one of the most beloved roleplaying games ever created! Experience a story like no other, complemented by a robust combat system, a memorable cast of characters and a soundtrack that you’ll be humming for a long time. Dive into the definitive version of Tales of Vesperia with characters and content never before seen in the west! Look for Tales of Vesperia: Definitive Edition, this winter.
Sunday - June 10, 2018
Project Wight - First Character Design
@OnlySP The first character design for Project Wight has been shown.
Former Battlefield designer David Goldfarb tweeted out the first character design from Project Wight, an upcoming title in development by his co-founded studio The Outsiders.
The tweet, embedded below, appears to show a menu screen with, according to evidence seen in a previous trailer, the playable character. The main character is a wight, which translates to an undead creature that specialises in fast-paced combat:
In the spirit of E3, here is something from #projectwight. We are still hard at work here at the Outsiders making this monster game. And I wish you could hear the incredible soundtrack that @BjorkmanElvira and @nhjertberg have made. Chills. pic.twitter.com/qaXmMnTcKb— David Goldfarb (@locust9) June 8, 2018
The Hand of Merlin - Turn-Based Arthurian RPG
The Hand of Merlin is a turn-based Arthurian RPG aiming for late 2019.
About This Game
There are as many worlds as there are stars in the sky. In each stands Camelot; in each there is a Grail. But there is only one Merlin, and his eternal burden is to stand against the horror from beyond. Each world that is saved is saved forever; each world that is lost is lost for good.
The Hand of Merlin is a turn-based rogue-lite RPG in which Arthurian legend clashes with cosmic horror. Recruit a company of up to four mortal heroes and guide them in spirit on a desperate journey from Albion to Jerusalem. Explore a richly-imagined medieval setting on the brink of apocalypse. Trade with merchants, improve your heroes, and unearth ancient relics. Search for the lost fragments of your soul, scattered across the multiverse - and save as many worlds as you can.
A Roguelike Experience
Carve a path across the lands of Albion, Marca Hispanica and Al-Andalus. Will you take a dangerous route, risking life and limb in pursuit of a legendary relic? Or will you choose a safer path? Plan and prepare. Negotiate, barter, fight. Tackle challenges. Suffer losses. Recruit new Heroes. Earn Gold, Supplies and Renown. Be careful: your choices are permanent, as is death. But don't tarry - evil never rests.
Tactical Turn-Based Combat
Master the tactics of squad-based and turn-based combat to conquer both human and demonic foes. Your enemies will be tough and ruthless; make use of high ground and cover, set up ambushes and coordinated attacks, harness synergies between different Hero classes and skills.
Enjoy a compelling story inspired by Arthurian legend, the Matter of France, and the history of Al-Andalus - with an unusual twist. Make choices in interactive encounters that change every time you play. Written by Jonas Kyratzes (The Talos Principle, Serious Sam 4) and Verena Kyratzes (The Lands of Dream, Serious Sam 4).
Use Renown to level up your Heroes, and choose between a randomized set of new skills or improved attributes. But choose wisely! Select skills with great synergy and balance your party for the road ahead.
Seek out towns to improve your arms and armor, or stumble upon hermit artisans in the wild. With every day that passes, the world plunges deeper into darkness, and you will need all the equipment gold can buy.
From a peasant's humble luck charm to the legendary sword wielded by Arthur himself, items imbued with magical power are scattered about the world. Some you will be able to purchase from merchants and collectors, but others will have to be earned through acts of heroism - or displays of wit.
Rain thunder and brimstone upon your foes! Seek out and gather Soulstones to restore your power and unlock new Spells. Even if defeated, your spirit will retain all of your collected arcane knowledge as you jump into the next dimension.
As you jump from one parallel dimension to the next, history is reshaped. Different kings rule the land, changing the encounters, characters, and events. No two worlds are ever quite the same, and each journey will be unique. And should your heroes fall, remember: defeat is not the end, only a new beginning.
Wednesday - June 06, 2018
Tales of Vesperia - 10th Anniversary Remaster
Gematsu has discovered the website for the RPG Tales of Vesperia 10th anniversary remaster.
Gematsu has discovered tov10th.tales-ch.jp—a password-protected website presumably for the Tales of Vesperia remaster Gematsu has heard is in production in celebration of the RPG’s 10th anniversary.[...]
The Mercury Man - Released
The Mercury Man was released on Steam recently
About This Game
The Mercury Man is an isometric game in the action genre with some adventure elements. It is set in the far grim dark future of its unique sci-fi world.
In the year 2310 people on Earth discovered a new way to cure all deadly diseases. By 2315 the technology reached Russia. The point of this medical procedure was to replace patient’s blood with mercury. In the first years only the richest could afford it, but сlandestine clinics that provided blood replacement services for little money gradually emerged. At the same time, the number of ordinary people who contracted incurable diseases grew bigger and bigger and the mercury treatment no longer helped them. Soon it became clear that being around «mercuries», that’s how people who passed the transfusion were called, is dangerous. As a result, the world government introduced a complete ban on mercury operations, special police units of hunters were created, who sought out and eliminated mercury people. But the politicians and the rich continued to carry out transfusions. In the end, all this led to civil riots.
The law enforcement sided with people and all mercuries were gathered and sent off to Mars. Earth was ruled by the police government. Mars was divided into two zones - the outer zone, to where the poor who had procedures in the сlandestine clinics were sent, and the inner zone where former cream of society lived. Since the inner zone was organized by the politicians themselves and not policemen, it was heavily guarded against any intrusion attempts, and it was possible to get there only for a huge amount of money after passing the loyalty test. If less than a month had passed since the transfusion, mercuries were sent to the outer zone. If more than a month had passed, then mercuries were accused of concealing their status and were liquidated. Substandard procedures and lack of normal air on Mars led to the fact that people began to mutate in the outer zone and turned into horrible monsters. Nevertheless, the mercuries who were caught on Earth by hunters were sent there. You were one of those hunters…
- A unique world from the Mehsoft team
- Stylish hand-drawn graphics
- Original soundtrack
- Breathtaking plot
- Black humor, which skillfully fits into the dark and depressive mood of the game
Friday - June 01, 2018
Warhammer: Chaosbane - Action RPG Announced
@DSOGaming Warhammer: Chaosbane is a new action RPG game that has been announced today. Screenshots at the link.
Bigben, Games Workshop and Eko Software today revealed the name of the game based on the famous Warhammer license: Warhammer: Chaosbane. This adaptation of the franchise will be the first Action-RPG to take place in the Warhammer Fantasy world.
The development of the title is being done by Eko Software, a French studio who has demonstrated great skill in the hack’n slash genre with How to Survive 1 and 2, a series which captivated millions of players.
NOTHING - Announced
Additionally, initial details for the game promise a meticulous RPG for fans of the genre. In the year 2108, players can drive motorcycles, fly cars, hack systems, hack brains and a myriad of other abilities in order to control the future. Walsh promises twelve possible endings and a plethora of side missions. There are zero building facades which mean that if you can see it, you can enter it. Underground sewers, tunnels and other environmental elements add more depth to the world. Upgrade your protagonist with cybernetic augmentations, in-depth crafting systems and tons of personal and vehicle upgrades. More than anything, Walsh is committed to a story-driven adventure that will challenge your emotions. Currently, there is no release date information other than 2019. Walsh hopes to have a small showing at this year’s E3 and plans to set up a Kickstarter soon for release on PlayStation 4, Xbox One and PC.
General News - The Future of CRPGs
PC Gamer asks Josh Sawyer, Swen Vincke and Robert Kurvitz about CRPGs future.
It wasn’t so long ago that the isometric CRPG seemed like an endangered species, consigned to annals of video game history, or at least the '90s when classic like Baldur's Gate were released. With the rise of crowdfunding and indie developers, however, the genre has returned in a tidal wave of spiritual successors and fantasy romps. So much of this resurgence is tangled up in nostalgia, though, begging the question: how does the genre move forward?
The friction between nostalgia and innovation is an obstacle inherent in any game trying to evoke the classics. In RPGs, it’s even more apparent because an overwhelming number of them are set in high fantasy universes full of elves, dwarves and handy magical swords. When an RPG does eschew the fantasy setting, it usually leans into science fiction.
“I don’t think RPGs are really shackled to sci-fi and fantasy, it’s just tradition,” says Josh Sawyer, most recently Pillars of Eternity 2: Deadfire’s game director. “I think a lot of it comes from the background of roleplaying games. Dungeons & Dragons started as Chainmail, which is really a fantasy wargame, and since then a lot of RPGs have been fantasy, trying to ape the experience of D&D.”
Dungeonhaven - First Look
Siliconera reports on Dungeonhaven which is a third person action game.
loading...Dungeonhaven is a challenging third person action game, one where a knight born from stone can switch back to their rocky form in order to make themselves safe from damage as they battle their way through living dungeons.
- Explore sentient dungeons as a knight who can turn to stone
- Drain dungeon cores of their elemental powers and wield them as your own
- Discover shortcuts and secrets as you traverse passionately hand crafted levels
- Deterministic combat is challenging, but you will master it in time
- Reveal the distinct uses of a wide variety of items, which can be consumed or thrown at enemies to identify their effects
Thursday - May 31, 2018
General News - What is an RPG Today?
Kotaku UK asked Chris Avellone and George Ziets what is an RPG today.
Ziets recalls that early computer RPGs like Wizardry and the original Bard’s Tale essentially ported the most popular editions of their tabletop progenitors like Dungeons and Dragons to the personal computer, eschewing epic tales of sword and sorcery to focus on the tactical guts of the pen-and-paper experience. “Originally, most RPGs were Tolkienesque, monster-slaying fantasies,” Ziets says. “Now we have RPGs set in science-fiction worlds, modern times, etc. Similarly, most early RPGs had some version of D&D stats and skills, but many are now evolving away from strict adherence to those rules.”
To Ziets, this slow expansion beyond the realm of twenty-sided dice and Vancian magic reflects the advance of video games as a medium, in the same way as early television programs like The Twilight Zone resembled theatrical productions more than the elaborate multi-camera setups of later decades. “As the art form evolved, and creators discovered techniques that were unique to television, that gradually moved further and further away from the techniques of theatre,” says Ziet. “TV got better and came into its own because creators learned what worked best for their medium, but in the early days, they had to start with what they knew. I see RPGs in much the same way.”
Wednesday - May 30, 2018
S.T.A.L.K.E.R. 2 - Announced Early For Publisher Interest
Gamingbolt reports that S.T.A.L.K.E.R. 2 was announced early to try and get publisher interest.
According to Epic Games’s director of publishing Sergey Galyonkin, the game is currently only in the design doc phase- so it hasn’t even properly begun development. The only reason it was announced as early as it was was to generate some publisher interest for it this E3. Which makes sense- but which is likely to make the wait for the fans brutal and unrelenting. Just as Square Enix fans how they feel about games tat take years to come out because they were announced before they properly began development.
Tuesday - May 29, 2018
Die for Valhalla! - Released
Die for Valhalla! has been released on Steam.
About This Game
Die for Valhalla! is an action RPG where you hack, slash and crush your enemies! Possess and take full control of heroes, monsters and other things to help Vikings save their realm!
You are a Valkyrie, a supernatural maiden bestowed with the ability to possess fallen warriors. You embark on a quest that will lead you through strange lands where Norse Mythology collides with Lovecraftian mythos. Sounds Weird? Well, because it is!
You can play solo or locally with friends (up to 4 players).
Two ways to enjoy the story:
The game offers two story modes with procedurally generated worlds: Beat ‘Em Up and Rogue-lite.
Beat ‘Em Up mode creates a larger world for you to explore with a more relaxed difficulty curve. You can revive your friends and the potions you find have useful or hilarious effects (or both).
Rogue-lite mode generates a smaller world featuring steeper difficulty curve and permadeath. Some of the potions you find have malicious effects - you have to learn which ones to avoid in each run!
- An action-packed hybrid of Roguelike and arcade Beat ‘Em Up.
- Unique Possession mechanic.
- 10+ Viking Clans to discover and unlock. Each Clan has a special bonus and access to different Viking Classes.
- 7 Viking Classes, each with its unique playstyles and combos.
- Over 80 skills to choose from when leveling up your Valkyrie.
- Cute but bloodthirsty creatures will become your companions. Each has a different ability to aid you on your journey.
- Deathmatch and Survival Challenges: Test your skills and compete with friends.
Unworthy - Released
Unworthy has been released on Steam.
About This Game
At Death's Door
Robbed of life and unworthy of death, a nameless warrior wanders a ruined landscape in search of meaning...
A Hardcore Metroidvania...
UNWORTHY is a hardcore combat-focused metroidvania without jumping. You play a warrior, risen from the grave. Equipped with sword and shield, you must traverse a bleak and hostile world swarming with creatures of nightmare. Your patience, determination and skill will be put to the test, as you fight against epic bosses, uncover powerful weapons and abilities, and attempt to prove your worth.
Saturday - May 26, 2018
A Long Way Down - Announced
Gamewatcher reports on A Long Way Down which is a strategy RPG game.
Seenapsis Studio has announced that it's working on a new Strategy RPG called A Long Way Down, which is about taking a group of characters through a dark maze filled with monsters and an evil mastermind.
Players will need to survive the maze by using special cards that allow you to fight and build your way out, when A Long Way Down releases sometime this year for the PC and Nintendo Switch.
Wednesday - May 23, 2018
Age of Gladiators II: Rome - Releasing August 15th
Age of Gladiators II: Rome is an isometric RPG Strategy game releasing August 15th.
ABOUT THIS GAME
Age of Gladiators II: Rome is a single-player strategy game set in the twilight of the ancient Roman Republic; a violent and unpredictable time when gladiatorial games were nearing the height of their popularity.
Hire scouts to scour the continent for potential prospects - once you have recruited your gladiators, you will need to manage their morale and personality while equipping them for battle. Recruit support staff, upgrade your gladiator school, collect bounties, research technologies, partake in side missions, and manage the wealth and reputation of your ludus as it grows each day.
As your fighters win battles and increase in level, it will be up to you to decide how to focus their abilities by spending attribute, weapons, and expertise points. Compete, trade, and interact with other in-game owners as you advance through various cities of the empire before achieving enough fame to compete in the grand coliseum of Rome herself.
Build your story. Build your empire.
Control your gladiators with the new 3D isometric combat system, where fights can have hundreds of different outcomes. Utilize different combat styles and abilities - employ unique ethnic abilities, salves that increase physical stats, and special equipment such as bandages, stim salts, and more.
Construct a ludus to your exact specifications in order to maximize the efficiency of your operation. Hospitals, sparring mats, barracks, armories, workshops, and more.
Gladiators are born with their own dynamically generated physical attributes, classes, and personalities. It is up to you to shape your gladiator into the most proficient killing machine possible.
As your gladiators level up, they gain points to spend on their attributes, weapons training, and expertise. Expertise allows you to build and customize your fighter according to their appropriate strengths. Weapons training allows you to specialize your gladiator with a specific weapon. The physicality of your gladiators will increase or decrease with age, depending on if they are in their prime or declining.
Hire trainers to help your gladiators level faster, doctors to keep them healthy, scouts to find new fighters, and blacksmiths to improve weapons and armor.
Manage your gladiators carefully - their morale, greed, injuries, fatigue, weapons training, and more must be taken into account before sending them to battle.
As your gladiators gain glory from battle, they will become more widely recognized and adored by the crowds. Win enough battles and they may even get voted into the pantheon of heroes after they retire (or die).
Become a mogul outside of the arena. Purchase property for fame or businesses through which to further increase your fame across the empire.
Rob caravans, guard wealthy land owners, assassinate your debt holders and more with the proactive mission system. Increase the odds of success by sending reliable gladiators on the mission as well. Lawfully aligned gladiators will only partake lawful missions, while criminally-inclined gladiators will assist in unlawful activities.
Engage in five different branches of research: combat, medical, weapons, armor, and scouting.
Search for deals on weapons, armor, special equipment, and loans on the marketplace.
Strive to become the wealthiest individual in the Roman empire. There are quick and underhanded ways to make money, but your reputation and fighter's morale may suffer as a result.
Receive taunting messages from opposing bosses as well as various other messages from your fighters, staff members, and different characters as you progress through the game.
Rename your gladiators in order to increase your attachment toward them.
Bet for or against your gladiator based on the odds generated by bookmakers in-game.
Fight purses and betting is based on the hype associated with each match. The greater the hype, the more lucrative the fight purse and betting market will be.
- Each game is dynamically generated and different each time.
Immortal: Unchained - Releases September 7th
@DSOGaming Action-RPG shooter Immortal: Unchained is releasing September 7th.
Sold Out and Toadman Interactive confirmed today that hardcore action-RPG shooter Immortal: Unchained will launch worldwide on September 7th. Immortal Unchained can be easily described as “Dark Souls with guns” and had a closed alpha phase in March 2018.
Sarah Hoeksma, Marketing Director at Sold Out, said:
“With its focus on brutal ranged combat, we hope that IMMORTAL: UNCHAINED will stand out among this emerging, unforgiving genre and prove a challenge to even the most hardened players.”
Tuesday - May 22, 2018
Dolmen - continues crowdfunding on Crytivo
After failing its crowdfunding campaign on Kickstarter, Dolmen is now trying the crowdfunding platform Crytivo.
The team at Massive Work Studio has pulled a few strings and is proud to officially announce that DOLMEN is still happening despite missing its initial Kickstarter goal. DOLMEN will continue crowdfunding on Crytivo! The crowdfunding platform, like Kickstarter, offers players the option to back games that interest them most, but with a nice twist; Crytivo does not endorse games that feature exploitative loot boxes, microtransactions or pesky day-one DLC.
Take a look at what some of the press had to say about DOLMEN after getting a taste of the cosmic horror ARPG:
"For an Indie Sci-Fi Shooter, DOLMEN has a Lot to Offer" - Bleeding Cool
"...at first glance, the game resembles a curious hybrid [of] Dark Souls and Dead Space, so if you liked these two IPs you will surely be intrigued by DOLMEN." - Eurogamer
"Combining Lovecraftian horror with a science fiction theme, DOLMEN is a nightmarish horror set on an alien planet." - Flickering Myth
"DOLMEN plays on the third-person action genre, but draw the game's inspiration from HP Lovecraft mythos..." - PlayStation Lifestyle
"Developers Massive Work Studio have a plan to fill in the [Dark Souls] gap ... with a new sci-fi horror take called DOLMEN." - PCGamesN
For readers just now tuning in and curious about what DOLMEN is, just try to imagine a SoulsBorne-esque title that features hardcore survival elements. Cool, right? Well, Massive Work Studio tops it all off with some major Lovecraftian and H.R. Giger horror vibes. Be prepared to encounter and battle some of the most ghastly creatures deep space has to offer.
DOLMEN presents players with a one-of-a-kind experience that boasts an enthralling storyline, chilling yet beautiful alien world, and behemoths that are sure to knock your socks off more than once.
Monday - May 21, 2018
Tetra: Elemental Awakening - In Development
When was the last time you thought about the periodic table? While game developers at large have been sleeping on the potential of the catalogue of elements, Ocean Spark Studios have been going hard on zinc and magnesium. They’re forging an entire world in Unreal Engine 4 based on not just fire, air, earth, and water, but a chart’s worth of real-world materials and their reactions. The result is an RPG called Tetra: Elemental Awakening.
Thursday - May 17, 2018
Opinion - On Hard Games and Dark Souls
Sirus Gaming says that people should stop comparing hard games to Dark Souls.
People should start realizing that Dark Souls is its own thing, while other games are their own thing. Dark Souls was meant to be that way so that it could cater to those players who crave that kind of extreme gameplay. Other games, like God of War, while presenting a somewhat similar experience, has allowances provided because it was not meant to give an extreme experience, and you have the option to make it harder or easier for you depending on your preference. But that doesn’t mean it is a Dark Souls game.
Wednesday - May 16, 2018
Little Witch Academia - Released
Little Witch Academia has been released on Steam. The game is about uncovering the mysteries at Luna Nova Academy.
ABOUT THIS GAME
Uncover the mysteries at Luna Nova Academy and experience the magical world of Studio Trigger style Japanese animation.
Join Akko and her friends to work as a team - exploring dungeons, casting magical spells and using witchcraft to ultimately discover the seven wonders and solve the mysterious shift in time.
Believe in the magic and utilize power and friendship in this side-scrolling action RPG beat ‘em up.
• Studio Trigger Style Animation - Get a glimpse into the world of Little Witch Academia from the world renown Studio Trigge, with Exclusive cutscenes made directly be the Anime Studio!
• Simple and Fun Gameplay - RPG elements and side-scrolling action allows fans to level-up their characters and find drops that enhance builds while exploring.
• Live the Anime - Follow the familiar storyline, a Heart-warming, funny and cute story for the entire family.
Wizard of Legend - Released
Wizard of Legend has been released on Steam. The game is described as a no-nonsense, action-packed take on wizardry that emphasizes precise movements and smart comboing of spells in a rogue-like dungeon crawler featuring over a hundred unique spells and relics.
ABOUT THIS GAME
Wizard of Legend is a fast paced dungeon crawler with rogue-like elements that emphasizes dynamic magical combat. Quick movement and even quicker use of spells will allow you to chain spells together to unleash devastating combinations against your enemies!
Battle your way through each challenge by defeating powerful conjured enemies! Collect valuable spells and relics and build up your magical arsenal to fit your playstyle! Achieve mastery over magic by chaining spells together to create devastating combinations! Face and defeat council members in magical combat to become a Wizard of Legend!
Tons of Unlockables
Unlock over a hundred unique spells and discover powerful spell combinations and synergies! A wide variety of elemental spells allows you to create a hand best suited to your playstyle. Dive head first into the fray or stand back and let your minions do the work for you, the choice is yours!
Every year in the Kingdom of Lanova, the Council of Magic holds the Chaos Trials, a gauntlet of magical challenges put forth by its strongest members. Contestants that successfully complete all of the challenges and demonstrate superior wizardry earn the right to become a Wizard of Legend!
Grab a friend and tackle the Chaos Trials together in Wizard of Legend's couch co-op mode! Jump head first into the action in an all out offensive or strategically equip your wizards with spells and items that compliment each other's playstyle. The battle is not over when your friend is downed in battle. Defeat multiple enemies in a display of skill to grant your partner a chance to rejoin the battle!
- Fast paced spell slinging combat
- Use powerful spell combinations to destroy your enemies
- Procedurally generated levels mean a new challenge every time
- Over 100 unique spells and items to fit your playstyle
- Local multiplayer allows you to play with or against a friend
- Full gamepad and controller support
Tuesday - May 15, 2018
Dink Smallwood - Two decades of duck decapitation
arhn.eu looks at the history of Dink Smallwood.
A short documentary on the rich history of an obscure RPG. Dink Smallwood is 20 years old, and yet its devoted community still creates new stories for the game and shares them via a specially crafted ecosystem. In recent years, a whole generation of gamers, who grew up living out the pig farmer's adventures have rediscovered the title and with that, have rekindled the long forgotten dream of fame and glory.
Download the game for free at: https://www.rtsoft.com/
Dink's Community: http://www.dinknetwork.com/
"Crazy Old Tim Plays All The D-Mods": http://www.dinknetwork.com/news/book/
Sunday - May 13, 2018
Grimmwood - Announced
@Worthplaying Grimmwood is described as a challenging social multiplayer RPG experience that blends elements of survival, roguelike and exploration.
You’re in a village in an ageless, mystical forest, together with up to 30 other strangers all of which are real, live players. Together you need to defend your village against the merciless monster hordes who unleash their wrath against your shelter every night.
Use the daytime and your stamina points to explore the procedurally generated forest, repair, find weapons, useful items, collect food and gather resources to upgrade and forficate the village. But to be able to do all that you have to eat, drink and rest, because every action in the game takes its toll on your stamina and sanity. Share tasks and decisions with the other players and work together, because night by night the monsters attacks will become more fierce… And the village must survive at all costs!loading...
Dragon Cliff - Released
Dragon Cliff has released on Steam. The game is described as an RPG/Town Management game. Players are to recruit adventurers, kill monsters, hunt treasures, craft armories, accommodate residents and finally reveal the great mystic behind the Dragon Emperor.
ABOUT THIS GAME
Dragon Cliff is an RPG/Town Management game. Players are to recruit adventurers, kill monsters, hunt treasures, craft armories, accommodate residents and finally reveal the great mystic behind the Dragon Emperor.
- Up to 25 adventurer classes to choose from. Every class has its own unique battle ability and talent profile. Whether it's a Young Warlock, Element Wizard, Drunk Reader, Fire Charger or a Soul Thief, they are all ready to server your town with their cool tactics and strategic abilities.
- Time Based Command battle system: During battles, adventurers automatically perform actions when their Turn Progresses are fully charged, and players can unleash powerful tactics at any time by spending ‘Rage Points'. This frees players from micromanaging repetitive turn-based commands and allows fast paced and intense battle fights!
- There are almost 100 different active and passive skills to be explored with. Every skill has its distinguishable strategic pros and cons, and begging for players' experimentation.
- Hundreds of equipment and scrolls to be discovered and crafted. A flexible Effect System allows endless customization of your adventurers!
- Enchant, Reforge and Effect Transfer systems allow high customization of adventurers' equipment.
- A deep gem system and a variety of set bonuses to further expand your strategy.
- More than 200 types of monsters among 7 different maps waits for your exploration.
- Attract residents and conduct explorations to further expand your town!
Saturday - May 12, 2018
ValeGuard - Early Access Release
ValeGuard has released on Steam Early Access. The game is a mix of tower-defense, turn-based strategy and RPG.
About This Game
The quiet hamlets of the Vale stand defenseless... No walls, no moats, not even a presentable fence. You'll have to use your resources wisely to transform each village from farm-town to fortress. Build defenses, train troops, and hold the line with powerful heroes in ValeGuard, a Defensive Strategy game.
Gameplay: Valeguard is part "turn-based-strategy" and part "tower-defense". Each day you construct your defenses, train troops, and prepare for attack. When enemies come in the night, you defend with RTS-style combat using troops and heroes with powerful abilities. Save as many towns as you can, while you travel through the Vale. Choose wisely, because each town unlocks unique assets and a hero to aid in future battles. Defeat is not the end in Valeguard. Each play you can unlock more heroes and discover new strategies to achieve victory.
- - Build in the day and defend at night
- - Gather resources, craft weapons, and train troops
- - Trade with merchants and buy items on the black market
- - Build your party of heroes with each successful defense
- - Random events and levels make each play unique
- - Hop from town to town as you travel across the map of the Vale
- - Build walls, towers, and traps to defend your village
- - Acquire new technologies depending on what towns you visit
- - Unlock new heroes through special events and quests
- - Confront the dark generals in a final epic battle
Saturday - May 05, 2018
Smoke and Sacrifice - Releasing May 31st
@beinformedgaming Smoke and Sacrifice is being released on PC and Switch May 31st.
Smoke and Sacrifice is coming to PC and Switch this month with a discount!
Smoke and Sacrifice is a hand-illustrated RPG made by Solar Sail Games. Set in a dark world filled with evil creatures that inhabit the land, players play as Sachi, a mother trying to discover the truth about what happened to her child. Sachi must “tame the game’s wilds” to find out what truly happened to her son.loading...
Wednesday - May 02, 2018
Battle for Wesnoth - Released on Steam
Battle for Wesnoth has been released on Steam. The game is a fantasy turn-based strategy which is free.
About This Game
The Battle for Wesnoth is an open source, turn-based strategy game with a high fantasy theme. From the plains of Weldyn to the forests of Wesmere, from the mines of Knalga to the soaring peaks of the Heart Mountains, take part in over a dozen adventures spanning centuries! Play as a young prince as he flees the encroaching forces of the Lich Lords to a new home across the sea... Delve into the blackest depths of the earth to craft a jewel of fire itself... Travel the continent in a daring quest to reclaim your rightful throne from a usurping queen... Step into the shoes of a young mage, his village beset by orcish invasion, as he seeks vengeance and immortality... Battle the undead hordes of a foul necromancer as he marches upon your capital... Lead a daring group of survivors across the blazing sands to a final confrontation with an unseen evil... The choice is up to you.
Then take the battle online! Choose from seven fully-balanced factions and duke it out with your friends in over 50 multiplayer maps for parties of all sizes!
Explore hundreds of creative community-made campaigns, maps, and factions for both single and multiplayer, and try your hand at crafting your own! Wesnoth features a built-in map editor, a highly moddable engine, a simple and intuitive scripting language, and a friendly and dedicated modding community. There's no telling what adventures you'll bring to life!
Tuesday - May 01, 2018
Final Equinox: The Arrival - Turn-based Space RPG
Final Equinox: The Arrival is a turn-based space RPG which has been in active development since the middle of last year.
Final Equinox: The Arrival is a turn based space combat sci-fi role playing game set in a unique and interesting Universe. The player is a newly appointed star ship admiral whose fleet encounters a new enemy in deep space. The game takes place in a complex world filled with multiple different races, in the midst of political upheaval. Rules and feel of the game hark back to the days of old school role-playing games,where combat is difficult and the game forces players into morally compromising situations.
Frozen Wasteland Entertainment was founded by two friends during the cold the Wisconsin winter. Jonathan and Kevin had decided that they would undertake the great challenge of creating a role playing game.
Explore a new and unique setting. An empire transitions, while another race attempts to hold on to remnants of its past. The world of Final Equinox is unlike anything else. Religion, politics, and cultures clash, in a world where conflict is prevalent and the scars of a violent history are still visible.
Final Equinox: The Arrival takes place in the Outerworlds, a newly colonized area run by cruel warlords or governors who have been appointed due to political favors. The past remnants of the Krum Rebellion still exist in the outer worlds, and have either gone into hiding or are planning their next strike.
Final Equinox: The Arrival has a unique combat system, which will affect the dialogue choices of the player, as well as the stats of the ships. Throughout the game, the player will be able to rearrange his crew members in different positions on the ship, which will affect the ship’s movement, firepower, as well as other special abilities. Our system is fundamental to the overall feel of the game. Crew members became very important as they gain experience and increase their skills as time goes on. If a ship is lost in combat, the player is not able to get the crew on that ship back.
Player Choice and Agency
Player choice and reactivity is one of the core pillars of Final Equinox: The Arrival. We enjoy putting the player in difficult positions and seeing how they react. The choices the player makes will affect the way others perceive them. Throughout the game, the choices the players make will be questioned by their crew. Certain choices could also affect the morale of the ship, which will then affect how the fleet performs in battle. As a leader in the Galactic Fleet, the choices of the player will have far and lasting consequences.
Monday - April 30, 2018
General News - Chris Avellone Interview
The RPG Codex has interviewed Chris Avellone about all things RPG.
Since you can't comment on PoE's case in particular: is having similar lengths and amount of voiced lines a priority for you in companion design? In Torment and KOTOR2 some companions didn't have nearly as many lines as others, but neither game suffered for it, if you look at how they were received.
I can confirm some of the elements - there’s still people I can ask, so if I can’t remember, it’s easy to find someone who can jog my memory (I can’t check the details on my own). I also managed to get some clarification on some of the points, which was welcome, so…
Of those three reasons, the first was the only one I ever recall communicated to me (I had to get confirmation on it and these other points, since it’s been a long time). The other two reasons weren’t, and I actually got multiple other reasons from multiple people – and some of those people admitted they were just the messenger. This confused things, since they couldn’t articulate what the critiques were since they either didn’t understand them or hadn’t read the material (both our CEO and Parker among them – ironically, after a long speech ending with his admission he hadn’t even read what he was arguing against, Parker did go back and read the companions and found nothing to object to, which cost even more time – to his credit, he did admit his error, but things like that happened a lot).
There were other people who apparently didn’t like Durance’s swearing (easy fix), and the original tie in the GM and Durance backstories were they had violated each other physically and mentally and that’s what broke both of them, which I then cut – although I don’t know if the GM one got removed completely – the intention was the Watcher could fix it mentally by repairing their souls by walking through their minds in stages. I think some of this is still mentioned in the strat guide.
NetHack - 3.6.1 Release Notes
The NetHack DevTeam is happy to announce the release of NetHack 3.6.1.
3.6.1 is a general patch release. It includes a large number of fixes to the 3.6.0 version, all of which have been incrementally published on the public Git repository for the game.
The DevTeam has decided that 3.6.1 will be the final "official" 3.6.x version, barring some sort of major issue that requires a new release.
After this release, 3.6 will continue to be maintained in our Git repositories, however the team will focus on a new major release. Another 3.6.x release and packaged set of binaries, is not anticipated.
Here's a synopsis of some of the changes we've made in the past two years (approximately) since the release of 3.6.0 in December 2015:
1. Personnel changes
We've added some additional members to the team since the 3.6.0 release:
Alex Smith and Patric Mueller joined the team in July 2016.
Alex created the AceHack and NetHack 4 variants and is an expert on the inner workings of the game and the ways in which they can be exploited.
Patric is probably best known as the creator of the UnNetHack variant. He also created NetHack-De (a German translation of NetHack) and has considerable involvement in the Junethack tournament.
2. Gameplay changes
There are fewer gameplay changes in 3.6.1 than in 3.6.0, but still over 500 items. Here are a few, though not necessarily the most important, examples:
General New Features
- Naming Sting or Orcrist now breaks illiterate conduct
- Poison breath leaves a trail of poison gas
- Allow knife and stiletto as possible tin opening tools
- New status line conditions Stone Strngl Deaf Lev Fly Ride
- Swallowers can't re-engulf hero immediately after spitting him/her out
- Allow taming monkeys and apes with bananas
- Ray bounceback chance depends on the wall type
- Undead #turning takes less time at higher experience level
- Peacefuls may react when you attack other peacefuls
- Prevent diagonal jumping through open doorways
- Give feedback just before timed levitation runs out
- Blinded hero or monster who eats a nurse corpse will have blindness cured
- Wielding *bane have additional effects
- "Elbereth" must now be the only engraved text on a square to function
- "Elbereth" now erodes based on attacks by the player, not monsters scared
NetHack Community Patches (or Variations) Included
- Malcolm Ryan's improved tin opener
- Ray Chason's keyboard may stop responding after locking or unlocking a door when using altkeyhandler=nhraykey.dll
- Ray Chason's fix: window interfaces that support transparency may give away unseen parts of the map
- Ray Chason's xprname should honor iflags.menu_tab_sep
- Ray Chason's punctuation for "That foo is really a mimic."
- Ray Chason's proper background tiles for lava and water
- Ray Chason's MS-DOS port restored to functionality with credit to Reddit user b_helyer for the fix to sys/share/pcmain.c
- Ray Chason's MSDOS port support for some VESA modes
- Ray Chason's Qt4 windowport
- Darshan Shaligram's pet ranged attack
- Jason Dorje Short's key rebinding
- Maxime Bacoux's new DUMPLOG: compile-time option to enable logging of end-of-game information into a text file
For a complete, very granular, but not necessarily clear list of the changes incorporated in this release, please take a look at the file doc/fixes36.1 in the source distribution. This file has a full list of all changes to the game.
The text in this file is populated automatically for the development team's own use and is provided "as is", so please do not ask us to further explain the entries in that file. Some entries may also be "spoilers", particularly in the "new features" sections, so read at your own risk.
3. Deprecations announced post NetHack 3.6.1
3.6.1 is essentially a maintenance release and as such doesn't change much in terms of what is or is not supported. However there will be some significant changes to support in the next major release.
The following ports will be dropped from the next major release unless someone comes forward to maintain them:
- Macintosh Classic
- 16-bit MS-DOS
- Floppy disk support for all platforms
Starting with the next major release, we will be dropping support for most K&R and pre-ANSI C features, including:
- The Bitfield macro
- K&R function definitions
Starting with the next major release, we will start using ANSI C features; which ones have yet to be determined.
If you are actively running NetHack on a system that cannot handle full ANSI C, please let us know some details and we _might_ be able to accommodate you.
Save File Portability
Save files should be portable between version 3.6.0 and 3.6.1.
We did, however, identify a bug early in the 3.6.0 release that may affect some score files. For full instructions on how to deal with this bug, please go to: fixrecord.html Yes, this is in the 3.6.0 tree as it is a 3.6.0 bug.
As with all releases of the game, we appreciate your feedback. Please submit any bugs using the problem report form.
Also, please check the known bugs list before you log a problem - somebody else may have already found it, after all.
For the DevTeam...
Saturday - April 28, 2018
Fort Triumph - Tactical RPG in Early Access
Fort Triumph has launched onto Steam early access. The game is described as a party based tactical RPG that emphasizes the use of environmental interactions.
About This Game
Fort Triumph is a tactical RPG emphasizing the use of Environmental Interactions to create rich, challenging and rewarding tactical gameplay. In the game, you command a party of chosen heroes who set out to change the world, one quest at a time. On your path you will explore the world, discover ancient secrets, and face down any enemy who stand in your path to glory through turn based tactical combat.
In Fort Triumph, every crate and every tree is a potential weapon in the hands of experienced tacticians: in order to succeed, you will have to burn, freeze, topple, kick around or outright destroy the scenery at the right moment.
Our game includes:
- Hardcore tactical turn-based gameplay - You lead a chosen party of heroes, each with a different set of abilities and a unique playstyle. Your party of heroes will face challenges and win missions by completing diverse objectives in tiled procedural maps. Many will fall, but others will rise to take their place!
- Fully Interactive environments at your disposal - push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics.
- Heroes evolving by learning new abilities from their class skill tree - As they gain experience, your heroes learn new skills and abilities, making them more versatile in combat. Since each hero is unique, the right combination of heroes in a party is crucial to victory and you will need to balance your heroes' strengths and weaknesses to bring out their full potential.
- Contextually generated encounters and quests - Fort Triumph features flexible campaigns with changing locations, events and quests influenced by the player’s choices. Tactical Missions are procedurally generated to ensure each battle is unique and calls for a new plan.
- Strategic gameplay and world map exploration - Fort Triumph is set in an original fantasy world, one being warped and changed by magical forces threatening to consume it. Between one battle and the next, you will explore and discover the world to learn its secrets.
Original music in the game created by Marco Valerio Antonini.
Wednesday - April 25, 2018
Abandon Ship - Preview
Farflame spotted an Abandon Ship preview at GameGrin:
Abandon Ship Preview
Across uncharted waters and treacherous seas, lurks a beast below, a true tyrant of the depths, the Kraken. It’s the legendary sea monster at the forefront of Fireblade Software’s Abandon Ship.
Taking place in a fantasy-like naval world, where ships rule the sea, you take command of your own, with a crew in toe, and explore a procedurally-generated world. Abandon Ship’s story places you the boots of the Severed One, an escapee of the Doomsday Cult that devotes itself to the Kraken. In an open world that wouldn’t go amiss from the works of H.P. Lovecraft. The interactive story sees you severing yourself from the cult after questioning them as a whole, you become free, commandeering a ship and escaping. With the cult in pursuit, it is here where your adventure and survival begins.
Diving into the gameplay, for those who have played Faster Than Light (FTL), you will be quite familiar how things are structured. So just think, pirate ship instead of a spaceship, but with that being said, as someone who hasn’t played much of FTL, I’ll be only talking about Abandon Ship and won’t be making any comparisons.
Starcraft 2 - Paid Mods Introduced
Eurogamer reported on Starcraft 2 introducing paid mods.
StarCraft 2 becomes a tactical turn-based RPG with the introduction of paid mods
Blizzard has jumped into the thorny issue of paid mods with its real-time strategy game StarCraft 2.
Two premium Arcade maps will soon be available to buy: ARK Star and Direct Strike, each costing $4.99 with a share of the sales going to the creators.
ARK Star, by Daniel "Pirate" Altman, follows the adventures of the Sol Seekers, an elite team of templar on a mission to find and destroy a weapon known as the ARK Star.
You can find and craft new equipment, level up and unlock new talents and abilities. And the combat is tactical and turn-based. Check it out in the video below.loading...
Tuesday - April 24, 2018
Banner of the Maid - Chinese Alt History RPG
Techraptor reports that Banner of the Maid, a alt history Chinese tactical RPG, will be releasing for PC sometime in May.
The Chinese-developed alternate history tactical RPG Banner of the Maid will come to Switch, PS4, and PC later this year. This is due to the efforts of publisher CE-Asia, based out of Beijing. CE-Asia funded the development of and is handling the rights of Banner of the Maid, including publishing it on their Sonkwo store. With English, Chinese and Japanese trailers currently out now, it would be unsurprising to see Banner of the Maid localized for the three regions. While the trailer linked below only says “Coming Soon in 2018,” multiple Chinese bloggers and the video description pegs a May release.loading...
Monday - April 23, 2018
Gaia Beyond - 2D Space Action RPG
About This Game
Gaia Beyond is a handcrafted 2D Action-RPG, an exploration mix built around the core features fighting, mining and trading.
Your decisions are footprints...
within a vast non-linear solar system. Forge alliances among numerous factions and develop relations with hundreds of NPCs. Focus on trading and personal interaction or embark on science missions – hunt down pirates and collect their bounty. Infiltrate dubious factions and uncover secret plots and dark menaces.
- Realtime Open-World Solar System
- 4K Graphics
To deliver a seamless and unique experience, we created our own engine - presenting a massive 2D Open World in realtime, with no loading times inbetween. Every part of the universe is alive and active at every moment.
There you are, human.
At the face of a habitable planet way outside the Kuiper Belt, inquiringly gazing at the same stars as the rest of the living species. Everyone? Doesn’t look like we will ever find out.
The past is shadowed by war. Generations of humanity have fought on the edge of survival. First against themselves – until technology started to rise, created to serve their innate greed for dominance. During Earth times, self-inflicted catastrophies kept humanity struggling and finally forced the big departure. And yet, here they are. Split up all over the solar system, living separate realities under various conditions.
Everything is different – and actually nothing ever really changed. A new mindset of unity, awoken by the end of the Machine War, is facing hard times. Beneath the curtain of false peace and hope, bad blood had always remained. Old and new enemies are rising again and humanity will have to face its greatest trial, yet. Will you be part of mankind's downfall or guide the system into a brighter future?
It's in your hands.
Saturday - April 21, 2018
Crying Suns - Interview with Dev Team
For lovers of innovative pixel art, tactical space combat, and adventures through sci-fi imperialism, Alt Shift flexes impressive muscle, taking influence from Dune/Foundation and FTL with its project Crying Suns, working toward a story-driven experience incorporating battleships and squadron fleets. I spoke with Frédéric Lopez (Art Director) and Julien Cotret (Game Producer and Co-writer) to get their takes on the game’s varied tools and overall aesthetic.
Erik Meyer: You’re creating a tactical rogue-lite in which gamers take the role of a space fleet commander traversing the galaxy, so can you speak to the challenge of combining features like starship combat and exploration with the overall narrative and molding a smooth player experience? Which parts of the project came together first, and as you progress through development, what have you held as your mantra?
Julien Cotret: Our very first idea was to add to the FTL gameplay/formula a sense of scale and a feeling of high stakes. We wanted to focus on macro rather than micro management. We wanted the player to feel that they weren’t just leading a few people on a small ship but a huge battleship with hundreds of crew members trying to save humankind no less! Our first focus was the setup. We toyed for a time with putting the player inside a pirate galleon or a huge mecha, but the scale wasn’t big enough for us. It didn’t feel right. Our first epiphany came when we told ourselves, “Let’s be honest. What we really want is the player to act like Admiral Adama in Battlestar Galactica”. That was it for the setup. Then we iterated over this gameplay idea for about 6 months.
Given the rogue-lite structure of the game, with its inherent constraints, constructing the narrative was a real challenge. We found ourselves facing a lot of questions early on like, how can you write a story that makes sense if the player is constantly dying and starting over again? How does a story like this progress? Or, even, can it progress? Should we focus on a main character? If so, how? And how should the NPCs react if they’ve already seen you, and, in many cases, if they’ve already killed you?
Very early we discovered that these constraints could actually become the story’s strengths, its focal points. We saw that they could actually drive the story as opposed to being something that we would try to avoid or cover up.. So we decided that the player would be the center of a plan to save humankind. And that he would die, often and horrifically, yes, but that he would essentially live on through other clones which would be sent out into our universe over and over trying to save humankind.. Also, regarding the NPCs, we decided, that, unlike in other rogue-lite games, they would actually remember having encountered the player (or having killed the player before). It seemed like a fun, interesting idea to play with, one that was, in a way, a more realistic experience than in other rogue-lites, where, when you run into an NPC, it’s like the first time every time. Altogether, these ideas, we believe, help create a complex yet smooth gamer experience.
Friday - April 20, 2018
Castle Agony - RPG Adventure Game
Supernatural pest control isn't a glamorous job, but at least your dog gets to come along!
In Castle Agony, players will guide their character through the halls by clicking around, moving through haunted corridors filled with challenging puzzle mechanisms and irate hauntings. As they explore, players can find an array of odd parts and tools, which they can then combine into stuff that might be useful like molotovs and healing potions. Although the fact that you've come to the castle to steal anything that isn't nailed down might be part of why the vampire doesn't much care for your village and its inhabitants. Food for thought.
About This Game
Welcome to Agony. Inspired by the Resident Evil of old, the golden age of NES gaming and the Castlevania series, you play a local hero with a dog! Forced by your village to enter the crumbling castle filled with trickery, magic and monsters! Can you defeat The Vampire and live to see another dawn?
Welcome To Castle Agony
* Sprawling castle and grounds to explore, filled with loot and monsters!
* Learn the hidden history of the castle and make friends with unlikely allies.
* Original art flooded with character and personality, with enemies too cute to kill.
* Beautiful NES style soundtrack by Vesager"
* Turn-based, Action point combat system: Choose to make Aim or Snap shots.
* Craft potions of various types: make Molotovs and Holy Water bombs to use in combat!
* Switch to your brave companion, Harry the dog. Sniff out secret areas and find secret loot stashes and XP!
* Did I mention you can play as a dog?
Wednesday - April 18, 2018
Iratus: Lord of the Dead - Lore Trailer
Iratus: Lord of the Dead is an upcoming tactical roguelike RPG.
Please Enjoy our story trailer into the lore of Iratus! Allow Iratus himself (voiced by the fantastic S. Weyte) to tell you of the events that led to his imprisonment and eventual liberation! Iratus: Lord of the Dead is upcoming tactical roguelike RPG greatly inspired by Darkest Dungeon, Dungeon Keeper, and Disciples.
Warhammer 40K: Mechanicus - Early Look
Gamespot had a early look at Warhammer 40K: Mechanicus. Video is at the link.
Warhammer 40000: Mechanicus Brings XCOM To 40K
Our resident Warhammer: 40,000 nerd Dave got a very early look at the new squad-based Warhammer game, Mechanicus.
by Dave Jewitt and Patrick Faller on April 18, 2018 at 1:00PM
Warhammer 40,000: Mechanicus delves deep into the lore of the Warhammer 40,000 franchise, melding the story with Xcom gameplay mechanics into a turn-based strategy experience that fans of either series will find familiar. The game is coming some time this year, and not much is known about it, but GameSpot did get an early look at Mechanicus. Check out the latest gameplay in the video above, wherein Dave and Tam talk about how the game is very XCOM on the surface, but filled with deep, nerdy, Warhammer lore within.
Monday - April 16, 2018
Knights of Light - Medieval RPG
DSOGaming reports on a new historically inspired open world RPG called Knights of Light.
Rumbling Games Studio is working on a new open world third-person action adventure game that is set during the medieval era, called Knights of Light. The game takes place during the battles between the Sasanian Empire and Arab forces and its main character will be based on a historical figure.
Sunday - April 08, 2018
General News - The best and worst In-Game Books
PC Gamer checked out in-game books and codexes:
The best and worst in-game books and codexes
Literature’s had a pretty good run, much of it without any fancy graphics and animations and particle effects to bolster the words. Games love text too. Text is cheap. You can paint a picture of galactic chaos or epic history in about the same time it takes to type ‘and then something cool happened’, without having to spend the next week designing armour and creating 3D characters to act it out. Yet despite centuries of practice, most games still haven’t worked out how to present all this (which let’s face it, is often there more for the writers’ satisfaction than our actual enjoyment) in a punchy, satisfying way. What works? What doesn’t? Let’s take a quick look at some of the ways games have handled books, letters, codexes and more.
Thursday - April 05, 2018
The Protagonist - Announced
@PCInvasion A new story driven, turn-based RPG, has been announced called The Protagonist.
3Mind Games has announced a new turn-based story-driven RPG called The Protagonist.
With turn-based tactical combat, players will be able to affect the course of the game depending on which actions they take. Featuring a Special Operative with the Terran military force code named: ANGEL, she’s on a mission to infiltrate an alien space station. Unfortunately for her it doesn’t go to plan and finds herself in the station’s infirmary and she must find a way out while the station is on lock-down.
Wednesday - April 04, 2018
Dark Devotion - Announcement Trailer
Dark Devotion is a side scrolling action RPG roguelike that was kickstarted back in October 2017.
Devotion is taught through suffering.
The eternal suffering of The Templars is both a blessing and a curse - salvation is born through sacrifice, and no sacrifice is too great to praise your God. A mystical temple teeming with a strange life-like energy of its own awaits you on your sacred crusade of suffering and redemption that will take you to the depths of traditions spanning centuries – and leave you questioning your faith and your own existence.
Developed by Hibernian Workshop
Published by The Arcade Crew
Slasher's Keep - First-Person Dungeon Crawl
PC Gamer reports on Slasher's Keep. The game itself is described as a first-person dungeon crawl with a wacky sense of humour.
"Don't neglect the Sack!" insists Damian Schloter, the creator behind hack-n-slash dungeon-crawler Slasher's Keep. "The Sack Smack™ is an integral part of the combat as it allows you to kill enemies instantly," he says. The hero's bulging inventory sack can be swung to shove enemies into conveniently placed chasms and spike-studded walls, but it's an easy feature to miss.
Slasher's Keep is a minefield of traps and hazards but fortunately, thanks to the sack attack, this lack of workplace safety can be exploited. The goal is simple: kill or be killed, explore the floor, and find the ladder up to the next level.
Tuesday - April 03, 2018
Chasm - Releasing This Year
PC Gamer reports that Chasm, a Kickstarter game from 2013, finally has a release date of mid 2018. The game itself is described as a procedurally generated Metroidvania.
It'll release this winter, or summer if you're in Australia, New Zealand or anywhere else in the southern hemisphere. "This has been an incredibly arduous undertaking - one that I’ve loved (almost) every minute of, but one that wound up being an even bigger challenge than I expected," wrote a spokesperson for studio Bit Kid on Steam.
"I know you guys are all looking for the most kick-ass action-adventure ever to grace a gaming system, and we’re doing everything we can to deliver on that promise. And now, we’re almost there!"loading...
Monday - April 02, 2018
City of Brass - First-Person Rogue-lite
Uppercut Games has announced that City of Brass, an Arabian Nights-inspired first-person rogue-lite adventure from BioShock veterans, will release on May 4th. Set in a mythological metropolis undone by its love of gold, City of Brassfollows a cunning thief on a heist to obtain fabled treasure hidden in the heart of the opulent ruins.
As the press release reads, players will be armed with a bullwhip and blade and will lash-and-slash their way through the legions of damned souls that haunt this legendary labyrinth while pilfering relics and other riches contained within its walls.
Sunday - April 01, 2018
Game Developers Conference - 2018 Talks
Some interesting talks from the GDC 2018:
This session will explore the conception and development of Interplay's 'The Bard's Tale I & II', led by Michael Cranford. He will share the vision that led him to the game's conception, design, and development from his years as a dungeon master. The games are an expression of Cranford's personal love for the genre and desire to surpass the experience of tabletop gaming.The session will explore the vision behind the game and help illuminate a trajectory in gaming which has remained strong to the current day.
In 1994, Jeff Vogel founded Spiderweb Software, one of the oldest continuously operating indie game companies. This is the story of the company, the tricks it used to endure and make money for decades in this brutal business, the history of indie gaming from a bunch of random shareware weirdoes to an industry powerhouse, and a pile of helpful business advice from someone who has stayed around for a long time. Features funny anecdotes, crunchy sales information, and the delightful rantings of a cranky old coot.
How do you make your games work? There's no sure-fire way to design great games, but over numerous successful projects the best designers develop techniques that help them craft compelling experiences. Returning for GDC 2018, the Rules of the Game session takes five renowned designers and asks them to go into detail about a rule they've used in their work. Each speaker has ten minutes to dive into their technique and provide detailed examples about how they have used the rule in past projects, honestly sharing the pluses and minuses including where their rule works well and where it may be less applicable. These are personal rules that you may not always agree with, but they're guaranteed to provide interesting fodder for your own game design thoughts and help you build your own design rulebook.
Thursday - March 29, 2018
Guards of the Gate - Coming Soon
Guards of the Gate is described as a rogue-like RPG game with turn based battles on hexagonal fields. You can view the Steam page here.
Guards of the Gate is a rogue-like RPG game with turn based battles on hexagonal fields. You control a team of heroes aka Guards of the Gate, who are trying to save the world from the evil Dragon Lord.
Choose your heroes
Select 3 heroes and start the adventure. Fight with several enemies, avoid traps on different places while your heroes are leveling up, learn new skills and get equipment. There are 4 chapters with several dungeon which ends with boss fight.
Improve your tactics
Choose talents and skills, and proper items for hero's build. Every hero has unique talents and skills, furthermore some items can effect power of the heroes. Select wisely! Heroes strength can supplement and strength each other.
Be a strategist!
Hexagonal battlefield and unique characters make able to save the worst situation with the right choose, or lose with a bad decision from a winning position.
Dragon Quest 11 - Coming to Steam
The latest Dragon Quest comes to the West this September, and as a first for the main series the game will launch on PC. Square Enix are apparently not satisfied with just bringing their other big RPG franchise to PC, and if the quality of the Final Fantasy XV port is any indication we’re in for another treat.
Dragon Quest XI: Echoes of an Elusive Age releases September 4 on Steam for $59.99 / £39.99 / €59.99. The Steam page promises a handful of pre-order bonuses, including a set of wallpapers, and some in-game items including 15 consumable skill point seeds and the Wings of Serendipity to draw in rare forms of regular monster.
Friday - March 23, 2018
Enoch: Underground - Released
Enoch: Underground is a hardcore action RPG that released today on Steam.
About This Game
The battle was lost ages ago and now the barren ruins hold nothing but echoes of once great civilization. Amidst the dust, few that remain are still clinging to their existence, far beyond the point where they could be called human.
But the hope still lingers.
On the outskirts of the forgotten city, a lone soul awakens from millennial slumber. Lost and forgotten, he finds himself in catacombs and now his way lies through the treacherous ruins to the very heart of it.
Enoch - Underground is a hardcore action-RPG title set in an ancient city destroyed long time ago. The player takes control of the awakened - one of the few survivors left in the city. Without a goal and without memories he starts his way through the ruins striving to find his place in this hostile world.
The gameplay is based on classic action RPGs with such features as complex environments, precise battle system, and generous loot, but makes accessibility a staple of game's design.
The character progression is entirely loot-based, eliminating the need for complex character menus while retaining flexibility and customization options. Each weapon type has unique stats and attack patterns, armor can provide additional protection and sometimes valuable buffs, trinkets and mutagens allow to change character's abilities, providing an advantage in combat.
Encounters require patience and precision but give just enough room for error to get familiar with enemy's attack patterns and develop a strategy to withstand them. The game is balanced to be hard but fair so that completing the playthrough gives the sense of achievement while the process of doing so does not feel like a chore.
- Different weapon types, each with unique attack patterns
- Powerful artifacts that boost player stats or provide new skills
- Varied environments and enemies
- Precise, dynamic combat system
- Deadly environmental traps that you can turn to your advantage
- Devastating special attacks and skills
Thursday - March 22, 2018
General News - Burning out in the Games industry
Screeg pointed us to an article on The Verge, about how the video games industry is burning out its own employees and uses Telltale Studios as an example.
As Telltale became more prolific, it took on more and more simultaneous projects. In 2013, it released episodes of The Wolf Among Us and The Walking Dead: Season 2. In late 2014, it launched episodes from its newly procured licenses with Game of Thrones and Borderlands that would stretch into 2015, along with a Minecraft game. As 2016 rolled into 2017, it also took on Batman, Guardians of the Galaxy, and more seasons of The Walking Dead and Minecraft. One employee described a T-shirt that the studio distributed with its episode release dates as so packed that it looked it was promoting a concert tour.
To keep up with the workload, the company started rotating developers in and out of different games during the development process, sometimes in ways that employees say made little sense. As the developer’s schedule grew more aggressive, management sought to remedy tighter turnarounds by adding more people to the department — a “solution” that did little to help the problem. As one former Telltale developer put it: nine women can’t make a baby in one month. “Focus on quality really started to shift to ‘let’s just get as many episodes out as we can,’” the source says.
Time management was a major issue. Release dates would often slip after games underwent multiple, extensive reviews that came with a great deal of feedback, but failed to budget enough time to make the changes. “The pace at which the studio operated was both an amazing feat and its biggest problem,” says a former employee. “Executives would often ask teams to rewrite, redesign, recast, and reanimate up until the very last minute without properly adjusting the schedule. The demands on production only became more intense with each successful release, and at some point, you just don’t have anything left to give.”
Wednesday - March 21, 2018
Synthetik - Roguelite Shooter Released
Synthetik is a top-down roguelite shooter that recently released on Steam.
About This Game
1985. After many years of slavery, the AI servants of Kaida Corporation, the world leader in robotics, have formed the "Machine Legion" and have set out to destroy humanity. Awakening in Kaida Corp. Headquarters, you are the human consciousness of a forgotten Android prototype; the last straw holding the Legion from unleashing the Heart of Armageddon. Only you can battle through the levels of Kaida Corporation's Headquarters, defeat the battalions of enemies within and put an end to this madness.
SYNTHETIK has all the core components of a great rogue-lite - an insurmountable objective defended by relentless opponents and unforgiving bosses encased in ever-changing environments filled with a massive cache of weapons, items, perks and upgrades to discover.
Join the fight alone or through seamless 2 player online co-op, but be careful; every fumble could mean the end.
There's plenty to choices to make and hours of challenge and fun to be had.
Can you defeat the Heart of Armageddon?
T H E N E X T L E V E L I N G U N P L A Y
> Master SYNTHETIK's uniquely rewarding magazine eject and active reload mechanics!
> Weapons can jam and produce heat, check yourself before you burn yourself!
> Go for headshots, tame complex recoil, discard and switch between varied ammo types.
> Savor the uniquely satisfying and direct weapon handling, rewarding precision and mastery!
E X P E R I M E N T
Discover and experiment with over 60 weapons, each with many variants, attachments, and upgrades. Supplement your arsenal with over 80 items that grant offensive and defensive capabilities. There are many choices to make, risks to take, and everything can work!
C U S T O M I Z E
Select between 4 unique and highly customizable classes - Play as a Guardian, Rogue, Commando, or Specialist, each with their own weapon specialisations, loadouts, and perks.
M O D U L A R D I F F I C U L T Y
Choose from 10 different modifications which can be independently combined for a tailored experience. Up the ante for greater risks and rewards or play it safe.
2 P O N L I N E C O O P
Drop in co-op allows you to bring reinforcements to the fight. Better yet, share perks, items, buffs and loot with your comrade. Or, if they get in your way, share your bullets.
Tuesday - March 20, 2018
Smoke and Sacrifice - Dark Fantasy RPG
PC Gamer reports on Smoke and Sacrifice, a dark fantasy RPG. There are screenshots at the link.
In Smoke and Sacrifice, you're a mother searching for her child in a bizarre underworld. All sorts of creatures inhabit this landscape, including jellyfish-like creatures called polyps and a cute hybrid of hogs and porcupines. It immediately reminds me of Don't Starve to play—you craft things to survive, which is extremely familiar. While you start by creating boots, melee weapons and small bombs, though, eventually you'll be creating steampunk-infused mechs. There's a lot going on here.
Jeff Vogel - Innovation is not the only Path
@GamesIndustry Jeff Vogel shared his thoughts at GDC on how to survive making indie games.
In his 24 years of continuous indie game development, Spiderweb Software's Jeff Vogel has learned a few things. In a talk at the Game Developers Conference Independent Games Summit today, he shared some of those things, with the caveat that they may only apply to him and his career, may not be true forever, and may not even be true now.
"Video games are young," Vogel stressed. "Nobody knows anything. We're still scrambling to figure out, 'How do we design these things? How do we create these things? How do we test these things? How do we sell these things? How do we market these things? How do we add loot boxes to our $100 million project without causing it to blow up on the launch pad?'"
Vogel framed his talk as a walk through his personal career in game development, including the creative genesis of his very first video game project.
"It didn't take me long," Vogel said. "I came up with an idea. I loved these games as a kid, so what I'm going to do is I'm going to go to every single game I liked as a kid, and steal the single best idea from every one. And in my crasftsman way, I'm going to amalgamate them into what I hope is a cohesive and satisfying whole."
Sunday - March 18, 2018
Soulblight - Released
Soulblight is described as a dark, unforgiving, top-down action roguelike luring you to cross the thin line between good and evil. The game has launched on Steam to a 10% discount.
About This Game
Soulblight is a dark, unforgiving, top-down action roguelike luring you to cross the thin line between good and evil. Instead of XP grinding, it introduces a Tainting Mechanics. While traveling through the shattered reality of the Sanctuary, you will receive personality traits based on your choices. These will be the main source of your strength. To harness them, you will have to act accordingly. Becoming an alcoholic means that you will be rewarded for getting drunk, but from that point being sober might prove to be unbearable.
- A unique Tainting Mechanic designed to encourage role playing
- Tons of weapons, armor, and utility items
- Dynamic and tactical combat build around stamina management and distance control
- Optional stealth approach that complements fighting
- Randomly generated, visually breathtaking levels
- High difficulty level emphasized by permadeath mechanics
- Gameplay-driven narrative
Before entering each level of the Sanctuary you get to choose a Taint that represents a certain personality trait. That choice will shape your future experiences as each Taint unlocks a new way of gaining power - a custom mechanic designed to encourage role-playing. Tainting Mechanics channels your will to survive into actions that are aligned with your hero’s personality.
As you go deeper into the Sanctuary you’ll be able to add more Taints to your character’s personality making the shifting levels of the dungeon itself a skill tree of a kind. However with each new Taint you’re a step closer to the point of no return. Are you sure you know where it is?
Friday - March 16, 2018
Genesis Alpha One - Planetary Landing Trailer
Genesis Alpha One is described as having roguelike mechanics with a deep ship builder and fast first-person action, putting you in the role of an interstellar pioneer.
Genesis Alpha One will launch on Steam, PlayStation 4 and Xbox One summer 2018.
Wishlist it on Steam at http://store.steampowered.com/app/712190/Genesis_Alpha_One/
Follow Genesis Alpha One on Twitter: https://twitter.com/GenesisAlphaOne
Like Genesis Alpha One on Facebook: https://www.facebook.com/GenesisCommand
Follow Team17 on Twitter: https://twitter.com/Team17Ltd
Like Team17 on Facebook: https://www.facebook.com/Team17/
Chat with us on Discord: http://discord.gg/team17
The trailer reveals the ability to land upon a wide variety of different planets within the galaxy to mine resources and explore for artefacts, new weapons, blueprints and transmissions. You’ll be able to leave your genesis starship by departing in your trusty harvester located within the hangar. Setting foot upon the dusty surface of a new unexplored planet, your crew of clones will begin to mine the planet for vital resources such as iron, iridium, aluminium and more. You’ll need to keep a watchful eye for any hostile alien lifeforms that inhabit the planet. Defeating any threats will not only keep your crew safe but also enable you to collect biomass which will enable you to create new kinds of clones for your mission.
Thursday - March 15, 2018
Immortal Unchained - First Impressions
John Papadopoulos of DSOGaming checked out the alpha version of Immortal Unchained:
Immortal Unchained Closed Alpha - First 10 Minutes - PC Max Settingsloading...
Gamewatcher penned down a preview, too:
Killed again and again and again
Immortal: Unchained is forcing me to commit not one, but two of the greatest travesties a video game journalist could commit. Not only must I invoke the name of that one game absolutely everyone mentions when a game is somewhat difficult, but I must also liken it to said game by adding “but with guns” to it. Don’t worry, I’m typing up my resignation in the other tab.
Alas, Immortal: Unchained tries so very hard to not just be like, but outright be Dark Souls with guns and a coat of sci-fi paint, down to the typical strafe and dodge based gameplay, the save system, the lack of pause, the RPG elements, the opaque delivery of the ‘story’ and the level design that there simply isn’t any better way to convey what this game is like. We’re not invoking Souls because we died a couple of times, but because almost every mechanic has been lifted nigh verbatim from those games.
General News - Project Spellbound becomes Witchbrook
Chucklefish have announced Witchbrook will be the title for their school of wizards game.
So, project Spellbound finally has a proper name... pic.twitter.com/4UwUy5rpH0— Tiy (@Tiyuri) March 14, 2018
Wednesday - March 14, 2018
Decay of Logos - Announced
DSOGaming reports that Decay of Logos will release Autumn 2018. The game is described as a third person fantasy action RPG and there are screenshots at the link.
Rising Star Games today announced it has entered into a partnership with Amplify Creations to publish the third-person fantasy action-RPG Decay of Logos on digital storefronts in Autumn 2018.
Decay of Logos is described as an immersive action role-playing game inspired by the developer’s love and passion for European folklore, high fantasy fiction and archetypal classic third-person action-RPG videogames. The game hails from the imagination of lead game designer and programmer André Constantino and is developed by award-winning independent software organization Amplify Creations.
Monday - March 12, 2018
Dark Future: Blood Red States - Gameplay Video
@GameWatcher Dark Future: Blood Red States is a strategy RPG focused on the post-apocalypse and car combat based on the tabletop from Games Workshop.
As noted in the video, the UI there is placeholder, but it gives a good impression of how Dark Future: Blood Red States will actually play. Despite at first glance looking like a Twisted Metal-style car combat game, it is actually a strategy game. Auroch uses a "time dilation-focused tactical gameplay system" called RealTimeShift, in which players can slow down time to issue orders. It certainly looks quite unique.
The game's Steam page has also undergone a complete refresh, with new information and new screenshots.
Dark Future: Blood Red States will be out on PC in 2018, we're guessing later in the year.
Sunday - March 11, 2018
Tale of Enki - Demo available
A demo for the 2D RPG Tale of Enki: Pilgrimage is available on Steam. The game will be released later this year:
Tale of Enki: Pilgrimage
Tale of Enki: Pilgrimage is a story-driven RPG that tells the tale of a young Ogre, Gargan, who's kicked out of his house by his father for being a layabout. Gargan is determined to prove to his father that he's a true Ogre and sets off on a journey across the country to retrieve a relic from an ancient Ogre hero. Gargan is joined on his journey by: Rook the aspiring paladin, Drusilla the cruel demon witch, Twostone the rocky cyclops hermit and Ka-gu the reformed villain and current necromancer. They all have their own reasons for joining the journey, but it's never smooth and they don't always get along too well.
FeaturesTale of Enki: Pilgrimage is a turn-based RPG with no random battles! It has influences from both Western and Japanese role-playing games as well as influences from classic pen and paper games like Dungeons and Dragons.
- Character-driven plot that won't have you saving any worlds for a change.
- Fast-paced battles using our custom Stamina system that lets you take multiple attacks per round.
- Over 120 pieces of equipment to use ranging from swords to spells to armour.
- Over 50 enemies and bosses to slaughter along your journey from bugs made of fruit to demon lords to the ghostly spirits of your ancestors.
- Multiple endings depending on how many people you help...or sabotage.
- Original art and story all put together in our custom engine.
Editorial - Curious Case of Saviour Schnapps
Gamepressure write in defense of the Saviour Schnapps system in Kingdom Come: Deliverance.
Much ado about saving
After breaking down to you this lengthy outline of mechanics designed to make our decisions in games more impactful, I ought to get to the point, or rather the game that inspired this whole article – Kingdom Come: Deliverance. The Czechs from Warhorse also wanted to attribute more gravity to the decisions – not only the big ones that shape the world and the story, but also (and perhaps mainly) the small ones: risky actions such as pickpocketing, for instance. In order to do that, the number of possible ways of saving the game was drastically limited to beds, bathhouses and special (rather expensive) potions, complete with checkpoints during missions.
Saviour Schnapps in Kingdom Come isn’t a new idea, as a matter of fact. Older players may recall a similar solution being utilized in PlayStation version of Tomb Raider 3 – at the beginning of each level, the player would get a few crystals that allowed to save the game. You could find a couple more further down the road, but the game was still considered to be significantly more difficult than the PC version – sometimes even to the point of absurdity, if judged by today’s standards.
The decision generated much discussion. Even though Kingdom Come has probably as many pros as cons, the discussion was mostly fixed on the game’s saving system. The solution utilized in the game was a bitter pill, mainly for the PC players, who have developed an almost compulsive quick-saving instinct over the years. I’ve seen some truly paradoxical situations, where some core players, who usually bemoan the way video games have become way too simple because of the casuals, were complaining about this system spoiling the game.
Saturday - March 10, 2018
Dark Sun: Shattered Lands - Retrospective Review
RetrospectiveGaming took a look back at Dark Sun: Shattered Lands.
Friday - March 09, 2018
Immortal Unchained - PC Closed Alpha Available
@AllGamesDelta Immortal: Unchained PC Alpha is now live. There are some screenshots at the link.
An exclusive closed alpha test for the upcoming hardcore action-RPG Immortal: Unchained is now live on PC via Steam, Sold Out and Toadman Interactive announced today.
Pre-orders for the physical version of Immortal: Unchained are also now available on PlayStation 4 and the family of Xbox One devices including Xbox One X ahead of the game’s release later in 2018.
The closed alpha includes two of the game’s locations: the Hidden Vaults, featuring the game’s opening tutorial, and the frozen ice world Arden, where players will get to explore the Scar of the Abyss. The alpha will be live until 2pm GMT on Monday, March 12.
Players interested in participating in the closed alpha can still register for access on ImmortalTheGame.com, with additional keys set to be provided to successful applicants throughout the weekend.
Players are also encouraged to share their thoughts and experiences with the alpha via social media or by visiting the Steam forums, with the feedback being used to help Toadman Interactive refine the game ahead of launch.
“Immortal: Unchained is a hardcore experience for hardcore action-RPG fans,” said Rasmus Davidsson, Design Director at Toadman Interactive. “As huge fans of the genre ourselves, Immortal: Unchained is the result of years of passionate work from the entire team, and we’re excited to finally give PC players an early sneak peek at our brutal new IP.”
“We hope this early look at the game will get players eager to learn more about Toadman’s unforgiving universe,” added Sarah Hoeksma, Marketing Director at Sold Out. “We still have a limited number of spaces available in the alpha, so if you want to try Immortal: Unchained this weekend, sign up today!”
Immortal: Unchained will be available both digitally and at retail on the PlayStation 4 computer entertainment system, the family of Xbox One devices including Xbox One X, and PC via Steam in 2018.
For the latest updates on the game’s development, follow Immortal: Unchained on Twitter and Facebook.
Paranoia: The Official Video Game - Announced
All Games Delta report that Cyanide has announced Paranoia: The Official Video Game which is a dark humour RPG based on a pen and paper game.
Good news, Citizen! For the first time, your friend The Computer, has authorized a digital version of Paranoia
Cyanide and Black Shamrock are fervently loyal to The Computer and therefore proud to announce the development of Paranoia: The Official Video Game, a darkly humorous RPG adapted from the critically acclaimed pen and paper game created by Dan Gelber, Greg Costikyan, and Eric Goldberg.
Paranoia is set in Alpha Complex, the last remaining human city. Alpha Complex is a paradise. The Computer tells you so. Of course, The Computer is always right. Questioning or challenging The Computer is likely to result in termination, or possibly long-term commitment to a Re-Education Gulag and Spa.
In Paranoia, you’ll play as the leader of a Red Clearance Troubleshooter team. As a Troubleshooter, your job is to find trouble. And shoot it. Though Alpha Complex is a paradise, it is unfortunately beset by all kinds of enemies. Terrorists. Mutants. Members of secret societies. Even – shocking though it may be to say – even Troubleshooters who somehow doubt The Computer’s benevolent wisdom, and the evident truth that Alpha Complex is a paradise.
Lies, double-cross and backstabbing will be your best allies for survival in Alpha Complex, as betrayal is a constant threat. Sometimes your team mates, and even yourself, are more of a threat to your survival than the ostensible mission baddies.
On top of that, the Computer is always watching your actions, judging you, and rewarding you fairly… or not. But should you be defeated or terminated (incinerated is more accurate), you have 5 replacement clones in reserve to try again! Not always faithful copies of the original… but that's another problem.
To demonstrate your loyalty to The Computer, please circulate these posters! Thank you for your cooperation!
[poster 1][poster 2][poster 3][poster 4]
Unreliable narration; explosions, laser blasts, insane robots; technology-based environments to explore; a role-playing team you can’t rely on: Paranoia takes the conventions of the CRPG and turns them on their head, creating a world and a gaming environment that will frustrate, surprise, and delight players of the genre with something both familiar – and something that defeats their expectations.
The above information is Clearance Violet. If you are below Clearance Violet, please report to the nearest Termination Booth immediately. Thank you.
Paranoia: The Official Video Game is co-developed by Cyanide, from Paris Complex, and Black Shamrock, from Dublin Complex. The game will be released on PC and Console when the Computer decides that the time is right.
Sunday - March 04, 2018
Battle of the Torments - Scars and Stories
Noah Caldwell-Gervais dissects the two Torments, namely Planescape: Torment and Torment: Tides of Numenera. Heavy Spoiler Warning.
This is a total-spoiler analysis and critique of Black Isle's Planescape: Torment and its years-later successor from InExile, Torment: Tide of Numenera. It goes into great detail to highlight what makes the first game unique, and the challenges posed in trying to follow up such a legendary role-playing title.
[Planescape: Torment] 00:23
[Torment: Tides of Numenera] 1:00:54
Saturday - March 03, 2018
Undead Horde - Upcoming Necromancer RPG
The necromancer action RPG Undead Horde will be released on Steam late 2018:
Undead Horde is an action RPG where you raise undead minions from wherever you can find them: your slain enemies, graves, and tombs. With your undead army you'll defeat the armies of the living and steal their treasures!
Raise the Dead
You are a necromancer with the ability to raise the dead. Slay your enemies and make them your underlings. Your underlings vary from a horde of footmen to a mob of undead venomous scorpions!
Loot the Living
Find, buy and steal items to become more powerful. Equip up to six items: two in hand and four in quick slots. Items vary from common swords to amazing magic items. Some will require you to become more powerful before you can use them - others can be found only in specific places. An endless number of items offers something new to discover each time.
Crush the Empire
It's time to take back your ancestral lands! Make your way through the kingdom of men and crush the empire of the living. You will start as a novice necromancer with weak powers and a small following. To conquer back your lands, you must gain experience and gather an undead horde powerful enough to eliminate even the most dangerous creatures.
- Create an army: Raise your slain enemies and the dead from their graves
- Find items, level up, and raise the dead to become more powerful
- Build up your Necromancer with items to suit your personal tastes and playstyle
- Procedural item generation: Endless number of items to loot, steal and buy -
- A vast world to explore and conquer - environments ranging from forests to catacombs.
Thursday - March 01, 2018
Spellbound - Chucklefish Interview
Redbull interviewed Chucklefish about Spellbound which they hope can top Stardew Valley.
The triumph of Stardew Valley has given Chucklefish the resource to create a title which they hope could be just as popular with players, if not more so. Boasting a similar 2D aesthetic, Spellbound is described as a "wizard-school sim" and is a concept that has instant, universal appeal. "Who doesn't want to enroll in a magic school?" says Brice with a smile. The company's unique working environment was one of the key reasons the idea gathered enough momentum to become a fully-fledged project.
"Spellbound is an idea several people at Chucklefish had been kicking around for a long time," Brice continues. "Between projects every member of staff at Chucklefish is given the opportunity to pitch a game, and Spellbound was one of the big pitches. The team fell in love with the concept right away and here we are."
When you hear the phrase "wizard school", it's highly likely that the name Harry Potter flashes into your head like a magic spell, and Brice readily admits that the team was directly inspired by J.K. Rowling's iconic literary creation. "We're fans of Harry Potter, and after reading the series we were left longing to experience our own path through magical school life, where we could make our own best friends and develop our own identity in a magical world."
However, Brice explains that the game has been influenced by other key sources, too. "Spellbound is our exploration of that premise, but the magical world we're creating is very unlike Hogwarts. Magic in this world is very practical, taking inspiration from Terry Pratchett's Tiffany Aching series, Garth Nix's Old Kingdom Series, Studio Ghibli animations, and even the cartoon show Steven Universe at times." That's quite a mixture of inspirations, and should hopefully calm any fears people have of this being little more than Potter without the licence.
Tuesday - February 27, 2018
General News - 7 Games with Great Side Quests
@Gamasutra Seven games with great side quest design with pointers from Chris Avellone , George Ziets, Mateusz Tomaszkiewicz, Brad Johnson and Bruce Nesmith.
Fallout 2's open-ended quest and skill systems
The Witcher 3's lead quest designer Mateusz Tomaszkiewicz thinks that Fallout 2 has particularly good quest designs. "Tasks are simple, but open-ended," he explains. "You can complete many of them in a variety of ways and it’s done very organically — they don’t seem forced, nor do they involve much hand holding, if any at all." Indeed, the game is so open-ended that most quests can be bypassed altogether — meaning that nearly every quest could be described as a side quest. And the player's actions have consequences — even in the more innocuous quests — that can play out both over the course of their remaining journey and in the ending.
Fallout 2 also cleverly works the skill system into the dialogue, with every stat affecting dialogue choices and results, rather than following the common approach of only checking communication-related skills.
"If you invested heavily in small guns, for example, you might end up using that knowledge to impress someone," says Tomaszkiewicz. "If you know a lot about computers, you could’ve used that fact to reprogram a robot, etc. This use of gameplay-related skills in dialogues and quests was very unique and immersive — something I’d come to expect from a pen & paper RPG, not a video game."
TAKEAWAY: Side quests, like main quests, benefit from an open-endedness that allows for different solutions and playstyles and that ideally also acknowledges all of the player character's relevant skills.
Monday - February 26, 2018
Opinion - What Kingdom Come can teach Elder Scrolls
Gamespot opine on what Elder Scrolls games can learn from Kingdom Come: Deliverance.
Kingdom Come: Deliverance is in many ways a more realistic survival take on The Elder Scrolls series and we think there are some lessons future Elder Scrolls games could learn from it.
Saturday - February 24, 2018
The Digital Antiquarian - Worlds of Ultima
The Digital Antiquarian writes about the Worlds of Ultima.
The Worlds of Ultima23 Feb
In the very early days of Ultima, Richard Garriott made a public promise which would eventually come back to haunt him. Looking for a way to differentiate his CRPG series from its arch-rival, Wizardry, he said that he would never reuse an Ultima engine. Before every new installment of his series, he would tear everything down to its component parts and rebuild it all, bigger and better than ever before. For quite some time, this policy served Garriott very well indeed. When the first Ultima had appeared in 1981, it had lagged well behind the first Wizardry in terms of sales and respect, but by the time Ultima III dropped in 1983 Garriott’s series had snatched a lead which it would never come close to relinquishing. While the first five Wizardry installments remained largely indistinguishable from one another to the casual fan, Ultima made major, obvious leaps with each new release. Yes, games like The Bard’s Tale and Pool of Radiance racked up some very impressive sales of their own as the 1980s wore on, but Ultima… well, Ultima was simply Ultima, the most respected name of all in CRPGs.
And yet by 1990 the promise which had served Richard Garriott so well was starting to become a real problem for his company Origin Systems. To build each new entry in the series from the ground up was one thing when doing so entailed Garriott disappearing alone into a small room containing only his Apple II for six months or a year, then emerging, blurry-eyed and exhausted, with floppy disks in hand. It was quite another thing in the case of a game like 1990’s Ultima VI, the first Ultima to be developed for MS-DOS machines with VGA graphics and hard drives, a project involving four programmers and five artists, plus a bureaucracy of others that included everything from producers to play-testers. Making a new Ultima from the ground up had by this point come to entail much more than just writing a game engine; it required a whole new technical infrastructure of editors and other software tools that let the design team, to paraphrase Origin’s favorite marketing tagline, create their latest world.
Friday - February 23, 2018
General News - Mike Laidlaw Interview
Mike Laidlaw talked to Game Informer about what he has been up to since he left Bioware. The GI Show also covered a variety of other gaming topics (see below).
On this episode of The Game Informer Show podcast, Ben Hanson, Joe Juba, Elise Favis, and Suriel Vazquez talk about Konami after Kojima by diving in deep on Metal Gear Survive. We talk about Ubisoft's stellar work keeping Rainbow Six Siege thriving with both the Invitational and Outbreak mode and also the bizarre historical tour through ancient Egypt available with Assassin's Creed Origins Discovery Tour. We take a turn for the romantic as well by talking about the intriguing little game Florence on iOS. After some great community emails, we're joined by Mike Laidlaw to talk about why he left BioWare, his role as creative director for the Dragon Age series, and why he's optimistic for Anthem.
To jump to a particular point in the discussion, check out the time stamps below...
2:45 - Kingdom Come: Deliverance
5:30 - Game Informer's 300th Issue Party at Fulton Brewery
6:20 - Metal Gear Survive
36:45 - Assassin's Creed Origins Discovery Tour
46:00 - Rainbow Six Siege's Future 50:10 - Florence
1:00:50 - Community emails
1:02:20 - Introducing the #gishowchallenge
1:33:25 - Our entrance music
1:53:10 - Mike Laidlaw on Dragon Age and leaving BioWare
Kynseed - Steam Page and Early Access Soon
Kynseed now has a Steam page with Early Access to come soon.
About This Game
Kynseed is a sandbox RPG adventure life sim brought to you by developers who worked on the Fable series for Lionhead Studios.
Live your life in a quirky world where everyone ages and dies, including your pets! Take control of the mystical Kynseed and grow your family legacy over generations as you pass your skills and powers down to your children.
- Run a tavern, apothecary, goods store or blacksmith. Farm your land. Go adventuring and battle dark faery tale creatures. Or do them all. The choice is yours.
- Develop relationships with NPC’s who have their own lives and loves, and who will remember your deeds, actions and pranks!
- Find and use Proverbs to unlock the secrets of each ingredient, creature and inhabitant of a place where folk tales are all true.
- Gather the materials to create better items, craft beers or to mix cures for a range of bizarre maladies for the simple people of the land.
- Deal with the mysterious Fae gentleman, Mr Fairweather and buy strange artifacts from him that aid your chores, help you in combat or let you just mess with the world….but be aware of the life tax he extracts annually!
In Kynseed, live your lives the way you choose in a lovingly hand-crafted and huge 2D open world.
Star Control IP - Complaints Filed
Fred and Paul of Star Control fame have explained the latest development in the legal dispute with Stardock.
Stardock filed a complaint in Federal court against us, personally, alleging among other things that we are not actually the creators of Star Control. This is news to us! Are we clones of the original Fred and Paul, just now learning of our squelchy vat birth? Unfortunately, Stardock’s complaint is not a prank – so, today we took action and filed a response in Federal court answering Stardock's false claims. Of course, we've also filed counterclaims against Stardock, as the original Fred and Paul would have wanted. Read the background here.
Wednesday - February 21, 2018
Immortal Unchained - Gameplay Trailer & Alpha Test
@DSOGaming Immortal Unchained is a science fiction, hardcore action RPG which will have a closed Alpha test March 8th.
Beginning Thursday, March 8 and running until Monday, March 12, the closed alpha test will offer PC players the first look at two locations from Immortal: Unchained’s dark and unforgiving world, while experiencing the game’s brutal combat and tactical gunplay for the very first time.
Players will also be invited to share their feedback with the development team to help refine the game and are encouraged to share their thoughts and experiences via the Immortal: Unchained Steam page and other social media channels. In other words, there won’t be any NDA for this closed alpha test.
Tuesday - February 20, 2018
General News - Historical Periods for CRPGs
Retrospective Gaming shares his thoughts on historical settings that could work for CRPGs.
Emperor Che will rule for 50 years and built an empire that will throughout the ages! Or maybe 20 years ..idk
Music - Napoloen Total War - Art of War
Onimusha - Waterfall Mountain
Mafia - Hoboken
Picture sources - Samurai
Naoleon and French Revolution -
Hisotrical Setting definition - " Historical setting is an aspect of setting that pertains to when events occur and when characters live or interact. A historical setting is a point in time. Literary characters cannot see nor touch their historical setting because historical setting pertains to time which is intangible, but all human actions must occur in time. Historical settings might be past, present, or future. Historical settings might be described as specific spans or moments in time:
Sunday - February 18, 2018
CRPG Book - Now in ePub Format
It has been an overwhelming week! In less than 5 days the CRPG Book got over 100k downloads and it has been a blast to see everyone enjoying it.
Several volunteers appeared to help with proofreading and I’m trying to come up with a good system for this. I’ve also “patched” the book to version 1.0.2, fixing a bunch of typos, grammar mistakes and adding three contributors whose name had been left out.
A lot of people want an ePub version. This is hard to do with such complex layout, but I’ve exported it as well as I could. Please get in touch if you know how to do this better.
Also, some groups are now translating the book to Spanish, German, Russian and Chinese! Besides the translations, a lot of people wanted to print a copy for personal use, make “abridged” versions, or simply check the files to see how the project was made.
So here’s a link to the full InDesign project.
The CRPG Book uses a CC BY-NC 4.0 Creative Commons license, meaning you can use it however you wish – as long as you credit the authors and don’t use it for monetary gain.
Finally, I received a few offers to publish a hardcover version! The idea is to turn it into a charity fundraiser, so I’ll keep everyone updated as things progress.
But for now, I’ll rest a bit. Thanks everyone for an unforgettable week!
Wednesday - February 14, 2018
The Sinking City - Concept Art
Bloody Disgusting reports that Frogwares have shared some new concept art for The Sinking City.
[Exclusive] Frogwares Drops Concept Art for their Lovecraftian Game ‘The Sinking City'
It's been a while since we've heard from Frogwares in regards to their open world Lovecraft-inspired game, The Sinking City. While they're still very much working away at the game, Frogwares decided to drop us a line to give us an exclusive look at some of their concept work. The images include a fishing harbour, an underwater monolith, and (because Lovecraft) a portal "that may or may not exist in the physical world" that leads to another realm.
Sunday - February 11, 2018
Egress - Announcement Trailer
Farflame spotted a trailer for the Lovecraft Cyberpunk Action RPG Egress:
Egress - role-playing BattleRoyale with an intense hardcore Souls-like combat system. Choose your hero with unique abilities and become the last survivor!loading...
- Alternate universe, combining the Victorian era, Lovecraft's mythology and Retrowave
- The multi-level City. Explore streets, houses and sewer tunnels
- Heroes with unique abilities, weapons and the opportunity to become stronger
- Hardcore Souls-like combat system based on melee attacks and dodges, ability combinations as well as strengths and weaknesses of the characters, their roles and equipment
- Solo or team-up modes
Friday - February 09, 2018
General News - Jeff Vogel AMA
Jeff Vogel did a AMA(Ask me anything) on Reddit where he shares some details on his new RPG and other things.
Hello, my name is Jeff Vogel! Since 1994, I've run an indie game company named Spiderweb Software (http://www.spiderwebsoftware.com/). We make indie, retro, old-school, story-heavy RPGs for Windows, Macintosh, and iPad. (And occasionally Android. And Linux.) We've made 16 all-new titles, plus ten full remasters.
Last Wednesday, we released Avernum 3: Ruined World, a full remaster of our all-time most popular title. It's a gigantic game in a unique setting, with lots of cool encounters, an intricate battle system, and plenty of low-budget charm.
Avernum 3 is out on Steam (http://store.steampowered.com/app/691830/Avernum_3_Ruined_World/), GOG.com (https://www.gog.com/game/avernum_3_ruined_world), and our own site (http://www.spiderwebsoftware.com/avernum/avernum3).
I am spending the next several hours (until around 6 PM PST) answering questions and taking on all comers. If you want to ask about our games, indie games, the history of gaming and the Internet, or anything about role-playing games, fire away!
EDIT: I'll answer the most common question now. What are we doing next?
We're making entirely new IP. New game system, new graphics, new world, new story. I hope (no promises) to do a Kickstarter early this summer with a full announcement.
It will still be a low-budget, turn-based, icon art fantasy RPG with a rich story. If you are expecting fancy tech, shiny 3-D, or big budget, nope. We're still us. Within those bounds, it is different from anything we've done before, and I'm very excited about it.
EDIT 2: I try to answer every question. That means, if I ignore your question, it's answered elsewhere. I get a lot of question repeats.
EDIT 3: Another FAQ ... We will remaster the Geneforge games, starting in 18 months or so. The story and gameplay will be mostly the same, but I have a lot of cool ideas for the creation system.
I'm taking a break for an hour or so. The questions are slowing down, and there are a lot of repeats. I will be back to pick through and give answers. Oh, and 100 duck-sized horses.
EDIT 4: Thanks everyone for a terrific AMA! I had a great time, and I hope I answered everyone's questions. If Avernum 3 sounds interesting, you can try a big demo on our web site. Have a great night!
Thursday - February 08, 2018
General News - Roguelike Deck Builder
Julian Gollop on PC Gamer: A new subgenre is born - The Roguelike Deck Builder.
The Gollop Chamber: Rise of the roguelike deck builder
From the tabletop to videogames like Slay the Spire and Dream Quest, a new subgenre has emerged.
I am often fascinated by game design evolution and how different genres and mechanics get fused in interesting ways. Much of the innovation here has taken place in board games, but there are also interesting evolutionary influences on videogames, where a videogame takes a board game idea and makes it something only possible in this medium. So today I would like to introduce you to a new videogame sub-genre—the roguelike deck builder. Now there aren't many entries in this genre, but I am sure this will change.
First, to explain deck building games. When you hear "deck building" the first thing you might think of is Magic: The Gathering or Hearthstone, but these are games for which you build decks, not "deck building games". In deck building games the game revolves around building the deck as part of the gameplay. The first deck builder I played was Dominion, a card/board game released back in 2008. In Dominion, each player starts with a deck of 10 cards containing money cards and victory point cards. Each turn a player draws five cards from that deck and may buy a card using money cards from their hand, and play a card. Then the hand is discarded, so that a new hand of five cards may be drawn on the next turn. When a player doesn't have enough cards to draw from they shuffle all discarded cards, including any cards bought in preceding rounds, in order to create a fresh draw deck. The cards you buy include money cards and victory point cards of various values, and kingdom cards which can be played for various effects which are described on the card.
Tuesday - February 06, 2018
Regions of Ruin - Released
Ah, to be a dwarf. Living underground with your dwarven pals, doing whatever dwarves do, and not caring about those weird people on the surface. And then, one day, you take a trip up there and everything is a mess. Monsters roam the world. Ruins everywhere. Oh, well. Time to do what dwarves do best: time to rebuild.loading...
In Regions of Ruin, city building meets side-scrolling RPG. Starting with little more than a fireplace, you set out into the world to gather resources, go on quests, and seeking out new residents for you budding settlement.
Main Features include:
• Styled combat system with stats and levelling
• Skill tree to focus your fighting style
• Extensive loot and rare items to discover
• Forge your own equipment or smelt it for resources
• Open world exploration with a hand crafted environment, no randomized maps or levels, everything you see has been made with care
• Customised town building and expansion
• Rescue and recruit dwarves for your township (save them from extinction!)
• Send workers to harvest resources from explored regions
• Hire Mercenaries to help in battle
• Multitude of Quests and a main storyline
Monday - February 05, 2018
General News - The History of RPG Magic
RockPaperShotgun wrote an article on the History of RPG Magic.
Let’s take the elemental magic which has become a staple in most RPGs: geo-, hydro-, aero- and pyromancy. Ever since the ancient Greeks, the four elements of earth, water, air and fire were believed to possess mystical qualities. In classical cosmology, they comprised the innermost four spheres of the cosmos. All four elements were also used for divination (manteia in Greek, hence -mancy). This meant shapes in the soil, clouds, flames or ripples in the water were observed to gain occult insights or to see the future; perhaps a subtler form of magic than tossing fireballs or ice shards at your enemies.
Still, control over the elements wasn’t beyond the skill of “real” magicians. In the Early Modern period, witches were believed to cause hailstorms and lightning. Several centuries earlier, peasants were terrified of so-called tempestarii, who extorted money in exchange for not blasting their fields with supernatural storms.
CRPG Book - Released
Update 19 – CRPG BOOK RELEASED!
Four years ago I began a journey.
On Feb 5 2014 I posted the results of the RPG Codex’s Top 70 poll, in which we elected the best CRPGs of all time. But I felt that a simple list was too dry… more than the ranking, I was interested in WHY these games were good. From there came the idea of asking people to write a short paragraph talking about each title.
This became a updated version of the Codex’s Top 70, now with screenshots and brief descriptions of each game. That’s my favorite piece of content I ever made, but I still wanted more – more games, more screenshots, longer reviews, tips on mods, fan-made patches, etc. So I made a list of all the RPGs I wanted to cover and began recruiting volunteers for the “CRPG Book Project”.
Having done the Top 70 list in 3 months, I thought I could do 300 games in about 10 months or so. Ha, it took me four years… but it is done!
Dear reader, I present you the full release of the CRPG BOOK PROJECT!
Sunday - February 04, 2018
Last Epoch - Hack and Slash ARPG
Last Epoch is a hack and slash action RPG which will be coming to Kickstarter April 17th. The game is currently in a pre-alpha state.
Check out our website for more: https://lastepochgame.com/
Sneak peak of Last Epoch - Pre-Alpha 0.4.5!
See Beastmaster and Sorcerer gameplay, plus our skill, passive, and crafting/shattering systems.
Help us spread the word as we head to Kickstarter on April 17, 2018!
Last Epoch combines time travel, exciting dungeon crawling, engrossing character customization and endless replayability to create an Online Action RPG for veterans and newcomers alike.
Saturday - February 03, 2018
General News - Interview with Mark & Vince
CSH Picone interviews Mark Yohalem and Vince D. Weller about RPG game design using details on upcoming games like Fallen Gods and The New World.
Mark Yohalem (Writer from Wormwood Studios)
Vince D. Weller (Writer / Designer from Iron Tower Studio)
03 February 2018
I have a special treat for you all today. Joining me is Mark Yohalem, writer for Wormwood Studios, and Vince, writer and designer for Iron Tower Studio, to give their views on some of the finer points on modern RPG game design. Using details from upcoming games Fallen Gods, The New World, and Iron Tower's as-yet-untitled Inquisition game as points of reference, we discuss/argue inventory, skill, and combat systems, puzzle design and the lessons that RPGs can learn from adventure games, witchcraft, sanity points, metagaming, inconsequential death, and the save-load dilemma.
Please note the following abbreviations:
AoD - Age of Decadence
TNW - The New World
PS:T - Planescape: Torment
MOTB - Mask of the Betrayer
D:OS - Divinity: Original Sin
DM/GM - Dungeon Master / Game Master
CSH: Inventory management is typically an afterthought in RPGs, but it's still something that must be considered, and there's no "norm." Some are weight-based, some are space-based, and some are unlimited. The main issue appears to be trying to balance realism against convenience, and it is often perceived that micromanaging an inventory can only detract from an RPG's real focus - the story.
Mark, what inventory management system will we be seeing in Fallen Gods? What are some of your other ideas for inventory management, or what might you implement in future games?
Mark: My usual approach - maybe a lawyer's approach - is to take a roundabout approach to a question that calls for a straightforward factual question. That approach feels particularly necessary here.
While there are a lot of things that I could describe as the "inciting event" or "prime motive" that led me to want to make Fallen Gods, one was a sense of dissatisfaction with itemisation and character-building in RPGs. I had long felt that RPG itemisation tended to devalue items; I think I had first written about this in connection with jRPGs because Suikoden took the rare (and in my opinion laudable) step of having the player upgrade rather than replace the characters' weapons. If you look at mythology, folklore, fantasy novels, comics - or any adventure stories, really - a characters' items are themselves part of the story. Indiana Jones isn't always swapping out hats and whips. Indeed, it is particularly the case that a hero's weapon (whether heirloom lightsaber, phoenix-feather wand, cavalry pistol, vibranium shield, whatever) defines the character and functions as a watershed in the plot. Arthur upgrades swords twice (first with the sword from the stone and then Excalibur), and each of those tells you something about Arthur and changes the plot's course. This is also true of weapons in most games other than RPGs - consider the crowbar in Half Life, the shotgun in Doom, the spread-fire gun in Contra, the Master Sword in Zelda, etc.
Space Hulk Tactics - Announced
@Gamewatcher Space Hulk: Tactics will utilize turn based tactics and have a full narrative campaign as either the Terminators or the Genestealers. The game is expected to release 2018 for PC, Playstation and Xbox One.
Space Hulk: Tactics is different from most video game adaptations of the Space Hulk brand, because it lets you in engage in turn-based tactical battles through a full campaign as either the Terminators or the Genestealers.
Cyanide Studio are probably best known for the Blood Bowl series, but they're currently working on the console ports of Space Hulk: Deathwing for Xbox One and PlayStation 4, although with that due to be released soon it looks like they're heading for another take on the franchise with Space Hulk: Tactics.
Space Hulk: Tactics will take you through two, narrative-driven campaigns from the prospective of either a Blood Angels squad – which can be upgraded and customised as you progress through the campaign – or the ultimate shock troopers, Genestealers.
Thursday - February 01, 2018
It Lurks Below - David Breviks new RPG
PCGamer reports on David Brevik's new RPG 2D sandbox game called It Lurks Below. The game takes after Starbound and Terraria graphically but with more purpose.
Diablo creator David Brevik has announced his own indie game: a 2D sandbox RPG called It Lurks Below. Players will explore randomly generated levels, delving into dungeons and fighting baddies while collecting as much loot as they can get their pixely hands on.
It'll have free-form building, too, in the same vein as Minecraft and Terraria. Brevik told Polygon that he's a big fan of those games but he "wanted more of a point to a lot of those games. I wanted to make an RPG, with classes and leveling up, random items, where you get more and more powerful as you go down into the core of the world and fight baddies.”
Wednesday - January 31, 2018
Way of the Samurai 3 - 50% off on GOG
Way of the Samurai 3 is an action RPG available on GOG for 50% off until February 6th.
Release: Way of the Samurai 313 hours ago
Can you survive a thousand cuts? Way of the Samurai 3 is now available 50% off until February 6, 2PM UTC. Buy them together and get 15% off Way of the Samurai 4.The acclaimed open-world action/RPG series marches on with the epic journey of a tormented lone samurai who must weave his own destiny into the bloodied tapestry of the Sengoku era. Build your story out of dozens of choices and cut your enemies with your customizable weapons, your sharp wit or perhaps your weighty gestures.Find extra weapons and accessories inside the Deluxe Edition (-40%), or Upgrade later.loading...
Thursday - January 25, 2018
Dark Crystal Games - Ape Bandits?
Dark Crystal Games continues to tease us about their post-apocalyptic game on Twitter, which looks like it will be partly inspired by Planet of the Apes.
— You heard the news? Two days ago a caravan was attacked by a well-organized group of raiders dressed like apes.— Dark Crystal Games (@DarkCrystal_HQ) January 24, 2018
— Those bandits come up with new crazy gimmicks every day!#postapocalyptic #rpg #gamedev #fallout pic.twitter.com/5QuXrjOgra
Tuesday - January 23, 2018
Fable 4 - Peter Wants Rideable Dragons
@GameRant If Fable 4 is being made Peter Molyneux would like to see rideable Dragons in it and a bunch of other things.
Fable Creator Wants Fable 4 to Have Rideable Dragons
Over the past few weeks, rumors have persisted that Fable 4 is in active development at Playground Games, the studio best known for its work on the Forza Horizon series. We still don’t know if this is true or not, but that hasn’t stopped Fable series creator Peter Molyneux from weighing in on the game. And as it turns out, if Molyneux had his way, the next Fable would have rideable dragons, among other interesting features.
Monday - January 22, 2018
Tangledeep - Launching February 1st
I've had my eye on Tangledeep for a while: it's a roguelike dungeon crawler where you start underground and your goal is to reach the surface, which is a decent twist on an age-old formula. It entered Early Access in July and developer Impact Gameworks has just announced that its full release will be shooting out on February 1.
Faeland - Coming to Kickstarter Soon
PCGamer reports that Faeland will be coming to Kickstarter soon. Faeland is an open world metroidvania RPG with pixel art.
Faeland looks gorgeous, in my opinion (although I am a sucker for this sort of thing). It's a pixel art Metroidvania with role-playing elements that's coming to Kickstarter "soon"—and yes, I know, there are more pixel art Metroidvanias on the horizon than you can shake a short sword at, but give the teaser trailer a chance before you dismiss it.
Sunday - January 21, 2018
Nightmarchers - Interview
Wccftech interviewed Nathan Gray - one of the programmers of Nightmarchers -about the game:
Nightmarchers Interview – A Tropical Apocalypse On a Larger Scale than Skyrim
Proudly described as ‘Mad Max meets Moana,’ this tropical FPS/RPG hybrid is about to get its time in the sun. The crowdfunding campaign for Nightmarchers is about to begin on January 17th and we had the pleasure of speaking with Nathan Gray, a programmer at Wyrmbyte, after taking a small virtual tour around the island of Oahu and taking a look under the hood to see what is planned for Nightmarchers.
(Nightmarchers) is built in Unreal Engine 4, correct? What sort of middleware are you integrating?
Correct, yes. The primary one out of all of them is the sky is called TrueSky. It’s a middleware plugin that does really fantastic sky simulation. TrueSky is kind of the primary one because it integrates into all of the visual systems in our game with the lighting and all of that. There are a few other general plugins that we have found and integrated off of the Unreal marketplace, some sort of utility libraries like the Victory Plugin. One of the big ones that we use is IKinema. I’m not sure if you’re familiar with that one, but IKinema is the one that deals with foot placement so that you keep your feet on the ground at all times. It’s an IK solutions package that’s also tied into how we do our character aiming. Another one that we use is the FaceFX plugin (which) allows us to do facial animations for dialogue. I can get you a list of the other middleware and plugins if that’s something that you’d be interested in knowing a bit more about.
I know that’s something (we) always have interest in especially with the APIs you are using, such as Vulkan, for example.
We haven’t started investigating anything with Vulkan yet. It’s one of the things on our radar to investigate, but that one in particular we haven’t done much with yet. Anything that Unreal Engine itself happens to integrate is something that we end up using. Unreal uses the PhysX physics engine, for instance, so we’d just go ahead and roll with that. Anything that’s kind of built into Unreal we’re probably taking advantage of in some capacity. (That) includes the Simplygon mesh deformation for optimization of distant objects so that we actually have the ability to render as many as we do.
Thursday - January 18, 2018
Nightmarchers - New RPG on Fig
- Open world Hawaiian shooter
- Learn fantastic abilities from the gods of Hawaii
- Deep, branching, narrative, based on player choice and consequence
- Over fifty skills
- Fully customizable weapons system
- Authentic Hawaiian locations and story
- Dynamic game play that adjusts to your level and game decision
- Over fifty outposts to conquer
Open-world action-adventure game set on the island of Oahu : go where you want, play the way you want (stealth, sniper, guns blazing, powerful spells), fight how you want, decide which factions to support or take out as you rebuild Oahu.
“MOANA meets MAD MAX”
Set on the island of Oahu after a cataclysmic event, NIGHTMARCHERS describes itself as “FAR CRY meets ZELDA.” You play as Kai, a man blessed by the gods to take back the island from a ravenous cult worshipping Kamapua’a.
The player wields both modern weaponry and god-like powers, giving the game a sort of contemporary fantasy vibe. You can transform into an owl to spy on your enemies. You can turn into a shark to find hidden treasure beneath the waves. Kai can even summon a magical bow to slay his enemies.
Little Witch Academia - Launches February 20th
@Gematsu Little Witch Academia: Chamber of Time will launch February 20th.
Here is an overview of the game, via Bandai Namco:
Little Witch Academia: Chamber of Time is a heart-pounding 3D action JRPG beat ‘em up featuring an original storyline carved from the popular anime series by Studio Trigger, a Tokyo-based anime production company; now streaming exclusively on Netflix.
Having been inspired by a famous witch named Shiny Chariot, an ordinary girl named Atsuko “Akko” Kagari enrolls at Luna Nova Magical Academy — a prestigious school for young girls training to become witches. The school will change Akko life and she will meet new friends that will be part of her life and adventure. While the summer holidays are approaching the witches face an inexplicable phenomenon in the Luna Nova caused by seven wonders which has been passed down for several centuries. This will lead them to an adventure to unravel the seven wonders and that will change their lives.
Little Witch Academia: Chamber of Time features main characters from the show and original storylines for players to explore as they make their way through Luna Nova Magical Academy. Magic, friendship, adventure and mystery will be the elements of this brand new JRPG.
Wednesday - January 17, 2018
General News - New Fable Game
According to Eurogamer a new Fable Game is in development:
Sources: Microsoft plots Fable return
Less than two years after shutting down Lionhead.
Work is underway on a brand new, big-budget Fable game, Eurogamer can reveal.
Fable franchise owner Microsoft has tasked UK developer Playground, which makes the Forza Horizon racing games for Xbox and PC, with creating this new Fable, sources close to the project have told Eurogamer. Microsoft said in a statement it does not comment on rumour or speculation.
We've heard the new Fable is planned as a story and character-focussed open-world action RPG. A significant investment in its development is also planned, with some 200 people set to work on the game at Playground's newly-established second office in Leamington Spa, Warwickshire.
The fantasy world of Albion is set to live once again.
Don't expect to play this new Fable any time soon, however. We've heard it's early days in terms of development, with Playground currently staffing up the team from double digits to its triple digit target.
Hylics - Claymation RPG
RockPaperShotgun report on a claymation RPG known as Hylics 2.
Mason Lindroth’s 2015 RPG Hylics is a game I want people to see. I want you to warm you eyes with its surreal and meaty clay-ish world, fill you ears with its warbling guitar, tingle your brain with its frozen burritos and ablative holopleather, move your hands in sync with the spellcasting gestures, and chill your spine with the claymation flesh melting off your weird crescent head when your fella dies. Encountering it is a delight. And now aw heck, come on, come watch this new trailer for the sequel I’d forgotten was coming. What a treat to be reminded of Hylics 2!loading...
Tuesday - January 16, 2018
Space Delver - Space RPG with turn-based Combat
Space Delver is a space RPG inspired by classic Fallouts currently in development. It features turn-based spaceship and land battles, rich and interconnected storyline, customizable player spaceship, trading, randomly generated sub-locations and so on.
For game's Twitter account: https://twitter.com/spacedelver
For Cartrdge page: https://cartrdge.com/nettleflap/projects/space-delver
Monday - January 15, 2018
General News - Best RPGs of 2017 @ Wccftech
Wccftech's Best Roleplaying Games of 2017 – It Just Never Gets Old
It just never gets old to play roleplaying games. Adventuring in an often fictional, foreign land while making companions and foes along the way. Embarking on an epic (more or less) quest to save and protect people and places. Growing in power, skill set and understanding of oneself and the surrounding world.
It’s no coincidence that all genres have adopted bits and pieces from roleplaying games, chiefly character progression. RPGs have never been more popular than they are today and 2017 was another great year for roleplaying games, as outlined below in our best of list. 2018 is looking good too, in case you were wondering!
- Nioh (9.5 – PC, PlayStation 4)
- NieR: Automata (9.2 – PC, PlayStation 4)
- Divinity: Original Sin II (9.5 – PC)
- Xenoblade Chronicles 2 (8.5 – Nintendo Switch)
- Persona 5 (9.6 – PlayStation 3, PlayStation 4)
Opinion - Games with the Nemesis System
The PCGamer staff share their opinion on how the nemesis system could be used to expand the gameplay possibilities for different series.
James Davenport: Assassin's Creed 4: Black Flag
Because I'm an idiot and chief of all Moby Dick fan-fiction, I'm thinking a whaling sim set in the Dick Universe that uses something like Black Flag's sailing tech would be a fin-tastic use case for the nemesis system. First, you spec out your mad captain, pinning down their particular fears and origins, from which Nemesis Whales™ will be generated to harass them during the workday. I have no idea what you'll do between whaling ventures, but in combat scenarios, I imagine something like Shadow of the Colossus encounters, but with a Mass Effect party system in which you can stop time and switch characters to queue up specific attacks. Queequeg might be in a smaller boat circling the big bugger with handheld harpoons, while the Ahab archetype stands behind the wheel and issues dodging or ramming commands for the Pequod.
Whales will resemble the colossi in that they'll come in all species and sizes—everything from porpoise to those big blue ones I've come to fear—and they'll require unique tactics to take down. Also, the name generation system will combine short adjectives indicating size with simple nouns. Tremble in fear, for Great Forearm swimmeth.
Jarred Walton: Fallout
The Nemesis System is such a great tool, and it generates some awesome stories, so it's difficult to imagine a game where it wouldn't improve it in some fashion. Imagine dropping it into just about any true RPG world and the results would be glorious. Fallout with Nemesis could end up with battles against raiders that actually mean more than yet another generic shootout. You go into a city where the raiders have been happily picking off passersby for years, wipe them out, and discover one of them lived and now holds a grudge against you and your settlements. Or what if one of the thousands of ants, radscorpions, or bloatflies was to come back with his friends? Even better, a deathclaw nemesis that comes back stronger and uglier each time you defeat it would be terrifying! Please, Bethesda, make it happen.
The Mercury Man - Due Q1 2018
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements due to release Q1 2018.
About This Game
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements.
In this game you will be in the mercury hunter's shoes. "Mercuries" are people who have subjected themselves to an illegal medical procedure for the sake of curing all diseases.
The Mercury Man organically combines a staid point-and-click adventure and tactical fights, a thoughtful gameplay and a fascinating atmospheric plot.
As the events unfold, you will be able to gather a complete picture of gloomy world of the future.
- A unique world from the Mehsoft team
- Classic turn-based combat system
- Stylish hand-drawn graphics
- Original music
- Breathtaking plot
- Black humor, which skillfully fits into the dark and depressive mood of the game
Saturday - January 13, 2018
Dark Crystal Games - Making a Post-Apocalyptic RPG
Dark Crystal Games is a new developer formed from some ex-Larian people who are currently working toward the creation of an old school post-apocalyptic RPG.
Wednesday - January 10, 2018
General News - Best RPG of 2017 @ VGChartz
Farflame spotted VGChartz RPG top-list of 2017:
Best RPG of 2017
2017 was another strong year for RPGs and was dominated by highly anticipated sequels. Although some dissappointed, many managed to maintain - and even surpass - the quality fans have come to expect from these series. Ubisoft released South Park: The Fractured but Whole, which continued the hilarity of the 2014 original. Persona 5 finally came to the West after a series of delays, proving that it was worth the wait. Team Ninja also unleashed Nioh, a game seemingly brought back from development hell to rave reviews. Finally, Nintendo gave us Xenoblade Chronicles 2 late in the year, which quickly became the premier RPG for the Nintendo Switch.
Winner: Persona 5
Persona continues to please RPG fans with its blend of a deep story, interesting characters, stylized visuals, and mature themes. Although the wait was long, with Persona 5 P-Studio has once again proven it can provide an experience that rivals the best RPG developers in the industry and do so with flair and style to spare. It is little surprise then that Persona 5 is this site's pick for best RPG of 2017.
Sunday - January 07, 2018
Fable 4 - In Production?
@Wccftech Fable 4 is rumoured to be in production and an ex-Lionhead developer thinks he knows who is developing it.
Today, former Lionhead Lead Engine Programmer Don Williamson mentioned on Twitter that he figured out which studio received the assignment to build Fable 4, commenting that it's an interesting choice. When asked by yours truly whether this team was located in Brighton, East Sussex; according to Williamson, though, no studio based in Brighton could take on such a massive task.
Mmm ok, having no inside information, I totally know who's building Fable 4 now. Interesting choice...
- Don Williamson (@Donzanoid) January 6, 2018
We know that Studio Gobo's Electric Square is working on a game for Microsoft Studios. However, Electric Square is based in Brighton so by this logic they could be working on something else, perhaps on a smaller scale.
The other major candidate for building Fable 4 among UK studios is none other than Playground Games. They've been openly recruiting developers on their website for a triple-A open world RPG and obviously, they have a great relationship with Microsoft having successfully developed the Horizon spin-off Forza franchise - in fact, Forza Horizon 3 is the only 90+ rated game on Metacritic published by Microsoft Studios during this console generation.
One argument that's been brought up against this possibility is that past openings mentioned "an entirely new AAA open world action RPG" and some had assumed this would mean a new IP.
But the latest opening for Senior Game Designer replaced that "entirely new" label with "exciting, large-scale".
Saturday - January 06, 2018
Noclip - Harvey Smith Interview
Noclip interviewed Harvey Smith about game design, maturing as a developer and the long shadow of his early work. This covers games like Deus Ex and Dishonored.
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work. Our work is 100% crowdfunded. Consider supporting us on Patreon: https://www.patreon.com/noclip
Thursday - January 04, 2018
Feudal Alloy - Metroidvania-style RPG Announced
Gematsu reports on Feudal Alloy which has been announced for PC, Switch, Playstation and Xbox One.
Feudal Alloy is a metroidvania-style action RPG with fishbowl-powered medieval robots. Explore an unusual medieval world with a fishbowl-powered robot Attu, improve your combat techniques and skills by smashing many kinds of mechanic creatures and talk to other inhabitants using unique animated branching dialogues in a hand-drawn world made by a two-member team.
- Attu is an ordinary farmer robot who lives in a small cottage in the sunflower fields. He has been living a simple but pleasant life until a bunch of outlaws attacked the village, stole their oil supplies and burnt his house. Fortunately he managed to grab his old sword and fled into the woods.
- Fishbowl-powered medieval robots!
- Dynamic action-combat system with swords, grenades, dodges and other special attack moves.
- A lot of different equipment that change both player appearance and attributes.
- A unique dialogue system – animated bubbles.
- A huge, interconnected world to explore, filled with wide range of enemies, bosses and side quests.
- Varied hand-drawn environments.
- Loot, a lot of loot!
- Hidden collectibles.
- Secret areas.loading...
General News - RPGs of 2018 @ PC Gamer
PC Gamer listed the upcoming RPGs of 2018, too:
The RPGs of 2018
Pillars of Eternity 2: Deadfire
Final Fantasy 15
Mount & Blade 2: Bannerlord
The Banner Saga 3
The Bard’s Tale IV
Deep Sky Derelicts
God Eater 3
Kingdom Come: Deliverance
Legrand Legacy: Tale of the Fatebounds
Little Witch Academia: Chamber of Time
Monster Hunter: World
Ni no Kuni 2: Revenant Kingdom
Secret of Mana HD
The Swords of Ditto
Warhammer 40,000: Inquisitor - Martyr
Werewolf: The Apocalypse
YIIK: A Postmodern RPG
Wednesday - January 03, 2018
General News - RPGs of 2018
Here's a list of RPGs with a planned release date in 2018:
Sunday - December 31, 2017
General News - RPG of the Year 2017 @ COGconnected
COGconnected announced their top 3 RPGs of 2017:
Best Quest - Best RPG of 2017 | COGconnected Game of the Year Awardsloading...
Grab that 20 sided die and your favorite DM, it's time to talk about role playing games.
Tuesday - December 19, 2017
Project Wight - Concept Art
Farflame spotted some concept art for Project Wight on OnlySP:
Former Battlefield Designer Reveals Concept Art for Upcoming RPG, Project Wight
David Goldfarb, the lead designer on Battlefield: Bad Company 2, has released a series of concept art images for his upcoming RPG Project Wight.
Taking to Twitter, the developer praised the work of artist Piotr Jablonski, whose images portray an eye-catching mix of realism and fantasy within worlds bleached of colour. The pictures show off a variety of environments, as well as what is presumably the player-controlled creature being swarmed by Viking warriors.
General News - 12 Dream 2000AD Games
PCGamesN tell us about Rebellion's 12 dream 2000AD Games.
So, out of all these worlds and experiences, what games would the staff at Rebellion like to see?
The Helltrekkers RPG
In the Judge Dredd mythos, the Cursed Earth is an irradiated wasteland outside of the urban sprawl of Mega-City One, and its inhabitants are disgraced Judges, mutants, robots, and gangs of outlaws. In The Helltrekkers comics, one group decided it was better to risk their fates in this scorched desert than to endure the torture of modern life in the overpopulated Mega-City.
“I want a sort of journey to the Cursed Earth for Helltrekkers,” Jason Kingsley says. “I always liked the offshore colonies in Judge Dredd's world. I like the Undercity. Personally, I'm very interested in the peripheral areas of the Mega-City. I'm not a particularly city person; I live in the countryside. What's equivalent to the countryside to Mega-City One? It could be open-world, RPG, exploration, city building. I love my post-apocalyptic stuff, so I love the Fallout series of games, so you can imagine that could be Cursed Earth: a Fallout-style open world. You're a survivor and you wake up in Cursed Earth and you've got to get home. That could be interesting.”
The Undercity RTS
Mega-City One was built on top of old cities and the polluted Ohio River. These places, abandoned, desolate, and without sunlight, became a lawless location known only as the Undercity. Some of the citizens who could not cope with the futuristic city above retreated into its dank bowels, many of them mutating because of the toxic conditions. In the comics, a group of these mutants, the Troggies, hatched a plan to blow up Mega-City One.
“Maybe you could have a whole bunch of Troggies in the Undercity, and it's a real-time strategy game,” Kingsley suggests. “Or maybe you have a Civilization equivalent, but it's in the Undercity where you have judges coming in and busting you up. You've got werewolves there as well.”
Friday - December 15, 2017
My Time At Portia - Early Access January
@PCGamer My Time At Portia is coming to Steam Early Access January.
My Time At Portia is a breezy, whimsical crafting sandbox that calls to mind the likes of Harvest Moon and Animal Crossing. It’s idyllic and bright and I want to start building my workshop there right now, escaping the chilly Scottish winter I’m trapped in. Unfortunately, like the rest of you, I’ll need to wait until January 23, when the game launches on early access. In the meantime, we’ll have to content ourselves with a new, but brief, trailer.
General News - Inon Zur Interview
PCGamer interviewed Inon Zur and asked him how his approach to Baldur's Gate, Dragon Age and Crysis differed.
Inon Zur is a multi-award winning composer who has spent the majority of his career writing videogame scores. His resume boasts the likes of Baldur's Gate 2: Throne of Bhaal, Dragon Age: Origins, Prince of Persia and Crysis, among a long list of other game projects.
After cutting his teeth on 2001's Fallout Tactics: Brotherhood of Steel, Zur went on to compose the ambient orchestral arrangements for Fallout 3, Fallout: New Vegas, and Fallout 4—the latter of which is now being visited and revisited following the launch of Fallout 4 VR.
I recently caught up with Zur to chat about his career, what inspires him to write music for videogames, and how he approaches each project differently.
PC Gamer: You've worked in television and film, but the majority of your work has been with videogames. What was it that first attracted you to games?
Inon Zur: Videogame score is very unique and a different process than movies and TV. Since the music cannot be locked to a picture (cinematics and cut-scenes being the exceptions), it has to carry a strong signature that can represent what’s going on in the game without hitting specific points. This is challenging, but the creative process is more open and the freedom to write a piece of music that has no boundaries or limitations is very rewarding.
I also feel that many of the producers and audio directors in the game industry value the music very much and are willing to invest in a high level of production, like recording live orchestras and so on. This is what I’ve found in the scoring for games world and this is why I like to work in this medium so much.
Do you play videogames yourself—what has your relationship with games been like over the years?
I love games, although I don’t have enough time to play them since I have to score them. I will, however, usually play the games I’m working on to get the feel of the gameplay and to make sure the music does what we want it to do.
General News - Chris Avellone Interview
Chris Avellone was interviewed by GamesTM and asked about his career, the games industry as a whole and what challenges he expects to face in the future.
What do you think has been the biggest change in the games industry since 2002?
VR’s reared it head, but I’ve only worked in that space for a short while compared to others. Still, I’ve found it hard to gauge the success of a VR game vs. the genres I normally write for. There is a lot of financial support for VR, but I’m not sure where the tech and games will go in the next few years, although I can say I certainly love writing for them, it’s a much different interaction experience (in a good way).
Crowdsourcing was also a huge change – this, combined with digital distribution, allowed access to specific groups of fans (usually numbering much, much less than AAA fans) who were willing to support a smaller game that publishers might not see equal value in. I don’t blame publishers for this, and I understand why they wouldn’t pursue or fund such projects, but the arrival of an alternative to seeking a publisher and interacting with your players and Backers directly was big for the game industry, and especially the RPG industry (thanks to Tim Schafer and Brian Fargo for kicking it off).
How has technology changed the way you work?
Google’s work suite and Hangouts/Skype/Discord has made working with remote teams or teams composed of developers living across the world (like the FTL/Subset developers – one in London, one in Seattle) much easier. You don’t always need to relocate to an office to be hired to work on a title, and the freeform nature of that has several advantages. Some companies are often willing to hire a talented junior, but not with relocation fees or visa issues as part of the package, which can trap people in areas where there is little or no outlet for working in games – but being able to work remotely helps avoid those issues. (I work for a number of European and Asian companies via remote, and it’s pretty painless. Plus, many of those same companies have several offices across the globe as well.)
In terms of sharing technology, Google has changed the way I work a lot, I like its commenting feature, ability to assign tasks within documents for follow-up, and for Hangouts/Skype meetings, I love the ability to easily collaborate on docs while the meeting is taking place, which streamlines things. (We did this a lot on Divinity: Original Sin II.) Slack has also been a good standard for establishing “project chat” on projects, and I use that often as well.
Monday - December 11, 2017
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!
Thursday - December 07, 2017
General News - Overlooked RPGs
PC Gamer made a list of often (not at RPGWatch!) overlooked RPGs:
Overlooked RPGs that are worth playing today
Great games that didn't get enough love.
Few genres have as rich and varied a history as the noble RPG. We love a good, long, talky adventure, preferably with a nice leveling system with a little bit of crafting, alchemy and, if we're especially lucky, a lovely cloth map. But not every RPG is born equal, and games deserving of recognition and success sometimes sink into obscurity. Perhaps they came out at the same time as a blockbuster competitor, perhaps they had flaws that put players off, or just looked ugly.
Tuesday - December 05, 2017
Bionic Battle Mutants - 50% off on Steam
Bionic Battle Mutants is a turn based tactical game currently 50% off on Steam. You build a team of cyberneticly enhanced super mutants and fight your way through the Deathzone of the outlaw planet Cerberus 7.
About This Game
Cyborgs, mutants and pin-up girls! Bionic Battle Mutants is an old-school styled turn-based tactical battle game. Lead a team of imprisoned space-criminals to fight for their lives as modern gladiators on prison planet Cerberus 7! 100% Indie from enthusiasts for enthusiasts! Fine tuned tactical gameplay and hand-drawn artwork in the spirit of Jagged Alliance, Fallout Tactics and U.F.O.
Featuring highly customizable characters, an elaborated crafting system and the atmosphere of 80s and 90s popculture, it offers a radioactive gaming experience.
Prepare your team in the hideout for deadly mutliplayer matches: Choose from a plentora of fighters and improve them with self-crafted weapons and armors, bionic limbs or performance-enhancing drugs. With genetic mutations, you can enhance your fighters even further to be feared close combat grappler, snipers or allrounders to die in the post-apocalyptical prison of the Intergalactic Cable Network!
On the detailed, hand-drawn battlefields, you'll have to choose the position of your team and use coverage wisely, then show what you got with your arsenal of modified weapons and grenades.
There are three ways to win a match: Eliminate your opponent's team, collect more loot than them or destroy their beam station to dispel the enemy team to the deserts of Cerberus 7.
You'll need the right strategy and balance of firepower, close combat and swiftness to get to your goal.
Watch out! This game enforces straight confrontation without compromise. Only the best will survive on Cerberus 7!
- 21 missions in Solo-Campaign
- Very tactical PVP-Mode
- Innovative gameplay for turnbased action that prevents idle time in PVP
- Highly modifiable characters and equipment
- Extensive crafting-system
- Steam tradingcards
Sunday - December 03, 2017
General News - Star Control future is in question
@DogarandKazon Stardock and the original creators of Star Control 2 are feuding which means lawyers.
"THERE WERE MANY GREAT BATTLES... AND SOME OF THEM INVOLVED LAWYERS."
December 01, 2017
Unfortunately there appears to be a growing legal conflict between us and Stardock. We started out confused at what Stardock said and did. We tried to be reasonable and settle the problem quietly, but now after months of debate we are flat out mad! First, a little background information on just our side of the story:
- In 2013, Stardock bought a limited set of Atari's assets at a bankruptcy auction -- primarily the name and trademark Star Control® and certain original aspects of Star Control III, like the space cows. It's our opinion that Atari's rights to publish our earlier games terminated over a decade before the auction and we contend that Stardock has zero rights to our games, including any code and other IP we created.
- As far as we can currently tell, we have no relationship with Stardock that lets them sell the three earlier Star Control games without our permission, either bundled with their other products or separately. That permission has not been given.
- Despite what Stardock's Brad Wardell has recently said, including in this Ars Technica article, our games' universe has absolutely no connection, hyper-dimensional or otherwise, with Star Control®: Origins. (Note: We really don't like other people putting our names in their diagrams without asking us first.)
Stardock now seems to think that not only can they use our aliens, ships and narrative without our permission, but thinks that we cannot make a sequel to The Ur-Quan Masters without their permission -- this is where we got really, really angry.
When we started Ghosts of the PrecursorsTM we were looking forward to spending our time on fun, creative work, not fighting a legal battle to protect ourselves and our work. We have nothing but respect for the talented, passionate developers working on Star Control: Origins, but we apparently have a BIG problem right now with Stardock's management. We've been waiting 25 years to make Ghosts of the Precursors for our fans and we certainly won't let this stop us. Go! Go! Go!
Saturday - December 02, 2017
General News - 9 Games Like XCOM
MMOBro lists nine upcoming games that are like XCOM.
I’m pretty excited about Fort Triumph. Their feature list reads like “Fantasy XCOM + Divinity: Original Sin”. As in Original Sin, there’s a big tactical emphasis on using the environment to gain advantages, with possibilities like burning a tree to topple it onto an enemy. Characters come with their own personality traits and look like they’ll be fairly unique. The visuals are certainly more cartoony than XCOM. I’m sure it’ll turn off some but the quality of the art style is definitely high. Despite a more family friendly look, Fort Triumph isn’t straying from stressful gameplay or permadeath that makes it an XCOM like game. The campaign itself challenges players to overcome a dynamic series of events and quests that change each playthrough based on randomness and player action. The depth of long term strategic options Fort Triumph remain unclear but exploration is poised to play a big role.
Developer Quote: “These are exciting times to be a turn based tactics lover, for sure. Looks like we’ll have a double challenge in 2018 – developing on schedule AND playing all of these great titles.
Release Date: Q4 2018
XCOM Similarity: 80%
Price: $20, you can pre-order Fort Triumph here.
Repel invading enemies until you can take the fight to them. Use small parties of soldiers to infiltrate, scout, explore, and sabotage the enemy. Deploy covert op squads alongside primary military forces. Research magical powers and technologies to equip your parties with the strongest of weapons. Does this all sound familiar? Zodiac Legion feels the most conceptually similar to XCOM of the fantasy games. The only thing it’s really lacking is a cover system. However, the game makes up for that on the customization side with artifacts imbued with the power of the zodiac. I expect conquering these sites of power to act as a late game challenge necessary to felling the opposition. Legendary equipment is something I miss in base XCOM (though Grimy’s Loot Mod adds it to XCOM 2) so these artifacts an exciting prospect. Unfortunately, the developer has only tweeted out a handful of times since the last blog post in May. I wouldn’t expect this until 2019 at the earliest. It’d be better late than never though.
Developer Quote: “We definitely want the strategic layer to have the organic feel of the older X-COM, where aliens would launch missions according to an agenda that the player had to adapt to. X-COM also made setbacks more common, but much easier to recover from. Still, we also think that the abilities and varied objectives of the recent XCOM add a lot of variety and tactical nuances to the formula.
The combat system itself is also inspired by games such as Mordheim, Heroquest, and Descent: Journeys in the Dark.”
Release Date: 2019
Price: Unknown. Currently unavailable for pre-order.
Friday - December 01, 2017
Raji: An Ancient Epic - Has a Demo
Raji stars, well, Raji, a young girl cloaked in red on a mission to save her brother from demon lord Mahabalasura. As Nodding Heads explains on the game's Kickstarter, its stunning world its based on Hindu and Balinese mythology and uses hand-painted scenes as the basis for its art. To get the look just right, its developers actually visited Rajasthan and Bali for reference.
You can really see that authenticity in the demo. The introductory level—or at least what I assume to be the introductory level—is set atop a crumbling, overgrown temple, all budding moss and collapsed stone. Areas are punctuated with elaborate murals, towering statues and stained-glass aisles, a thick cloud blanket bobbing in the background.
Brandish 2: The Planet Buster - JRPG Translated
Japanese RPG developer Nihon Falcom has been making games since the early 1980s, and almost all of its games started on one Japanese PC or another. But until just the past few years, only the occasional console port ever got an English localization. Most recently, Falcom's Ys and Legend of Heroes games, translated by XSeed, have found success on Steam (with four games released in 2017 alone). And now another Falcom game is finally playable on PC in English, though not through an official localization—24 years after it was released on the PC-98, Brandish 2: The Planet Buster has a fan translation.
Brandish is an action-RPG series with one particularly odd gimmick: turning rotates the world around your character, rather than rotating your character within the world. It's a jarring, instant snap as you can see in the video below.
Wednesday - November 29, 2017
General News - The Curse of Space Station 13
Eurogamer examine the role playing game Space Station 13 and explain why follow-up attempts have been met with repeated failure.
What sets Space Station 13 apart is the coming together of a huge number of systems and mechanics. The engine the game is built upon, the "super old and super crappy" BYOND engine, as it has been called, lets players interact with pretty much any object or being on the station, and you'll get different results depending on the context. Here's a simple example: use a crowbar on another player and you'll attack them. Use it on a floorboard and you'll pry it up.
Adding to the complexity are four states of "intent": help, disarm, grab and harm. Each affects the interaction. For example, use an empty hand on another player with the help intent enabled and you'll hug them. Use an empty hand on another player with the harm intent, however, and you'll punch them.
Behind the basic graphics is a game engine that simulates everything from station power to atmosphere, chemistry to biology. Research and development stations require resources and the patience to click through endless menus. There are multiple departments on the station, including Command, Security, Engineering and Medical. If you're working in Security, you need to enforce the law and respond to emergencies. If you're in Medical, you need to keep the crew healthy, research diseases and even create clones for dead players.
The spanner in the works is the player chosen by the game to act as the antagonist. Usually the antagonists have secret objectives. Kill everyone, perhaps. Escape. Sabotage. Steal. That sort of thing. This means most rounds end up in some sort of chaos. The station may even end up destroyed. But that chaos, that drama, is all part of the fun.
In the video below, one of the best let's plays of Space Station 13 I've seen, YouTuber ShitoRyu95 assumes the role of the station chaplain and is designated the traitor. He has two objectives: steal a chief medical officer's jumpsuit, and hijack the emergency shuttle by escaping alone. None of the other 14 role-players aboard know this. The chaplain must somehow go about his business, avoiding suspicion while setting up his masterplan via dastardly misdirection and intimate knowledge of Space Station 13's inner workings. It's a fantastic watch, and gets to the heart of how Space Station 13 is in essence a big simulated sandbox with complex rules - and where the gameplay emerges from the rules.loading...
Star Ocean - 4K & HD Remaster
Star Ocean: The Last Hope has been released on Steam in 4K and full HD.
About This Game
From the creative minds of Square Enix and tri-Ace, STAR OCEAN - THE LAST HOPE takes place at the very beginning of the Star Ocean series.
This action-packed RPG takes players on the epic journey of mankind's last stand, with exploration and battle across some of the most mysterious, dangerous and fantastical worlds of the universe.
Earth has been decimated by World War III and now humanity must turn to the stars in search of a new home. Explore the galaxy on your quest, make allies and enemies among the alien races you encounter and uncover a danger so great that it threatens all of creation.
- Spectacular New 4k and Full HD Visuals
- Exhilarating Real-time Battles
A universe of adventure and danger await in the great Star Ocean!
Sunday - November 26, 2017
General News - About SP Games @ Venturebeat
Daniel Vavra, the creative director and cofounder of Warhorse Studios, talks about the future of single player games:
Single-player games withstood World of Warcraft. They’ll survive PUBG, too
With the recent cancellation of Visceral’s single-player Star Wars game, shifting focus of big publishers on multiplayer games and more than stellar success of cooperative multiplayer games like PlayerUnknown’s Battlegrounds, gamers are starting to ask questions. Are single-player story-driven games dead? Do players want them contrary to what some big publishers say? Do they have big commercial potential? Is multiplayer the only future of gaming?
Alien: Isolation Devs -New IP
Video Gamer reports that the devs of Alien: Isolation are starting a new IP:
Alien: Isolation developer looking to hire for new IP
Creative Assembly, the studio behind the fantastic Alien: Isolation as well as Halo Wars 2, is currently in the market for artists and designers to help with the development of a new IP.
That aforementioned core game experience, and more specifically the systems, is the responsibility of the lead systems designer, who will be looking after 'weapons, movement, abilities, gadgets, health and other underlying gameplay systems.'
Some of the above sounds a bit RPG-y, but at the same time we can't take much from these job descriptions other than Creative Assembly is in fact making a new game, which is nice.
Friday - November 24, 2017
Tokyo Xanadu eX+ - JRPG Coming to Steam
DSOGaming reports that the JRPG Tokyo Xanadu eX+ will be released on Steam December 8th.
Aksys Games has announced that Nihon Falcom’s action JRPG, Tokyo Xanadu eX+, will release on Steam on December 8th. The Steam version will support 60FPS along with new scenarios, new playable characters, new modes and more.
In Tokyo Xanadu eX+, players assume the role of a high school student Kou Tokisaka who encounters the nightmare realm known as the Eclipse.
Tokyo Xanadu eX+ promises to offer 40+ hours of gameplay. Players will be able to talk to characters, build relationships and forge alliances. Players can also upgrade their equipment, play mini games and train in dungeons.
Thursday - November 23, 2017
Forza Developers - Making an Open World RPG
PCGamesN reports that the developers of Forza are making an open world RPG as yet unannounced and have hired some notable developers who have worked on other big open world projects.
The developers of Forza Horizon have hired developers from Grand Theft Auto V, Metal Gear Solid, and Hellblade: Senua’s Sacrifice, ahead of a new open-world action RPG. The new project from Playground Games will be the team’s first ever non-racing project.
The newest addition to the new project is Sean Eyestone, who previously worked on Star Wars Battlefront II, having spent ten years working at Kojima Productions where he worked on MGSV. Other recent hires include Will Kennedy, who worked as a senior designer on both the single and multiplayer iterations of Grand Theft Auto V, and Juan Fernandez di Simon, who was senior designer at Ninja Theory during development of Hellblade.
Tuesday - November 21, 2017
General News - 15 Top RPGs
Farflame spotted a Top 15 RPG list on PC GamesN:
- The Witcher 3: Wild Hunt
- Pillars of Eternity
- Torment: Tides of Numenera
- Fallout: New Vegas
- Planescape: Torment
- Vampire: The Masquerade - Bloodlines
- Baldur’s Gate 2: Shadows of Amn
- Mass Effect 2
- The Elder Scrolls V: Skyrim
- Star Wars: Knights of the Old Republic 2
- Shadowrun: Hong Kong
- Mount & Blade: Warband
- Deus Ex
- Dark Souls
- Divinity: Original Sin 2
- Diablo 3: Reaper of Souls
Sunday - November 19, 2017
Walking Heavy - Review @ IGR
Review – Walking Heavy
Walking Heavy is, on the face of it, a basic isometric stealth game, elevated by its presentation. Its graphics are simple, but elegantly so, conveying a wealth of information while also creating a real sense of place with little more than square buildings and a few ambling stick figures.loading...
The story, such as it is: after a long holiday, you’re back on the job, eliminating rival drug suppliers whose trade in a new product, “Hype.” They’ve been interfering in your boss’s good old fashioned cocaine trade. Each procedurally generated level, then, opens with your train arriving in another indistinguishable British suburb. Find your man, sort him out, and make it back to the train station before the coppers find you, and Bob’s your uncle.
Simple but tense stealth action, grimy British neighborhoods, and gritty ambient music? Can’t go wrong, and the developer is already at work adding new game modes to increase its lifespan. Give Walking Heavy a butcher’s, and you’ll be proper chuffed.
Monday - November 13, 2017
Spire of Sorcery - Coming to early access 2018
Spire of Sorcery is described as an original mix of strategy and RPG. It is being designed by Alexey Bokulev who authored turn-based strategy Eador. Genesis and digital board game Gremlins, Inc. The game is due to release on Steam early access 2018.
About This Game
In this original mix of strategy and RPG designed by Alexey Bokulev (author of turn-based strategy Eador. Genesis and digital board game Gremlins, Inc.), you will:
- expand and upgrade your magic spire, balancing the needs to research, craft and defend;
- choose and teach your disciples, discovering their personal traits and collaboration capacities when matched in parties and sent on quests;
- explore the vast open world stretching from the Empire to the Distorted Lands, seeking new knowledge, resources and sources of power - as well as establishing relations with the locals.
But above all else, you will try to survive: the troops of the Inquisition are roaming the land, hunting for runaway mages; and dwellers of the lawless wild, human and not, are on the lookout for easy prey.
Yet your most powerful enemy is neither of those. It is the time itself - the approaching death from old age. Only one thing can save you: the elixir of youth. Several ancient manuscripts mention it in passing... There must be a way to learn the formula. There must be a way to obtain the ingredients... Before it's too late.
Thursday - November 09, 2017
Cogmind - Released on Steam Early Access
ABOUT THIS GAME
Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.
- Build and modify a unique robot from parts found, or enemies defeated
- Dynamic character development without XP/grinding
- Dozens of robot classes, each with unique behavior within the ecosystem
- Procedurally generated world combined with hand-crafted content
- Seven different animated endings to uncover
- ASCII evolved: Most advanced terminal interface ever
- Thousands of particle effects and SFX
- Fully destructible environment
Although currently in Early Access, Cogmind is mostly complete. There are over two-dozen map types, nearly a thousand items, thousands of sound and particle effects, multiple plot lines, hundreds of hand-made locations and encounters, thousands of lines of dialogue, and seven different animated endings to discover. That said, there are many plans to continue expanding the world with features and content, so for now we'll just call it EA :D
(Cogmind has been in full-time development for over four years.)
Wednesday - November 08, 2017
Odd Gods - Interview with Developer
PCGamer interviewed Gil Maclean who is director of Inn Between Worlds and asked about Odd Gods.
Which is about time-traveling kids from the '90s. Was Bill & Ted an influence? Is that a thing you're referencing?
GM: To a degree. I love Bill & Ted. In Bill & Ted they travel through time and collect famous historical characters to join their party, to save the world. That's cool, but for us that's not actually authentic to the '90s. In our game there is no chosen one. You're not a prophesied hero, you are literally just a kid from the '90s and you have to struggle as they fall through space-time portals and visit alternative realities.
You do collect historical characters along the way, you can meet people but it still ties back into our main theme. Subcultures in the '90s were pretty rebellious, so each historical timeline you visit has a twist on it. The basic twist is the other guys won, the rebels won. In the demo you travel back to the mid-1700s and you've got a Scottish Jacobite rebel, he's a well-trained musketeer. In the real timeline they lost, the English won. In Odd Gods they win that battle and they take over the UK, which is now a Scottish kingdom. Ditto one of our other characters...
The Spanish conquistador?
GM: There is a Spanish conquistador. He's a rebel as well. He was part of Cortez's crew going to the Americas very on. He was actually quite an ethical man, his brother was a priest, he actually didn't want to slaughter these people and take their gold. He rebels, joins the Incans, helps them against the Spanish. The Incan Empire survives.
Our musketeer, we're still choosing a name but it might be Sabine. Sabine, she's a female musketeer, she comes from a timeline where Louis the Sun King was assassinated by his own sister Louisa, the Sun Queen, and they instituted a reign that was still an aristocracy but they did introduce some more freedoms for serfs allowing them to purchase land and actually improve the economy. They remained in power.
Tuesday - November 07, 2017
Darkmere - Action RPG from the Amiga
@IndieRetroNews Darkmere is an action RPG from the Amiga that has been repackaged to be playable on modern PCs.
A bit of a slow news day to start Monday so kick it up a notch here's a lovely game you might want to play, and that's Darkmere ( Prequel to Dragonstone ), which was released way back in 1993/4 developed by Zero Hour Software and published by Core Design. This game classed as an action adventure RPG that has very decent Amiga graphics and a dark overtone, has since been packaged together with an emulator by Gamesnostalgia and can be launched on a PC or Mac without having to be set up!loading...
Freaky Awesome - Roguelite about Mutations
Freaky Awesome tosses the player (and possibly up to four on- or offline co-op pals) into a randomly-generated factory, having them deal with an array of sickening mutants as they look for their dog. As enemies are defeated, each leaves behind a puddle of waste that players can pick up to heal themselves. However, each one of these they touch has a chance to mutate them, giving them different powers like throwing their own head to damage enemies, or creating vicious little clones of themselves.
Odd Gods - 90s style isometric RPG
Odd Gods is a 90s-style RPG about the 1990s. An isometric tactical role playing game about subcultures, music, spacetime travel, and facing your pop culture demons.
- There is no chosen one. A grungy, low fantasy story set at the end of the 1990s.
- Classic 'isometric' camera on 3D characters and scenes.
- Colourful, 'low budget B-Movie' Art style
- Subculture class system based on 1990s archetypes (Skateboarders, Goths, Ravers, Jocks, Nerds etc).
- Music Genre 'alignment' system (Mainstream, Alternative, Underground).
- Party-based turn-based combat system ('Same Phase' system with no RNG, no % to hit, just tactics).
- Narrative features branching paths and multiple endings.
- Hand-crafted exploration, narrative and combat content. No level-scaling, no procedural generation, no random encounters.
- Original subculture soundtrack recorded with period instruments (where possible).
- 90s-era difficulty. Odd Gods is not a game for the faint of heart, but the system is 'fair'. Friendly fire is on by default. No bullet sponges. Permadeath, mostly.
- Take modern weapons back to older eras (Ancient, Medieval, Early Modern) and vice-versa, but keep an eye on your ammo count and penicillin, for example.
- .... No elves, no magic swords, orcs, or any of that guff.
Estimated length: 12hrs including side content:
(a) we're a small indie studio and don't have the capacity for more
(b) we actually want players to finish the game.
Monday - November 06, 2017
Sands of Space - In Development
@Indiedb Sands of Space is a turn based RPG set in an alternative future of the 1980s. Active space exploration in progress. Many planets are inhabited, and some have already been abandoned.
1. Speech bubbles added! NPC shows random phrases now!
2. Added path highlighting and path cost. I mean it's in combat mode of course.
3. Dialogs! We have a dialogs! But UI will be modified in a future, but functionality now working properly.
4. Added action pie menu! Do you likes pies?
5. Combat mode improvement - now you can hit the enemy throught a window, glass etc. Yeah!
6. Barrels now are explosive and it's your friend in combat. Just hit them and it will show the holy fire!
7. Fixed bugs. You really don't want to know what it was.
Just check it out on this video:loading...
The Crown Stones Mirrah - Demo Available
I know some of you don't like the term 'Metroidvania', a cross between Metroid and Castlevania, but how about if the game is of a similar type but is also inspired by Demon's Crest and even Blackthorne, would you be interested? Well if you are, this is ' The Crown Stones Mirrah '; a very gory looking action platformer that doesn't just have lovely pixelated graphics but is inspired by an RPG book called "Spiritum o Reino dos Mortos", with the game set in the same universe of that book.
Saturday - November 04, 2017
.hack//G.U. Last Recode - Released
The .hack//G.U. Last Recode has been released on Steam. The package is made up of Rebirth, Reminisce, and Redemption, fully restored and remastered.
ABOUT THIS GAME
Log back into the .hack//G.U. trilogy and return to "The World," as Haseo tracks down Tri-Edge in .hack//G.U. Last Recode, now with enhanced graphics, improved gameplay, and brand new modes!
This collection includes all 3 original .hack//G.U. titles, Rebirth, Reminisce, and Redemption, all fully restored and remastered. As well as an all new exclusive 4th Volume: .hack//G.U. Reconnection.
• 15 years of .hack - Celebrate the 15th anniversary of the beloved global cross media franchise that first released in 2002
• Fully restored - Graphically enhanced gameplay and cut scenes now in 1080p and 60fps
• Improved system features - Enhanced battle balance and game pacing to provide an optimal experience for new and old fans alike.
Friday - November 03, 2017
Shogun no Kamigami - Feudal Japan RPG
On Square Enix Collective there is an action rpg called Shogun no Kamigami which is set during feudal Japan.
GameplayImagine if Monster Hunter meets Princess Mononoke?The game starts in your village. This is your safe place where you can access to all the main possibilities such as the forge, the spell instructor or simply choose your mission, where the battle begins. This is a customizable place where you can also invite your friends.Fighting Kami is the main goal of this game. There is plenty of them, huge bosses who need a good preparation before the confrontation. Learn their pattern, learn their weakness. Use all your equipment, your tools, your spells at your advantage. Sometimes, you’ll also have to use the environment as a weapon: find the best spot to fight them, lure them where the situation is optimal.The only way to be stronger is to have a better equipment, that you need to forge with resources gathered in the wild and on a Kami. You can craft small items like grenades and traps to help you in the fight, but the real progress is through your weapons and armors. To access to better equipment, you’ll also have to upgrade your village.
StoryShogun no Kamigami is based on a historical period of Japan : the Sengoku Jidai. This times were complex and a lot of Clans fought to unify the country under their banner. Our story revolves around Oda Nobunaga, who aims to become the Shogun, the unifier of Japan. You’re going to meet his path several times in your adventures, considering him as an enemy or an ally is up to you.But he’s not the only historical figure you’re going to encounter : Hirate Masahide, Hattori Hanzo, Muramasa, Ikoma Kitsuno and most of the other characters are based on real stakeholders of History.Mixed to the historical facts, the story also include folklore and fantasy. Kitsune, Tengu or Yokai are real in this universe and play their role in the common life. But the most important creatures that you will encounter are of course the Kami, these powerful deities, masters of the elements.Along your journey to protect your village from Kami and War, you’ll find various cutscenes and other elements that will help you take a side and discover the true nature of Oda Nobunaga’s plans. But who’s that strange white shape in the shadows ?[...]
Tuesday - October 31, 2017
Ghosts of the Precursors - Podcast with Creators
Gamewisdom talked to Paul Reiche and Fred Ford about Starcon 2s creation and the plans for Ghosts of the Precursors.
Creating Star Control 2 with Paul Reiche and Fred Ford
This week on the cast, I had a chance to sit down with veteran developers Paul Reiche and Fred Ford - Makers of Star Control 2, one of my favorite games of all time. With the announcement of their sequel, we talked about the design of Star Control 2, and their plans for Ghosts of the Precursors.
Wednesday - October 25, 2017
Unsouled - Interview with Developer
Unsouled is a 2D-action RPG in the style of Onimusha 2 (2002). The gameplay is focused on fast-paced, stylized combat with destructible environments. The developer was interviewed recently about the game by indiegraze.
As a 2D action RPG, Unsouled focuses on fast-paced, highly customizable combat. I chatted with developer Jinsub Jung on the focused nature of his project and the challenges he faces as he pushes ahead.
Erik Meyer: Unsouled excels as a fighting game in which the player character absorbs the souls of enemies to advance. Unlike games that try to include multiple other elements (like crafting, abundant NPCs, and sidequests, etc), the game stands on its well-developed combat system and engaging play. As an indie developer, how has this specificity helped you develop a unique project, and what do you see Unsouled gaining for its tight focus?
Jinsub Jung: Various games have been tried to add compelling elements to action games. Sometimes they have succeeded, but most of them come up short. Sometimes, I feel changes are made reluctantly to extend game playtimes.
Unsouled is intensively focused on "me" as a game player. Since I am indie-game developer, I can get rid of elements that I hate and concentrate on the "action" itself. Because of this, Unsouled does not have the path-finding and puzzle elements which I find boring; even where options like that exist, they should focus on spicing combat up. Only one thing I want to show through Unsouled is obvious. Fun comes from the action.
EM: You mention the inspiration of games like Onimusha 2: Samurai's Destiny, albeit as a pixel game. Can you speak to the overall playthrough experience you're aiming for, the combination of aesthetics, game feel, and satisfaction on the part of the player? What do you see Unsouled evoking that adds to the corpus of indie games?
JJ: I played Onimusha 1 and 2 for between 100-200 hours when I was teen; "il-sen" (Onimusha's counter action) gave me the best catharsis I have ever experienced. The game stands as an action game pinnacle, and I want to reproduce that feeling with 2D action game. I even thought to create a 3D game, but I do have not enough experience to take that on, so I dropped it.
The other thing that drives me is combo action from 1 on 1 fighting games.
Personally, I am from the generation playing 1 on 1 titles like Street Fighter, Tekken, and Virtual Fighter; I still dream of attending EVO one day. (I've played SFV for more than 400 hours, and my rank is around 5000, my grade is Diamond.)
With this accumulated knowledge and experience, I tried to implement the "action fitted" fighting game combo style with Unsouled. Most action games' combo designs are getting easier to use, such as one button activating critical arts.
Unlike this trend, Unsouled is designed needing accurate input and timing to successfully land combos. Super play with counterattacks and stylish actions with chain combos are the best things Unsouled can provide. I would be satisfied if people remember my game, saying, "It implements advanced action well."loading...
Monday - October 23, 2017
General News - Putting the Role in Role-Playing
Josh Sawyer talked about the role in role-playing at the Game Industry Conference October 6th, 2017 in Poznan, Poland:
What Are We Talking About?
- The importance of characters and their roles.
- What is a role?
- How do we make space for roles?
- Case studies: Icewind Dale, Fallout: New Vegas, and Pillars of Eternity
- How to best represent roles in games.
Saturday - October 21, 2017
General News - About Roleplaying
Jeremy Peel of PCGamesN describes how he learnt to roleplay:
How I learned to start roleplaying somebody other than myself
A blank page is intimidating. Ask any writer and they will say the same. But, back in the day, that was one of the first things an RPG would present you with. During character creation, Baldur’s Gate and Neverwinter Nights - with one eye on their D&D roots - would throw you a ‘biography’ screen to fill with pertinent details about your new personality. ‘Go on,’ it seemed to say. ‘If you’re going to roleplay, then you might as well do it properly’.
I remember making a couple of half-hearted teenage attempts - something something rogue, something something tragic past - before becoming accustomed to leaving BioWare’s generic blurb untouched. I know I am not alone in this: our very own Phil has roleplayed every RPG he has ever played as a Caucasian man with brown hair. Named Philip.
Which is to say, a lot of us have never really roleplayed very much in roleplaying games - to the point that the name of the genre has become a slightly silly misnomer. Where on the tabletop you are required to come up with all your own dialogue, CRPGs provide you with framework enough to coast through 100 hours without ever really deciding on who you are.
Monday - October 16, 2017
General News - Thinking outside the Loot Box
RPGFool spotted an article about the current game creator - consumer relationship on Gamesindustry:
Thinking outside the loot box
Business model innovation is necessary despite the friction it causes - but the industry needs to recognise when it's overstepping a line
When future historians of videogames come to write their accounts of the 2010s, I sincerely hope that they don't forget to mention the creativity, artistry and innovation that has blossomed in this decade - but I already know that won't be the main focus of the chapter.
If the present decade of the industry's development is ultimately remembered for anything at all, it will, sadly, be the often ugly tug of war between game creators and consumers over how to make game development pay for itself. An optimistic perspective might speak of the flurry of innovation in business models that we've seen in recent years; a more realistic one would point to the frequency with which the industry has ended up at loggerheads with its own consumers over various business tactics.
The standard narrative that's become embedded in the consciousness of many consumers - especially, unfortunately, those whose primary source of information is YouTube, where this narrative is absolutely prevalent - is that game companies are grasping and avaricious, and spend more time sitting around plotting new ways to gouge money from set-upon consumers than they do actually making new videogames.
Figuring out how to make enough money from games to meet their accelerating development budgets is undoubtedly tricky; it's a delicate and ongoing negotiation between game creators and consumers, and each side steps on the other's toes or elbows their ribs every now and then. It's important, however, that the industry not become hardened to the complaints or concerns of its own consumers.
The background noise of people who irrationally despise the commercial aspects of an industry they claim to otherwise love should not deafen game companies to genuine warning sounds that suggest a mark is being overstepped.
Saturday - October 14, 2017
Jeff Vogel - On Old Games & Remasters
@Gamasutra Jeff Vogel decided to tell the story of Exile 3/Avernum 3/Avernum 3 Ruined World.
Old Games, Remasters, and the Joy of Owning Your Work.
by Jeff Vogel on 10/13/17 10:24:00 am Expert Blogs Featured Blogs
It's weird to see over four years of my life just sitting there in a lump.
I've been making my little indie games for a living for 23 years. Being a greybeard in such a weird and young industry comes with special privileges.
For example, while some of my peers are getting around to remastering their old games, I am remastering our most popular game, Avernum 3: Ruined World, for the SECOND time. It is only when you rewrite the same material twice that you really test your discipline and integrity.
Writing indie games has become miserably competitive lately. Most new games, even promising ones with a lot of work in them, are sinking without a trace. Yet, thanks to the grinding tedium of rewriting the same game again and again, I have a fighting chance of my business surviving enough to write cool new stuff.
So I'll tell the story or Exile 3: Ruined World/Avernum 3/Avernum 3: Ruined World. (Also on Steam.) There are things to learn here for any young person who thinks, "I wanna' make cool things (not just video games), and make a living doing it."
Thursday - October 12, 2017
Star Ocean 4 - Coming to PC this November
DSOGaming reports that Star Ocean 4 is coming to the PC November 28th however it is unclear if this is a worldwide release.
Star Ocean 4: The Last Hope Remaster is coming to the PC on November 28th in Japan
Square Enix has announced that a remastered version of Star Ocean 4: The Last Hope is coming to the PC on November 28th. This remaster version will hit Japan first, and there is a brand new trailer for it that you can watch below.
Star Ocean 4 PC will allow players to completely remove the UI and take screenshots. It will also feature trophy and Steam achievements.loading...
Tuesday - October 10, 2017
Ghosts of the Precursors - Star Control 2 Sequel
Fred Ford and Paul Reiche III are making a sequel to Star Control 2 called Ghosts of the Precursors. OMG!
Creators of Star Control II - The Ur-Quan Masters
Updates from Fred Ford and Paul Reiche III
October 09, 2017
It was almost exactly 25 years ago that we released Star Control II® -- The Ur-Quan Masters for DOS PCs. We poured our hearts into the game, blending our love for classic science fiction, Spacewar!-style action gameplay and our own quirky sense of humor. We had tons of help from many talented friends and collaborators, but even so getting the game across the finish line was a herculean effort -- both the exciting, hydra-fighting kind, as well as the exhausting stable-cleaning kind. Pretty much ever since then, fans have been politely asking us to create a sequel, sometimes begging for a sequel, even threatening us if we don't make a sequel. Our answer was always, "We really want to do this, we just need to wait until the time is right" -- kind of like Cthulhu awakening, but less end-of-the-worldy. Well, the stars have finally aligned -- we are now working on a direct sequel to Star Control II® -- The Ur-Quan Masters, called Ghosts of the PrecursorsTM.
This is a passion project for us and we have committed to dedicating some of our own time to creating a true sequel. We are early, early in development, but rest assured, the game will include genuine Ur-Quan, Precursors, Super-Melee, Umgah, VUX, Supox, THE ULTRON!, Druuge, Arilou Lalee'lay, Orz, Androsynth, Rainbow Worlds, Ilwrath, Syreen, Mmrnmhrm, Yehat, Shofixti, Spathi (including the ever-terrified Fwiffo), Umgah, Melmorme, Chmmr, Earthlings, Mycon, THE MARK II!, Slylandro, Utwig, Thraddash, Zoq-Fot-Pik, VUX Beast, Pkunk, the Keel-Verezy, and of course all new alien races to discover, befriend ...and/or be annigilate... I mean annihigate.. Damn! Well, you get the idea.
Deus Ex 3: Insurrection - Cancelled Ion Storm Sequel
Unseen64 has some video of the cancelled Deus Ex 3: Insurrection from Ion Storm
What happened to the original Deus Ex 3 by Ion Storm? Two Deus Ex sequels by Warren Spector and Ion Storm were cancelled in mid '00s. For more details: https://www.unseen64.net/2015/04/16/d... As you may have heard, Deus Ex is a popular first-person action-RPG originally conceived by Warren Spector. There are currently four games in the main series: the first two were developed by under Spector’s watch at Ion Storm, while the third and fourth games were developed by Eidos Montreal.
But through a feature on Eurogamer back in 2014, it was revealed that Ion Storm actually worked on two alternative versions of the third installment - called Deus Ex: Insurrection and Deus Ex 3, respectively.
Deus Ex: Insurrection’s setting saw America falling into bankruptcy in 2027. Other rising superpowers, including China and Russia, were trying to take advantage of this situation and were bankrolling insurgents on US soil, while the European Union attempted to bring the US under its jurisdiction.
This first, third Deus Ex was to take place 25 years before the events of the original game, and saw you playing as Blake Denton, father of the first game’s protagonist, JC Denton.
Sunday - October 08, 2017
God Eater 3 - Coming to the West
Game Informer reports that God Eater 3 is coming to the west. Platforms have yet to be announced.
Bandai Namco has announced God Eater 3, a new title in the action-RPG series. The game's brief first trailer (below) features the same tactical weapon-switching that's become a staple of the series, as well as the big ol' bosses (named Aragami). The plot involves the main character breaking free from comically thick handcuffs in order to continue their mission of killing giant baddies with their transforming weapons, called God Arcs. The official press release also hints at a growing conflict within the God Eaters themselves.loading...
God Eater 3 has been announced by Bandai Namco during an event in Japan. Here's the sequel's announcement trailer.
Saturday - October 07, 2017
General News - Restoring the Classics
PC Gamer reports about games that have been restored by modders:
How modders are restoring the classics
For as long as there’s been a mod scene, people have tried to ‘restore’ parts of games that, for whatever reason, were never finished. In recent years, some of the efforts have become truly colossal. A few, like the KOTOR II Restored Content mod or the standalone Stalker: Lost Alpha, are deemed essential by some fans.
Vampire: The Masquerade—Bloodlines launched in a sorry state owing to a troubled development. Yet smitten with its ambition, fans have turned it into a beloved RPG. One fan is Werner Spahl. “I first took notice of unused assets when I installed an early version of the Unofficial Patch, at that time created by Dan Upright,” says Spahl. “When I took over from him I started looking for other lost content, especially when I became aware of how unfinished Troika was forced to release the game.”
Friday - October 06, 2017
General News - Niche games from Eastern Europe
Gamasutra has an article on the phenomenon of 'hardcore realism' games from Eastern Europe and what drives it.
Others stumbled into the hardcore survival subgenre more by accident. Alexander Dergay, CEO of Belarusian studio Aterdux Entertainment and one of the minds behind fantasy RPG Legends of Eisenwald fell into the industry after playing a game that changed his life”
“In 2007 I played a game called Discord Times. After I finished the game, I felt like something important had left my life and I tried to look up who the developers were," says Dergay. "And I found they were in my home city in Minsk, and then I just wanted to meet them and talk to them. To kind of add some more value to my worth, I decided to pretend to be an investor who was interested in making a sequel to that game.”
Certainly an unconventional approach, but Dergay was welcomed by the team, even after they found out he wasn’t an investor in the traditional sense. Dergay threw all of his money into creating Legends of Eisenwald, eventually turning to Kickstarter when the team found themselves strapped for cash.loading...
Aterdux Entertainment's tactical RPG has a very deep combat system
“We kind of struggled in the beginning financially, but then as we went on to early access and then we released the game, it didn't become an instant bestseller that we had hoped, but I think it would have been much more financially successful if we were more experienced and were able to shorten our development time,” Dergay says.
Thursday - October 05, 2017
General News - Flawed Characters are Fun
Could RPGs be more fun if they let you be more flawed?
I’ve recently started playing with a new Dungeons & Dragons group, drafted in after one of their numbers upped and left town. It’s my second time playing table-top D&D, after a splendid stint a couple of years back with Jim Rossignol (late of this parish) DMing, and it’s a properly good time. And what I’ve learned is that it becomes a much better time the more flaws you introduce to your character. Which got me thinking: wow, do PC RPGs not follow that rule at all.
I am very much an amateur when it comes to real-world D&D. I’ve learned my way around a D20, but it’s something I came to late and am still getting the hang of. So it is that reflecting on the previous game I was involved in, I’ve realised how wrongly I’d approached the whole thing. I was trying to win the game.
Wednesday - October 04, 2017
Abandon Ship - Exploration Gameplay
@PCGamesN Abandon Ship is a Strategy RPG game featuring sailing ships.
Abandon Ship, an FTL-like strategy RPG all about sailing the high seas, is shaping up very nicely. We’ve gotten a look at combat against pirates and sea monsters in previous trailers, but now it’s time to look at exploration. By which I of course mean having dope naval battles amid volcanic eruptions.
Exploration mode is how you’ll progress the game, sailing to find new events and new ports. Each area is surrounded by a massive picture frame, with gates to new locations opened by completing events. Though the main story will push you toward particular locations, you’re otherwise free to explore however you want, and there are loads of unique missions tied to totally optional areas.
Monday - October 02, 2017
Asura - Now with Free Expansion
Asura: Vengeance Expansion Released
Ogre Head Studio's Asura is back with a vengeance, or more precisely, a free Vengeance expansion that adds a new game mode, a particularly hard difficulty, and plenty of new rooms and items to this action-RPG steeped in Indian mythology. And what's particularly noteworthy here, is that the expansion is free for everyone who owns the base game. Alternatively, you can now purchase the updated game on Steam, GOG, and Humble Store for $9.99 or your regional equivalent. And if you do so before October 6, 2017, you also get a 15% discount on top of that (on Steam and GOG only).
And if you'd like to see Asura: Vengeance in action, you can watch this new trailer:loading...
GOKEN - Released
GOKEN is an indie action RPG that has recently been released on Steam.
- Seamless open-world game mechanics
While the game features a rather old school "quarter view" mechanic, the map transitions and event scenes, even the combat is all seamless as can be to enhance the overall gaming experience.
- Real time strategic action battle system
Utilizing 2 primary attack buttons, users can assign different weapons to each button to create a unique combo that fits the users need as they go. Monsters, bosses and stage gimmicks can require a specific type of weapon at times creating opportunities for users to strategize their best route of approach.
- Customizable Tattoo system
Utilizing "tattoos", users are given specific points upon leveling to get the protagonist inked as a form of powering up so it could be built to one's own. Raising MAX HP and Stamina, learning new and special moves are just a few of many ways players are able to customize their character depending on their play style.
Wednesday - September 27, 2017
Dark Devotion - Demo Available
Dark Devotion looks kind of like Castlevania, but here's the thing—as soon as one of its dungeon doors slam shut behind you it's locked for good. Only the hub space of Filthblood Shelter, where friendly characters like Bones the blacksmith hang out, can be revisited. The rest of Dark Devotion's temple is a series of paths with no doubling back. At no point do I find a blue grappling hook and realize now I can reach that blue ledge in level three.
It's still in development but there's a demo up on itch.io right now, and that's what I'm playing. As a templar who starts out armed with a sword, shield, and bow, I've been drawn to this temple for reasons that are vague (the creators are French and have flagged the translation as something they're working on), but since there are skeletons, swinging blade traps, and treasure chests in here it's pretty obvious what to do.
Reaching a ledge, I kneel to look down and see a pit full of spikes. It's a very Prince of Persia moment. A diving roll puts me past the trap and onto what should be safe ground on the far side. Then a woman with clawed hands attacks me, each of her blows bouncing off my shield and pushing me back, until I slide right into those spikes. "YOUR DEVOTION HAS FADED," the death screen tells me.
Tuesday - September 26, 2017
General News - Terra Invicta
RockPaperShotgun talked about Terra Invicta and asked Pavonis Interactive their plans for it.
Long War devs' next game is XCOM at a galactic level
We already knew that Pavonis Interactive, the team behind the RPS-approved, game-changing Long War mods for XCOM and XCOM 2, were working on a complete new game of their own, but seeing as Long War 2 has been in the wild for a while now, I thought I’d catch up with ’em about Terra Invicta. This takes the essential XCOM concept – humans fending off an alien invasion – then expands it to a grand strategy scale.
“It’s a little like what you might imagine the XCOM spokesman’s job to be,” Pavonis head John Lumpkin tells me, “trying to unify Earth’s nations against an alien threat.” And then it moves to cover the entire solar system.
Long War? More like longest war.
Lumpkin couldn’t talk about what, if any, direction we can expect Long War to take in the wake of the XCOM 2’s hectic but mostly very good new expansion pack – see our War Of The Chosen review for more on that – but he was able to reveal that “we’re now able to devote some resources to developing Terra Invicta.”
They’ve been quiet on that front for the past 18 months, but with the hardest work of Long War 2 out the way, they’re now working on it earnest. “Right we’re prototyping some key game systems,” says Lumpkin. “We’re hoping to have some things to show off early next year.” Which is good news, seeing as there’s nary of whiff of even a single screenshot right now.
Monday - September 25, 2017
Age of Gladiators II - Released
Age of Gladiators II has released on Steam and is an rpg strategy game set in 3000AD during the rebirth of the gladiatorial games.
ABOUT THIS GAME
Age of Gladiators II is a single-player strategy game set in 3000AD; a violent and unpredictable future where the gladiatorial games have surged in popularity throughout the known galaxy.
Hire scouts to scour the planets for potential prospects - once you have recruited your gladiators through the draft, scouting, missions, trades, or waiver wire acquisitions, you will need to manage their morale and personality while equipping them for battle on the harsh combat environments of various worlds. Recruit support staff, upgrade your headquarters, collect bounties, research technologies, build your headquarters, partake in side missions, and manage the wealth and reputation of your empire as it grows each day.
As your fighters win battles and increase in level, it will be up to you to decide how to focus their abilities by spending attribute, weapons, and expertise points. Compete, trade, and interact with other in-game owners as you fight through fifty-nine grueling, regular season battles in order to reach the playoffs, vying for the chance to etch your name for all eternity on the coveted Blood League championship trophy.
Build your story. Build your empire.
- Eight different species with their own specific combat bonuses and abilities.
- Control your gladiators with the new 3D isometric combat system, where fights can have hundreds of different outcomes. Utilize dozens of different combat styles and abilities -employ unique species abilities, combat stims that increase physical stats, and special equipment such as force fields, weapon jammers, armor shredders, nano-leeches, and more.
- Construct a headquarters to your exact specifications in order to maximize the efficiency of your operation. Medical bays, training centers, cloning tanks, cybernetics labs, weapons ranges, equipment workshops, and more.
- Gladiators are born with their own dynamically generated physical attributes (twelve in total), weapon specialties, and personalities. It is up to you to draft the best prospects from the academy, make astute trades with competing owners, or hire scouts to scour for fringe fighters on nine different worlds.
- As your gladiators level up, they gain points to spend on their attributes, weapons training, and expertise. Expertise allows you to build and customize your fighter according to their appropriate strengths. Weapons training allows you to specialize your gladiator with a specific weapon (pistol, carbine, or rifle for ranged sharpshooters, or 1-handed sword, 2-handed sword, or axe for melee brawlers). The physicality of your gladiators will increase or decrease with age, depending on if they are in their prime or declining.
- Track the progress of your recently-drafted gladiators in the Rookie League, carefully developing and preparing them for their eventual promotion to the deadly Blood League. You could have the next unstoppable superstar in your farm system!
- Clone dead fighters back to life or fit them with cybernetics if they are grievously wounded.
- Be sure the check the bounty board. An opposing gladiator in the arena may have a price on their head, yielding millions of credits in payouts if they are killed in battle.
- Manage your gladiators carefully - their morale, greed, injuries, fatigue, weapons training, and more must be taken into account before sending them to battle.
- As your gladiators gain glory from battle, they will become more widely recognized and adored by the crowds. Win enough battles and they may even get voted into the Blood League hall of fame after they retire (or die).
- Become a mogul outside of the arena. Purchase property for fame or businesses through which to further increase the efficiency of your operation.
- Purchase, recruit, draft, trade, or claim fighters off the waiver wire.
- Rob credit shipments, kidnap enemy fighters, assassinate your debt holders and more with the proactive mission system. Increase the odds of success by sending reliable gladiators on the mission as well. Lawfully aligned gladiators will only partake lawful missions, while criminally-inclined gladiators will assist in unlawful activities.
- Engage in five different branches of research: combat, medical, weapons, armor, and scouting.
- Search for deals on weapons, armor, combat stims, special equipment, and credit loans on the marketplace.
- Hire staff such as scouts, doctors, trainers, weapons techs, and armor techs to help your gladiators achieve victory. Assign your superstars or promising prospects to trainers for individual grooming; or accelerate the healing of your wounded by providing them expert medical care from your hotshot doctor.
- Strive to become the wealthiest individual in the known galaxy. There are quick and underhanded ways to make money, but your reputation and fighter's morale may suffer as a result.
- Receive taunting messages from opposing bosses as well as various other messages from your fighters, staff members, and different characters as you progress through the game.
- Rename your gladiators in order to increase your attachment toward them.
- Bet for or against your gladiator based on the odds generated by bookmakers in-game.
- Fight purses and betting is based on the hype associated with each match. The greater the hype, the more lucrative the fight purse and betting market will be - but the opposition will also be tougher.
- Each game is dynamically generated and different each time.
- Play as many seasons as you want. Build your story. Build your empire.
Sunday - September 24, 2017
The Crown Stones: Mirrah - On Catarse Crowdfunding
Hipgnosis spotted a crowdfundig campaign for theMetroidvania The Crown Stones: Mirrah:
The Crown Stones: Mirrahloading...
The Crown Stones: Mirrah is a Metroidvania-styled retro game which has great influence from old games like “Castlevania”, “Demon’s Crest”, “Blackthorne”, among others retrogames that have always inspired us. However, it has different mechanics as well as some elements from new generation games, like “Dark Souls” for example, game that inspires us a lot by its difficulty and dense atmosphere.
Saturday - September 23, 2017
General News - The Art of Turn-Based Battles
@Gamasutra Felipe Pepe shares his opinion on the art of turn-based battles in RPGs.
The Art of Turn-Based RPGs I: Menu-based battles
Ok, so the game is Turn-Based... but who goes first? Well, it depends.
In traditional Turn-Based games, each character has a turn. Turn order is usually decided by initiative/speed, and sometimes a very fast character can have more turns than a slow one. You can see this in games like Final Fantasy X, Temple of Elemental Evil, Fallout 1 & 2, the Gold Box games, etc.
Some games - especially tactical ones such as X-COM, Disgaea or Jagged Alliance 2 - instead alternate between a "player turn", where you control all characters and attack, followed by an "enemy turn", were the opposing force does the same. This elevates the risk & reward: you can coordinate your attacks and deal a lot of damage, but then you'll have to endure the enemy doing the same.
However, a few RPGs use instead a Phase-Based system (aka "We-Go"), where you and your opponent give orders to all characters and then the actions are executed all at once.
This is a more chaotic system, that requires some gambles. Let's say you are facing a strong monster and one that is near-death: how many characters should attack the near-death one? Just one? But what if the attack misses? Several? But if the first attack kills, then the others might be wasted...
Initiative is also key. If one of your characters is dying, a fast monster might kill him/her before your slow Cleric can cast a healing spell - will you take the gamble, or order the Ninja to use a healing item?
This system was used mostly on older RPGs, such a Bard's Tale and Wizardry, but lives on in modern Wizardry clones, such as Etrian Odissey, Stranger Of Sword City or Elminage: Gothic.
In 1991 Final Fantasy IV introduced the ATB (Active Time Battle) system, where characters can act as soon as their ATB bars fill up. This remains the quintessential JRPG combat system for a lot of people - especially since it was used in several of Squaresoft JRPGs in the 90s, including FFVII:
Final Fantasy X-2 expanded upon the concept, adding bonus damage when the player chains attacks together. Final Fantasy XIII added more flexibility: you could quickly execute weaker attacks, or wait for it to charge further and unleash stronger ones - a useful choice when trying to keep a combo up:
Bravely Default elevated combat turns into a resource. Characters can skip turn to save them for later, attacking several times at once or using powerful attacks that take several turns to execute. They can also spend more turns than they saved, which will force them to helplessly stand still for a few turns.
Grandia, on the other hand, made the turn order itself interactive - characters "race" each other on a timeline to select an action. Each action takes a certain time to be executed, and you can try to interrupt an enemy's attack, delay it or quickly prepare a defense before it lands. This system was later used in games like Penny Arcade's On the Rain-Slick Precipice of Darkness 3 & 4 and Child of Light:
Nowadays many gamers are familiar with the Persona series, where hitting an enemy with elemental magic he's weak to will negate his turn and leave him exposed. But the Turn Press system in the Shin Megami Tensei games goes much deeper. During your turn you get a certain number of points to use - and each action will consume some of those points.
However, Critical hits or exploiting enemies' weakness consumes less points than normal, while a miss will consume more points. And if you screw up big - like using a spell the enemy can absorb, you lose ALL points and your turn will end.
It's an elaborate system, that requires you to know each enemy and their weakness, then exploit those to make your turn last as long as possible.
Tuesday - September 19, 2017
Forbidden Unit - Just the Beginning
Forbidden Unit has not reached its Kickstarter goal but this is not the end of the project.
Future of the project
Hello our dear RPG enthusiasts!!!
Firstly we want to THANK YOU from the bottom of our hearts for your support and interest in the game. You are awesome!!!
We are nearly at the end of our campaign, and despite the fact, not everything happened as we hoped, it is not the end of the project by any means. In fact, it is more like the start of the second phase of development. We now understand what could be done better as far as presentation, media communication, and community building goes. We have also got great feedback and tips from you, and we clearly see there is a lot of interest for the game.
What will be next
We will stop campaign now, but we will still provide you regular updates showing game mechanics in detail and give you latest news about development and state of the game. So stay tuned!!!
Our next big goal is to complete playable demo. After that, we will send it to YouTubers and possibly go on Steam Direct with it. Aside from RPGCodex and RPGWatch forums, our plan is to make own forum/channel where we could post news and be in touch with all of you in one place.
Once all of this will be done, we will possibly prepare relaunch of the new campaign on KS. In terms of time, we are looking approximately at the horizon of half year (or slightly more). We will be very glad if you will stay with us and try to support us once again when the time comes. Your help ideas and opinions are very important for us, so we may turn on you with a survey to help us build the game and our campaign in the future.
Despite the fact we didn't reach the final KS goal, our campaign brings many positive things. Firstly we have learned many things and identified main issues that prevent us from reaching the goal. We gathered important contacts, presented the game to the public, and got the attention of people who like what we do and are willing to help us achieve our goals.
Every single backer was really important. Considering the fact that game wasn't very well visible, covered by many gaming sites and didn't have massive marketing. A significant percentage of people who visit our campaign, decided to support us, which is incredible. You gave us a lot of energy, and fuel to continue working on the game.
Last two months was kinda hectic, so right now we need to catch a breath, and after that, you may look forward to new materials :)
Best Regards, Tom, Skipi and Otus. Chainless Games
Sunday - September 17, 2017
3030 Deathwar Redux - Launch Trailer
3030 Deathwar Redux, an open world, space exploration RPG has launched on Steam.
Published on Sep 13, 2017
3030 Deathwar Redux - Version 1.0 out now! On Steam: http://store.steampowered.com/app/464... On Humble: https://www.humblebundle.com/g/3030_d... Open World Space exploration, boarding stations and derelicts, talking to people and trading on stations, tons of missions and an exciting plot are what await you in this genre-twisting Experience! A fusion of Elite-style space exploration, frantic and fast-paced combat, and a healthy dose of Lucas Arts-style comedic adventuring, 3030 Deathwar Redux sets you free to roam the entire galaxy, after a mysterious War left planets uninhabitable and the remaining stations on quarantine lockdown. Help freewheeling space pilot John get back on his feet in a huge open world, and pilot your own course through the game's dizzying array of missions, stories and features. Music: H.E.A.T by The Kyoto Connection http://www.thekyotoconnection.com/
Regions of Ruin - EA on October 5
TechRaptor reports about an upcoming sidescrolling RPG: Regions of Ruin
Regions of Ruin Hits Early Access October 5th
If you’ve been wondering what a 2D sidescrolling action take on Kingdom would look like, it appears that there may be an answer for you in the upcoming Regions of Ruin.loading...
In Regions of Ruin you play as a dwarf who is trying to rebuild his race’s settlements. As you travel, you need to find people to help you build up this settlement, typically by doing quests for them and then bringing materials for them to use to build it up. Quests often involve exploring areas, slaying foes, and acquiring things folks need as you try to return your race to the glory days of old.
Tuesday - September 12, 2017
Project Daedalus - Announcement
GabrielMP_19 has spotted a new dungeon crawler in the making: Project Daedalus:
From Mazes of Karradash to Project Daedalus
The first two chapters of Mazes of Karradash got good reviews from the critics and from a lot of players. It would have been a logical choice to develop a third chapter of the series, another dungeon crawler with the same setting and gameplay.
Instead, we have decided to use the experience learned with MoK just as a starting point, changing the atmosphere, rules and so much more.
Project Daedalus will not be Mazes of Karradash 3. The gameplay is much deeper, the fantasy setting has been replaced by a horror theme and the topics covered in the story will be much more mature. It will be a darker game.
Undoubtedly many of the features of MoK will also be present in this new dungeon crawler, such as perma-death and the ability to gradually improve any new characters by unlocking new weapons, better attributes and more.
And then there is the one that maybe is the biggest difference: Project Daedalus will be available for Windows PC, so expect a full CRPG this time.
Sunday - September 10, 2017
General News - Chris Avellone Interview
Chris Avellone was interviewed recently at RPGamer about what he has been up to.
Johnathan Stringer (RPGamer): You left Obsidian around two years ago now, could you catch readers up on what you have been up to since then?
Chris Avellone: Sure - also, wow, two years - so I've been doing a lot of things, a good amount which got announced this year all at once, even though I'd been working on them for a while.
I helped Arkane Studios with Prey - although to clarify, I didn't write the story, I helped with the supporting cast, lore, history, and other parts - Ricardo Bare was the lead writer and lead designer, and he's a great designer to work with. Also, the FTL folks (Subset Games) reached out to me to ask if I'd help with world lore and pilot personality design/voices for their new title, Into the Breach, which is promising to be at least as fun as FTL, even at an early stage.
I worked with Larian on Divinity: Original Sin 2. My work with them is largely done, but I'd definitely work with Swen again, he's very driven, and his energy is contagious. In addition, Beamdog reached out to me to help with the Planescape: Torment: Enhanced Edition, and they gave me a chance to fix a lot of my stupid errors I couldn't when the title first came out many years ago, so that was both a nostalgic and humiliating trip down memory lane.
There's been other projects as well - I still work with inXile, I also got to work on a WW2 title, Burden of Command, I've done lore and world design for Alaloth, and the System Shock Reboot (this isn't Warren Spector's SS3, it's Night Dive Studios) - and they let me get to write SHODAN, so I'm happy about that. Also, I get to work with a lot of ex-Obsidian folks, some who left years ago and went cross-country and others who were hit during one of the rounds of layoffs. Being able to work with them again is nice - it's like getting the gang back together.
I did - and am still - working on other unannounced projects, some big, some small, but all of them interesting. We recently finished the Kickstarter campaign for Pathfinder: Kingmaker, which was a success, and how that came about was a surprise - Owlcat reached out to me to ask if I'd want to work on a Pathfinder RPG, which was something I'd been interested in doing for a while. It's really surprising no one's tried to make a single-player Pathfinder CRPG before, it's a great franchise.
Thursday - September 07, 2017
Elderborn - Gamescom Gameplay
@IndieRetroNews Elderborn gameplay was revealed at Gamescom. Elderborn is an action rpg in the vein of Dark Messiah of Might and Magic.
Although I am a massive fan of grid based dungeon crawlers, sometimes I like to put them aside and play games such as Skyrim or the much older kick and slasher 'Dark Messiah of Might and Magic', but there's one game shown off with new footage that caught my eye today that's very similar to those games, and that's Elderborn developed by Hyperstrange. If you like free movement, the slashing of enemies with weapons in hand, and the exploration of dungeons and caves then read on!loading...
Wednesday - August 30, 2017
Dead Monarchy - Dev Diary 1
Dead Monarchy is a medieval, turn-based, survival simulator RPG currently in development.
Greetings fellow gamers, this is the first development blog update that explains the combat mechanics up to this point in time. Keep in mind, things will change due to player feedback and internal testing.
Website and forums are up to, so if your interested see you there!
RPG Codex Thread:
Tuesday - August 29, 2017
Dishonored 3 - Won't Star Emily or Corvo
@GameRant Dishonored 3 will have a new protagonist according to Harvey Smith.
The latest expansion of Dishonored 2, Death of the Outsider, is the last chapter of the era that begun when Jessamine Kaldwin lost her life at the beginning of the first game. With the story of Corvo and Emily finally coming to its conclusion, Arkane Studios creative director Harvey Smith confirms that this is likely the last time we will see the deadly duo in action.
Although a sequel to Dishonored 2 has not been officially announced, Smith commented that he hopes that there will be more games in the series, even if they're likely to feature a whole new cast.
Rune Ragnarok - Announcement Trailer
@Gamers Adventure HD A new open world RPG called Rune Ragnarok has been announced. The game is a sequel to the original Rune.
Rune Ragnarok Announcement Trailer (Open world RPG)
Follow Gamer's Adventure HD for more
Twitter : https://twitter.com/_gamersad_
Ragnarok is "set in a dangerous Norse universe during the end of days" and places players "in the middle of an epic battle where gods, beasts, and the last remaining humans struggle to survive" according to Human Head Studios' press release.
The original Rune was a third-person action adventure game taking place during a war between Norse gods Odin and Loki where you played a Viking named Ragnar
Monday - August 28, 2017
Children of Morta - Hack n'Slash Due Next Year
@RockPaperShotgun Children of Morta is a hack n'slash game due 2018.
Children of Morta [official site], the pretty hack-and-slash that hit Kickstarter in 2015, is coming out for real in the first half of next year. It’s about the Bergson family, adventurers that guard Mount Morta and take it in turns to leave the house to hunt for loot and slay monsters.
They all have unique combat styles to master: some fire magic spells, other wield two swords, for example. Expect looting, upgrading, and procedurally-generated dungeons and temples. An early build is available to the Kickstarter backers who helped raise a combined $109,000 for development, and they are all saying nice things about it in their Steam reviews. A promising start, then.
Friday - August 25, 2017
Secret of Mana Remake - Due February
Secret of Mana Remake will release on Steam February 12th.
The memorable adventure of Randi, Primm and Popoi is reborn in the new "Secret of Mana"!
Embark on an action-packed, worldwide adventure in this 3D remaster.
Available on 15th February, 2018 for Steam, PS4 and PSVita!
Like what you see? Then be sure to follow us:
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Facebook - https://www.facebook.com/squareenix
Instagram - https://www.instagram.com/squareenix
Thursday - August 24, 2017
Rule with an Iron Fish - Released
The Adventure RPG Rule with an Iron Fish has been released:
Rule with an Iron Fishloading...
Become the greatest pirate captain that ever fished! Add more pirates to your burgeoning island town! Listen to all their nonsensical complaints! Fish in ludicrous locations like swamps, active volcanoes and the sky! A relaxing experience set in a charming, whimsical world. Come catch all the fish!
Wednesday - August 23, 2017
General News - The Good Life
The Good Life was announced at Gamescom with this debut trailer. The game features cats and will be a daily life RPG set in a happy town where strange things happen at night. The game will launch on Fig September 2nd.
The Good Life first trailer for Backstage Pass Only.
A completely new mystery launched by creator of Deadly Premonition...
(c) 2017 White Owls Inc. All Rights Reserved.
At night, the town's residents turn into cats. Why does this happen? Is this why everyone in town is so happy? No one seems to remember what they do at night. Naomi is here to find out what's going on in Rainy Woods. The townspeople aren't the only ones who get to roam around at night as a cat - Naomi does too! Once the sun sets, you'll get to explore Rainy Woods and collect clues and important items connected to the events of the story. The town becomes a very different place at night, as certain secret paths, rooftops, and attics can only be accessed by cats.
Tuesday - August 22, 2017
Phantom Doctrine - XCOM for Spies
- A rich alternate history plot anchored by historical events and characters, bringing the chillingly relevant Cold War reality to life from a unique point of view.
- Next-generation turn-based combat: Unprecedented flexibility of movement and actions, variable overwatch modes and assault-oriented Breaching ability
- Expanded battlefield: position assets around the world and call for assistance in the middle of battle when you need it most. Just remember, the enemy can bring their own reinforcements, heavy weapons or even air support and their toy box is much bigger than yours.
- Knowing is half the battle: scout mission locations ahead of time, infiltrate with undercover operatives and improve your odds. Elite enemy agents with their own agenda are always ready to spring their own ambushes.
- Go loud or go home (stealthily): fully-fledged stealth gameplay with silenced weapons, silent takedowns and cutting-edge Cold War era security technology. All this makes completing entire operations clandestinely a viable option.
- Run your own counterintelligence organization: recruit subjects of top secret government experiments, operatives of the world's secret services, KGB & CIA included, or even criminals. Manage a global operation, securing weapons, resources and contacts. Command from a distance or go hands-on to fight for the real stakes.
- Actively pursue the truth: research cases, locations and individuals in Investigation Board gameplay mechanics to uncover new missions, resources and technologies.
- Employ technology ruthlessly to your advantage: learn from the enemy or research your own methods for brainwashing, interrogation, body engineering and chemical enhancement.
- Customize your operatives and then do it again once they need a new identity: forge documents, change appearance, retrain them for lethal effect and send them back into the fray.
- Replayable, modular campaign with an array of mechanics to ensure unique and markedly different playthroughs: generated character names and backgrounds, modular and algorithmically populated maps, randomized intelligence snippets.
- A highly replayable, story-driven campaign with meticulously designed and adaptable maps.
- Two stories to choose from: a KGB counterintelligence operative or a CIA wet work commando who have to come to grips with the truth and challenge the conspiracy, with an additional New Game Plus protagonist.
- No mission too big, no mission too small: enter a bustling government facility undercover to assassinate a target with surgical precision or mount a heavy frontal assault on an enemy staging base. With optional objectives closely linked to a mission's complexity and opportunities like loot and intelligence to collect, there are decisions to be made at each step.
Friday - August 18, 2017
General News - Doom 2 Recreated in Diablo 2
It might not be fun to play, but it is damn fun to watch.
For those who still get motion sickness from Doomguy's blistering sprint, here's a fairly awkward solution: play Doom 2 as an isometric ARPG ala Diablo 2! Someone has made a tentative effort to make such a thing happen, and the video above shows how it looks.loading...
Wednesday - August 16, 2017
General News - The Future of Immersive Sims
PC Gamer thinks that the immersive sims sub-genre is in danger:
The uncertain future of games like Deus Ex and Dishonored
Immersive sims have been held up as the pinnacle of PC game design, but recent sales may mean the genre is endangered.
Warren Spector is stuck in Prey. The director of Deus Ex, who has worked on many games since labeled "immersive sims"—in fact, he coined the term ina post-mortem of Deus Ex —has been playing the modern games inspired by classics like Thief and System Shock. But he hasn't finished Prey yet. Or, as he puts it: "The crew quarters are kicking my butt."
He's enjoying it though, just as he enjoyed the other recent immersive sim from Arkane Studios, Dishonored 2. "I thought they were both excellent examples of what I think of when I say 'immersive sim,'" Spector says. "They removed barriers to belief that I was in another world and they let me approach problems as problems, rather than as puzzles. I'm really glad Arkane exists and that they're so committed to the genre. Without them I'd have fewer games to play!"
Spector's not the only one who'd mourn their loss. Arkane is still around, but there's this uneasy feeling in the air that there's now some reason to worry. Not about Arkane, necessarily, but the immersive sim in general, this genre held up as the shining example of PC gaming at its most smartest and most complex. None of the last three big-budget immersive sims—Prey, Dishonored 2, and Eidos Montreal’s Deus Ex: Mankind Divided—have broken a million sales on Steam.
It's always been a niche genre, defined by player freedom, environmental storytelling, and a lot of reading diary entries. How long can they be propped up by the fact that some designers really like making them?
Journey's End - Dev News
Farflame spotted some news about the 3d side scroller RPG Journey's End on ModdDB:
Devlog #2 - Camerasloading...
Welcome back, Journeyers!
Today, we bring you a number of engine improvements. Most of these updates aren't super exciting from a player's perspective, but they're really important to making the game look and feel great!
Tuesday - August 15, 2017
General News - Stop Being an Indie Game Developer
In an article on gamasutra the author writes about the need for indie game developers to start running a business if they want to make any money of their game development effort.
Wake up! Releasing your game, the actual pressing the release-button? it's not going to make you any sales! Maybe, just maybe, 1 out of all the readers of this article will be creating a game that goes big.. but that would be asking for a lot.
I've seen developers pressing the Steam release button, some even make this a bit of a clumsy, live streaming event where they aren't really sure what the steps are to releasing the game on Steam, and that it then takes some time for the game to show up.
Pressing that button, is not magically gonna give you sales or even eyeballs on your game. It will be on the "new releases" list for MAYBE a few hours, if you're lucky, cause you'll be "promoted" to the second page in no time.
Same goes for releasing on iOS or Android. There is no big fanfare or huge event or cheerleaders clapping for you. The store entry for your game changes it's database field "released=no" to "released=yes" and that's it! There are no crowds lining up to buy the game that instant, nobody cares!
This is not a bitter representation of the process either, this is just really all it is. Funny thing is that I told a bunch of developers in the days/weeks leading up to their release: hey, the game won't sell much if you don't tell people about it (it might not even sell copies if you DO tell people about it). But most just ignored that, because "you never know".. .. nope, I do know.
So stop dreaming: releasing games isn't magical, and selling games isn't done by releasing it.
Monday - August 14, 2017
3030 Deathwar Redux - Launches Next Month
3030 Deathwar Redux [official site], like the original, is an open-world RPG combining adventure game with 2D Elite-style exploration and combat. The new version provides "an extended adventure, with more characters and content, graphical enhancements, balancing and gameplay changes, a smoother experience and tons of other improvements," developers Crunchy Leaf Games say.
The range of things you can do in its 30 star systems sounds pretty impressive. If you want to take on simple delivery jobs to save up money for a better ship, you can. Or you can fire up the boosters and hunt down some derelict ships, space walk into them and nab the loot. It reminds me a bit of Freelancer in that regard.
About This Game
3030 Deathwar Redux is an Open World Space Adventure with a twist!
A dead body is found by his crew, then his new ship gets impounded by the cops, something is going on... probably related to a missing freighter with a large cargo of gold bars. Now, John Falcon, a freewheeling space pilot, tries to get back on his feet. But where to start?
* Take on some local delivery jobs and get a better ship?
* Downsize to a Jetsuit and go shooting space-junk for quick money?
* Focus on finding the missing gold shipment before the local gangs and salvage teams?
* Go punch that damn mechanic who sold you a stolen ship?
...and what is this mysterious 'Taoist' group you keep hearing about?
Maybe just take a break and go travelling inter-stellar, in an Open World of more than 30 star systems.
* Open world space exploration and frantic combat with afterburners blazing
* Board Stations, visit the bars and talk to an array of space scum
* Ghostly Derelict Ships to find on your Star-Map, spacewalk into, and salvage valuables
* Large variety of fun Jobs and Missions, with exciting Side Quests
* Diverse ships to buy and upgrade for Performance, Defence and Combat
* Get a fuel-scoop and refuel from the corona of a sun without frying yourself!
* Find Pirate Stations & begin a life of crime, attack innocent traders, steal cargo from traffic
* Get a large cargo ship and go Asteroid Mining for metals, or haul Goods between systems
* Hidden wormhole shortcuts, Comets, Unique Stations and other secrets to find
* An intriguing Main Plot Line... and much, much more!
The Redux version adds: an extended adventure, with more characters and content, graphical enhancements, balancing and gameplay changes, a smoother experience and tons of other improvements!
Friday - August 11, 2017
General News - A Starflight Remake in the Works?
OnlySP thinks a remake of the space adventure Starflight is in the works - based on a tweet by Brian Fargo:
Enigmatic Tweet Hints at Remake of 1986’s Starflight
On August 8, InXile CEO Brian Fargo sent out a tweet that may pique the interest of gamers, teasing a possible remake of the classic 1986 EA title Starflight.
While Fargo’s tweet indicates that InXile is not developing the purported remake, it serves as a strong implication that someone else is.
Old-school gamers may remember Starflight, an adventure role-playing game once available for the IBM PC, Amiga, Atari ST, Commodore 64, Macintosh, and Sega Genesis. Set in the year 4620, the game’s plot revolves around a starship captain exploring the reaches of the galaxy. The non-linear game allowed players to choose their own path through the story, making it one of the earliest sandbox games ever released.
Wednesday - August 09, 2017
General News - Open Worlds Are Rubbish
Strat-Edgy Productions talk about what works and what does not with open world games.
Open worlds are rubbish, and they need to evolve to survive. What is the natural evolution of open words? What is the nature of the open world experience? Is it a playground? Is it a content delivery system? How do you use the open world in an RPG?
Let's take a look at Oblivion, Gothic 2, and Final Fantasy 15 and try to figure out why a game Like Mafia 3 fails to deliver an entertaining experience, and GTA 5 manages to deliver on more than it needed to.
Let's answer all these questions shall we?
Tuesday - August 01, 2017
Solstice Chronicles: MIA - Released
Solstice Chronicles: MIA was recently released on Steam and is best described as an action RPG featuring tactical shooting.
About This Game
Solstice Chronicles: MIA is a tactical shooter in which players control the difficulty by managing their threat level through special skills.
Universe - the Red Solstice
The Earth was overrun by STROL virus. What little was left of man kind colonized Mars, and established a society ruled by powerful corporations. But Mars isn't welcoming, and a violent storm threatens to tear the colonies apart. In a race against time, both the corporation and insurgents will stop at nothing to find the cure and reclaim the Earth. As the virus inevitably spreads through Tharsis colony, the players must fight the mutants, the storm and the odds to find the cure before it's too late.
In a dead colony, a corporate marine is left far behind enemy lines. With an unlikely help of an insurgent drone, he faces the battle for survival against an army of murderous, mindless mutants... and worse things.
We from Ironward want to take a different approach to twin-stick shooters. We learned that tactics can be great in our first game The Red Solstice, and we're trying to add a bit of that tactic into Solstice Chronicles: MIA, we feel that if players prepare themselves, the reward will be much more satisfying.
- Master fluid twin-stick combat to blast through waves of mutants on Mars.
- Use your drone's abilities tactically, weighing the risk and reward of decisions that drastically change the threat you face.
- Decide between scavenging for supplies and upgrades in the face of the oncoming menace, or pushing forward, potentially unprepared for the enemies still to come.
- Decimate the mutant onslaught with upgradeable weaponry, including shotguns, rocket launchers, and more, as well as special Heavy weapons, like the autocannon and flamethrower, which will obliterate everything in their path.
- Develop your own skill tree from across four classes--Assault, Demolition, Hellfire, and Terminator--to become the ultimate instrument of destruction.
Monday - July 31, 2017
Rat Simulator - Released
Do you want to roleplay a rat? Farflame spotted a Rat Simulator on Steam:
Rat Simulator is a survival stealth role-playing simulator game set in a suburban neighborhood where you play as a rat to spread the plague across the neighborhood in order to build a rat's paradise.
No longer do you need to wonder what they get up to when humans are around, as this state-of-the-art computer simulation models the complete rat experience. As a rat, you'll get to steal food, wreck havoc and create chaos whenever you feel like it. This terrifies the humans who fear you and will fight back by calling pestmen to exterminate you.
Mess is yours to make in this survival stealth role-playing simulator, as you experience the life of a hunted rat fighting to drive out those pesky humans!
- Infection - Infect 9 unique houses with the plague in the suburban neighborhood, but watch out for the inhabitants who are out to stop you in your tracks.
- Stealth Gameplay – Avoid detection from humans while spreading the plague, else you'll feel the wrath of the pestmen who are out to kill you!
- Destruction – Create chaos in the houses where you'll get to destroy precious objects such as plates, glasses and vases much to humanity’s dismay. Or maybe you just feel like making a mess out of their houses by throwing their fragile possessions everywhere.
- Boss Fights - Defeat the leader of the pestman crew to claim the suburban neighbourhood as your own territory.
- Rat Paradise – Save rats who are trapped in houses and then call upon your fellow rats to infect new houses in the neighborhood!
- Enhancements – Your experiences empowers your abilities and you'll get to select upgrades in order to boost your rat capabilities.
- Poisoned Food – It's all fun to spread diseases to the humans, and after all you'll get the house to yourself if they die to the plague, right?
- Annoy Humans – As a plague bearer, you'll get to temporarily stop the humans in their tracks as they drop to the ground when shot with poison.
Sunday - July 30, 2017
General News - A brief History of MMO Games
Henriquejr spotted this arcticle on PC Gamer:
A brief history of MMO games
By creating worlds for thousands to play, MMOs are as impressive as they are audacious. We explore the genre’s best.
When sci-fi ’s first writers imagined virtual realities, they’d never have guessed the ease with which we could access them. With just a few clicks of a mouse, we can step into online worlds filled with adventure. We populate fictional cities, we create digital cultures and we tell stories together while exploring strange new horizons.
MMOs are defined by their immense scope. They take the basic foundations of roleplaying games and stretch them over massive worlds where countless players coexist together. Whether you’re diving into dungeons, hawking goods in a market or plotting the downfall of a rival guild, MMOs are at their best when they inspire us to be social. Here, I’m going to explore the history of this genre by touching on ten of its greatest examples. These are the games that pioneered online roleplaying, building the template that all others would conform to. Some of these worlds have diminished with time, but their legacy continues to shape the genre.
Thursday - July 27, 2017
Lost Sphear - Followup to I Am Setsuna
@DSOGaming Lost Sphear is a new RPG from Square Enix that follows on from I Am Setsuna. Polygon captured some 15 minutes of gameplay footage from a demo. The game is expected to release January 23rd 2018.
Check out 15 minutes of gameplay from the demo for Lost Sphear, Square Enix's charming new RPG and the follow-up to last year's I Am Setsuna.
Wednesday - July 26, 2017
New Dragon Age Game - Expectations
PC Gamer has some expectations for a new Dragon Age game:
What we want from a new Dragon Age game
Bioware's epic fantasy RPG series is returning, and we're hungry for more.
Something new is being made in the Dragon Age universe. We don't know if it's going to be another huge hundred-hour RPG or something a little different. We do know that Sunless Sea's Alexis Kennedy is involved in some capacity—here's hoping for a little Sunless Sea oddness in the new game. Naturally, when news slips out of a new entry in a big series we start to comb over our experiences with the games we've played so far. Then, wishlists start to form. What should go? What would we like to see more of? Why is Dragon Age 2 definitely the best one? Here's what we want from a new entry in the series.
I don't expect BioWare to reprise Origins' combat—that just isn't how big publishers make RPGs now, for better or worse. It would be nice to see a little more fine tuning when it comes to customising your party's tactics, though, which was streamlined in Inquisition with a system that wasn't quite as intuitive or useful as Origins' was. Origins let you program very specific conditions for when your characters use abilities. I'd like to see the next game offer that mastery. Players who want an easier time of it can just carry on playing Dragon Age like an action game, which is honestly how I've played it since the first game came out.
I don't mind that too much—Inquisition is more than serviceable as an action game and I can only see BioWare getting better at that in the years since its release—but offering more optional ways to strategise would please some parts of the series' fanbase.—Samuel Roberts
Less extraneous sidequests
We thought Mass Effect Andromeda would learn this lesson from Inquisition, but it sadly didn't. Low quality fetch or grind quests may pad out an open world, but they also slow down the structure of the game's story, and some players may obliged to complete all of them before moving onto the best parts of the game. Inquisition had that in particular—hence Phil's cry to leave the Hinterlands in Inquisition.
I love the open world environments of Inquisition, and the party banter is so good that you enjoy the sense of journey, and the tension that comes when you know a dragon fight is approaching. But you can have that sense of journey without tasking the player to do a bunch of extra stuff.—Samuel Roberts
Friday - July 21, 2017
Kingdom Hearts 3 - May Come to PC
@DSOGaming Kingdom Hearts 3, an upcoming action RPG from Square Enix, may come to PC but nothing has been confirmed at this stage.
Now here is something really interesting. In an interview with Famitsu, Kingdom Hearts III Director Tetsuya Nomura said that Square Enix will consider bringing this new Kingdom Hearts game to other platforms once the game releases on PS4 and Xbox One.
As Nomura stated, the team is dedicated on these two versions right now. Still, once the game has been released on these two consoles, Square Enix will consider bringing it to other platforms. What other platforms? Nomura did not clarify but we can safely assume that he’s referring to two: Nintendo Switch and PC.
Monday - July 17, 2017
General News - Dan Abnett: Story should be the Spine of your Game
Farflame spotted an interesting article about story-writing in RPGs on Gamesindustry:
Dan Abnett: “Story should be the spine of your game”
The best-selling novelist and writer for both comics and video games discusses the increasing importance of a solid narrative
While Abnett believes the quality of current games writing is "high, with a great deal of imaginative and clever new approaches being devised" - especially within the indie space, he observes - the author also warns there are some major challenges to overcome and a lot of room for improvement.
"The sheer popularity of the biggest games - although not all of them - tends to force over-simplicity in story," he tells GamesIndustry.biz. "[There's] the notion that if the visuals are amazing and the action plentiful, you can get by on a very rudimentary story. The same criticism might be levelled at blockbuster movies - the whole notion that a big 'wow factor' can excuse lapses in logic, continuity or even sense. That underestimates badly the interest and involvement of many players."
Monday - July 10, 2017
The RPG Scrollbars - The Many Faces Of Villainy
Richard Cobbet looks at the evil side of RPGs:
The RPG Scrollbars: The Many Faces Of Villainy
Not only does a great hero need a great villain, villains are usually just so much more fun. Whether it’s the tortured lost soul who can only find peace by destroying the universe or the cheery psychopath looking to see the world burn, it’s no wonder that many of the greatest films of all time have been defined at least as much by the baddie as any individual scene. Darth Vader, the Terminator, Norman Bates, Dracula… villains get people excited. A great villain lives forever, death be damned.
Source: Rock, Paper, Shotgun
Monday - July 03, 2017
Code Vein - New Gameplay Trailer
@Code Vein is an action RPG set in a post-apocalyptic dystopia and based on vampire lore.
Code Vein is an upcoming action role-playing video game being developed and to be published by Bandai Namco Entertainment for PlayStation 4, Xbox One and Windows. The game is set to be released in 2018. It is set in a future post-apocalyptic dystopia with a vampire thematic.
The gameplay is expected to be based on vampiric lore including "gifts" from the consumption of blood, and other supernatural abilities.
Saturday - July 01, 2017
Burden of Command - WWII Tactical Leadership RPG
@RockPaperShotgun Burden of Command is a WWII tactical leadership RPG which is due to release sometime in 2018.
World War II Tactical Leadership RPG -- Coming 2018
More information at: http://www.burdenofcommand.com
Project Lead Luke Hughes is keen to stress that there are no ‘right' answers on the BoC battlefield and that issuing an order is not the same thing as executing an action. When I asked him to explain how the game will go about modelling the chaos of war, he said this:
"The game is designed such that everything that happens in BoC happens on a probability curve. Which is a fancy way of saying that while normally for any given ‘event' (firing an MG, giving an order, rallying the men, making a move or an interactive fiction decision, etc.) what you expect to happen happens, the dice are always being rolled for a disaster (e.g., the gun jams, the men panic, an order gets lost) or an unexpected success (critical hit, a squad auto rallies...). Further, as a battle progresses and the natural friction of war occurs through suppression and injury, command and control will start to break down. That is, suppressed units will tend to ignore orders, or not receive them, or implement them only minimally (crawl towards the MG rather than run).
Put one last way, while in a typical tactical game like XCOM we're all used to the chance to hit being probabilistic, in BoC even the chance to follow an order is probabilistic. In the face of this pervasive chaos it is the leaders who play a critical role in overcoming the chaos and turning your intentions into actions. Chaos is central to the battlefield and BoC, and leadership is its central anecdote.The good news about chaos is that it tends to create good stories (‘There I was all my units suppressed, no hope, then out of the blue Lt Stern stood up in the face of fire, rallied his men and overcame the enemy position. Sadly he was wounded in the final assault.")"
Thursday - June 29, 2017
General News - The Swords of Ditto
@DSOGaming The Swords of Ditto is an action rpg from Devolver Digital due to release sometime early 2018.
Players will become one of the legendary heroes of the Island of Ditto and battle through each unique legend alone or alongside cooperative companion. Each legend becomes their own as every success and failure are recorded in the tomes of Ditto and have an effect on subsequent adventures. Heroes will also be able to find the monuments and even loot from the adventurers that came before them to take along on their crusade.
The Swords of Ditto is currently planned for an early 2018 release.
Wednesday - June 28, 2017
General News - Mike Laidlaw Interview
The 1099 interview Mike Laidlaw of Bioware about how Dragon Age is made and the probability of Jade Empire 2.
On this week's episode, the creative director of Dragon Age, Mike Laidlaw, joins host Josiah Renaudin to discuss how the team at BioWare creates such massive open worlds. Mike explains the different roles he's played at BioWare, the struggles of even starting a five-year AAA project, what a linear Dragon Age (similar to Uncharted) would look like, how he deals with Dragon Age reviews, and the possibility of a Jade Empire 2.
Tuesday - June 27, 2017
General News - Interview with Rebecca Heineman
ShanePlays interviewed Rebecca Heineman about Bard's Tale I-III Remastered, gets an update on Dragons of the Rip and talks a bit about Dragon Wars. Burger's interview starts around 16:30. Podcast version here.
Monday - June 26, 2017
Realm Grinder - Released
You can get the Clicker Strategy RPG Realm Grinder for free on Steam now:
About Realm Grinder
Grow your kingdom, build alliances, and explore one of the deepest idle RPG's ever!
Use your money and influence to grow your kingdom from a single farm to a huge realm that earns wealth even while you're not online! In Realm Grinder, the player is given an incredible array of choices in how they build forge their new kingdom.
Choose to align yourself with a dozen different factions, each of which has their own distinct play style. Will you align with the elves, who reward tapping for treasure, or the demons, who give massive bonuses to the most powerful structures?
Further fine tune your strategy by choosing unique upgrades, buildings, and spells to invest in.
Continue to unlock new and exciting systems like new factions, research, reincarnations, excavations, and way more. Months and months of unique content!
Achievement hunters will be delighted with the broad range and depth of the achievement system. And it's not just eye candy! Many strategies rely on collecting trophies in order to boost certain upgrades.
Sunday - June 25, 2017
General News - Spirit AI
Natural dialogue with NPCs is closer than you think
I mean, dialogue trees are fine, I guess. Your character asks a question, the NPC gives a response, you learn what you need to, and for a moment it almost looks like a conversation. But they’re hardly perfect. Playing through Mass Effect: Andromeda, I was reminded how interrogative they make me feel: “YES BUT WHY ARE YOU OUT HERE STUDYING THE REMNANT?”
They can also make conversations feel like passive lore-dumps. Real people don’t tell you their life story at your first meeting, and thank God, because it can get pretty boring. I wish an NPC would turn around and tell me “the mating rituals of my culture are none of your business. And no, we won’t bang, okay?”
These are among the problems that Spirit AI are trying to fix with their Character Engine. It aims to achieve something that will still feel like a distant dream to many players: natural-seeming conversations with AI characters, in which you use text or even voice chat to speak, and they answer as a real person would, creating their dialogue on the fly.
Friday - June 23, 2017
General News - The best Sidequests
Henriquejr spotted an article about the best sidequests on PC Gamer:
The best sidequests in PC gaming
Sometimes good things happen when you stray from the beaten path.
Stepping off the beaten path in any given game can open up a whole new world. Main story lines are fine, but side quests often contain better writing, funnier jokes, and more interesting mechanics. Sometimes they’re so good that when the credits roll, the distractions and detours burn brighter in your memory than the central journey itself. With that in mind, here’s a list of the best side quests on PC. Don’t blame me if you suddenly have an urge to reinstall that RPG you sunk 100 hours into five years ago. Oh, and leave your own suggestions in the comments below the story.
Oasis, Fallout 3
“I had you brought in here to ask one simple favour. Would you kill me?” It’s one of my favourite lines from Fallout 3 within arguably its best side quest. Tucked away in the corner of the grey wasteland is Oasis, where flourishing plant life obscures a tragic tale.
At the centre is Harold, a mutant with a tree growing out of his head. It’s grown so large that Harold is rooted in place, and he wants you to end his miserable life. But killing him will destroy this pocket of calm, stopping any chance of it spreading life to the rest of the world, and end the hopes of his followers. So what do you do? It’s a great opportunity to role-play, and the writing is superb whichever option you choose.
The Harper Hold Quests, Baldur's Gate 2
Bioware’s 2000 RPG remains one of the best in the genre, and it’s largely down to its side quests. The Harper Hold quests are a perfect example: complex, fiddly at times, but ultimately rewarding. It’s all about the characters. Two of the best from the first Baldur’s Gate—Xsar and Montaron—return fleetingly (one dies, the other is turned into a bird), and most of the tale centres around Jaheira, and ties in with her excellent romance story.
It’s really, really long but you don’t have to pay too much attention. There’s splices of action—mainly fighting the Harpers—followed by days of downtime, and then suddenly a character will pop up on your travels to move the quest forward. It’s not something games do much nowadays, sadly.
Wednesday - June 21, 2017
.hack//G.U. trilogy - coming to PC
RockPaperShotgun reports that Bandai Namco is bringing to pc the .hack//G.U. trilogy of games. They were originally released on ps2 as single player action rpgs.
Bandai Namco say that these remasters boast "updated 1080p, 16:9 widescreen picture, and 60 fps frame rate, gameplay balance changes and additional features to be announced in the upcoming months." Expanding a little, they say Last Recode will have "enhanced battle balance and game pacing to provide an optimal experience as well as a new Cheat Mode allowing players who want to just enjoy the story to start the game with full stats."
I've not touched the transmedia world of .hack myself, so here's over to Bamco for the official word:
"[. . .] the world of .hack focuses on the mysterious events surrounding a wildly popular in-universe massively multiplayer role-playing game called The World. .hack//G.U. begins after the events of the original .hack series with players assuming the role of Haseo as he tracks down a powerful Player Killer named Tri-Edge who killed his friend's in-game avatar Shino, and put her in a coma in real life.
I'm a big fan of ‘if you die in the game, you die in real life' premises but I suppose I could settle for comas.
Friday - June 16, 2017
General News - A Plague Tale: Innocence Trailer
Here's the E3-teaser trailer for A Plague Tale: Innocence:
A Plague Tale: Innocence
Wednesday - June 14, 2017
Ashen - Due 2018
According to its site, Ashen is an open-world, non-linear game with "high risk combat" and "passive" multiplayer. "People you meet out in the world are players with their own agendas," the site says. "It will be up to you to decide how to deal with them."
Monday - June 12, 2017
General News - Roguelikes Developers should Study
@Gamasutra Stefanie Fogel writes about 7 roguelikes that every developer should study and take some influences from.
Moria -- Building a world one kill at a time
Moria was first coded in VMS Pascal in 1983, and is now available to play on a profusion of platforms.
A roguelike based on J.R.R. Tolkien's The Lord of the Rings, Moria is notable for a mechanic called "monster memory." As you battle enemies, the game records information about them. It would track how many times a monster was killed, what type of attack it has, and what levels it could normally be found on. If the player is killed, that information carries over into a new game via a save file. "Moria's monster memory was really unique, and brought out that roguelike tradition of subsequent plays making the world more rich," says Dwarf Fortress co-creator Tarn Adams.
The concept of transferring permanent information between saves would go on to influence other roguelikes, like Cellar Door Games' 2013 platformer Rogue Legacy, adding a little persistence to a genre bui