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ELEX - Gameplay Demo
Posted: Jun 24, 2017, 01:02 pm by RPGWatch
Another gameplay video for ELEX:
ELEX Gameplay Demo (New Open World RPG Game) 2017
Advanced in technology, civilized and with a population of billions, Magalan was a planet looking to the future. Then the meteor hit.
Those who survived are now trapped in a battle to survive, a struggle to decide the fate of a planet. At the center of this fight is the element "Elex". A precious, limited resource that arrived with the meteor, Elex can power machines, open the door to magic, or re-sculpt life into new, different forms.
But which of these choices should be the future of Magalan? Can technology or magic save this world? Or will this new power destroy all those left alive amongst the ruins?
Thanks to the open world, players have access to all five regions of the game world right from the very start. Go where you want, choose your battles and your allies. The only thing in the world that will stop you are the mutant creatures that live in Magalan's Elex-polluted landscapes. Walk, run, or punch your jetpack into action. If you can see it, you can reach it. Open world role-playing has never been more open.
Find a companion, choose a faction and influence the world. In Elex there is no traditional class system. Instead you must earn the trust of experienced teachers to develop the skills you select. But, skills alone won't be enough to survive in this harsh and challenging world. Your attitude towards the people you meet will influence those around you. Will you make an ally or an enemy? Is now the time to show emotion or take the course of logic? Every choice will forge the future of your game.
From swords and axes to bows, crossbows and harpoons, Elex offers one of the widest selection of weaponry in the history of role-playing. Pick up a shotgun, power up a plasma rifle or unleash a flame thrower - there's a weapon and combat style for every fighter out there. Be it a hammer, a rocket launcher or the power of magic, Elex balances science, fantasy and brute force to let you choose the combat style that fits your role best!
New stretch goal - Magus
All of us were brought up among countless fantasy novels, shows, games and movies. And when we play Pathfinder at the table we want our character to be close to what inspired us in the heroes and villains from these familiar pages and scenes, to be able to do things like they did, and that's a major part of what RPGs are about. Yet while there is no shortage of traditional fantasy heroes, who fight with both sword and magic with impunity - from Elric of Melnibone to Geralt the Witcher, to even Jedi Knights, it's hard to make such a character in an RPG. Most standard sets of RPG classes either don't give you the possibility to play such a character, or worse, limitations on character development render these builds ineffective. Fret not, for we have great news! Unveiling our latest stretch goal, let us show you the ideal class for you: the Magus.
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The Magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect.
Much like his martially adept colleagues, the Magus makes skillful use of melee weapons in combat. He wears his armor without being hindered in his spellcasting abilities like many other magic-users. The Magus prefers one-handed weapons, because of his signature ability, Spell Combat, that allows him to use his other hand to cast spells while simultaneously attacking an opponent with his weapon of choice.
From the secrets of his magical counterparts, he gets a vast array of arcane spells, which both include classics, like Fireball and Haste, and entirely new spells, like Greater Blade Dash - a spell, that allows the Magus to teleport to a designated point and attack anyone unlucky enough to stand in his path. The Magus also gets an arcane pool - a reservoir of magical energy, that can be spent to imbue his weapon with various enchantments or to restore the spells he has already cast that day.
His battle prowess allows him to dauntlessly cast spells, which other arcane casters fear to use, for these spells would require them to approach dangerous melee combat. The Magus excels particularly at using touch spells, like Shocking Grasp and Force Punch, because his Spell Strike feature allows him to discharge them not by touching an opponent, but by hitting them with his weapon of choice, inflicting upon the target both the effects of the spell and full damage from the attack, all as part of casting his spell.
As he grows in power, the Magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the Magus becomes a blur of steel and magic, a force that few foes would dare to stand against. Available forms of arcana include, for example, new properties to enchant his blade with, getting a familiar (a magical creature that will serve Magus as a pet), acquiring new spells from the Wizard's spell list and the ability to use a wand as a second weapon in pair with his primary one.
Magus is a complex class with different paths of development to choose from. Players who are unsure whether they want to play a spellcaster or a melee combatant will find his access to both quite convenient. If you enjoy having the possibility to just quickly beat up a bunch of weaker enemies with normal attacks, whilst being able to utilize complex spell combinations in difficult fights, you will find the way of the Magus perfect. And for those of you who want the proverbial Jack of all trades, somebody with deadly skills in both melee and magic may find that the Magus fits this description, and in certain situations beats his specialized counterparts.
* All specific names are used only as a reference to original Pathfinder Roleplaying Game (R) entities and could be subject to change in the Pathfinder: Kingmaker CRPG.
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.
Update 0.5 : New world map, new quests, new monsters and more! Hi everyone!
Update 0.5 is finally here! It may have taken a few late nights, but the team pulled it off and we are very excited to reveal our new world map and questline!
The new world map is much bigger and denser than the old one, and yet only represent less than a quarter of the final version of map! There's new environments to explore, new monsters to kill, and other surprises!
3 new randomly generated dungeon architecture have been added, which adds more variety to dungeon layouts. The new questline covers most of Act1 of the game, and will give you a preview of the lore and story of Wolcen. We will periodically add more content to Act 1, including side quests, treasure and optional bosses. You can now listen to the Main Theme of the game while in the main menu. This will give you a glimpse of the new original soundtrack being composed for Wolcen.
A fog-of-war now hides parts of the minimap that haven't been explored yet. This will further help with orientation in dungeons. All minimap icons have been redone and new icons have been added too.
We are aware that there might be some performance issues, and optimization will be a big focus for the next updates. You can get the game at a discount during the Steam summer sale. Now is the perfect time to jump in!
Van Helsing: Final Cut - Review @ TSA
Posted: Jun 24, 2017, 12:33 am by RPGWatch
TSA has reviewed The Incredible Adventures of Van Helsing: Extended Edition:
The Incredible Adventures of Van Helsing: Extended Edition Review Vlad tidings we bring. Every once in a while, review codes turn up at TSA for games that have been around for ages. It's something that hasn't been helped by the many releases in the series, with three games coming in staggered releases across PC, Xbox One and PlayStation 4. In fact, I assumed this was the trilogy encompassing Final Cut, which has been on Steam for over a year, but it soon became apparent that Neocore have decided to release the three games on console as Extended Editions in turn. Given the full trilogy Final Cut is sat in my Steam library I was surprised that a similar release was not forthcoming here
So The Incredible Adventures of Van Helsing: Extended Edition (a name both to conjure with and to artificially pad out a review's word count) is the first of the three and the sole entry on PS4 right now, as it lags behind the other platforms. It's also out on Xbox One as of April, where the second game released in October of 2016, and the whole trilogy is already out on PC. Is this making much sense?
Compulsive action RPG gameplay
Attrition replaces difficulty
Too much useless loot
The Incredible Adventures of Van Helsing: Extended Edition is a good action RPG that is a welcome addition to the PS4, but is held back by some uninspiring loot, uneven difficulty and the decision to release the trilogy one game at a time. This version does include all of the enhancements from the Final Cut, but it's difficult to recommend buying this alone when the full trilogy is so often discounted on PC. Given the likely future releases, I fully expect this to appear on PS+ fairly soon. So unless you have completely rinsed Diablo 3, and are bored of Alienation but desperate for more loot, I'd stake clear of this until the full trilogy is released.
Review: Nier: Automata Never change Yoko Taro, never change.
The camera in Mass Effect: Andromeda is sometimes a little weird in cutscenes, zooming in too close to see anything, or looking in another direction entirely. Nier: Automata, on the other hand has one of the best, most intelligent and intelligently used cameras we've ever seen in a game. A single move from the camera lets the player know what is coming next and prepare for that eventuality, not necessarily by showing the player what is coming, but simply by changing angle. Much like the original Nier, Automata is a deeply strange and melancholy mash of genres roughly placed under the umbrella of JRPG. While it definitely fits that mould, Nier: Automata is so much more. It's something that could only exist in videogame form, and even then, it's something so idiosyncratic that it could only come from Japan. It's the story of androids fighting robots on a future Earth. It's the question of what it really means to be human. It's a story of betrayal and redemption, hope, evolution and endless cycles of despair. It's a third-person action game, a side-scrolling action platformer and a twin-stick shooter. It's bullet hell meets gothic Lolita in the post-post apocalypse.
All in all it's a hell of a thing.
Sometimes frustrating but always compelling, Nier: Automata is a wondrous and strange experience that could only ever be a game.
NWN - Revisiting NWN
Posted: Jun 23, 2017, 06:23 pm by RPGWatch
GOG hosts a guest article which details how to get the most out of Neverwinter Nights today.
Set up your own adventures, look for mods, and become the ultimate DM.
A celebrated classic never truly fades away and Neverwinter Nights Diamond is as deserving of this title as any RPG you will play. Beyond its exciting campaigns and rock-solid rendition of the D&D ruleset, the game's extensive toolset is an open invitation to the community, encouraging them to build and moderate their own adventures.
Bernhard "niv" Stoeckner from the Neverwinter Vault community has prepared a detailed piece where he explains how to go about doing all that.
One of the best things about Neverwinter Nights is the inclusion of a special piece of software, called the DM Client, that allows a player to become the organiser of a Neverwinter Nights module and campaign. This position is called the Dungeon Master (DM) in D&D terms. He or she controls all other aspects of the game except for the other players' characters: the monsters, the encounters, and all the non-player characters in the adventure are under the DM's command, just like in a pen & paper campaign.
The DM client, used in conjunction with the toolset, enables players to experience a dynamic story in a different way than most other single-player or even multiplayer games. It is an entirely different kind of adventure when you find yourself within a story or environment that is being brought to life by another person (not a program) who is moving things behind the scenes in reaction to your character's actions and choices. And if you are the kind of person who likes to create fun for other people, to co-write a narrative with others 'on the fly' within the parameters set by the module and setting of your choice, you will thrive in the DM-side of the game.
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Divinity: Original Sin II - Swen Vincke Interview
Posted: Jun 23, 2017, 12:12 am by RPGWatch
Jarl Frank of the RPG Codex interviewed Swen Vincke about Divinity: Original Sin 2:
Jarl interviews Swen Vincke; Questions about Original Sin 2 and other things are answered. The concept of plane tickets, bitch! has a long tradition on the Codex. In the good old days, it was often issued as a challenge when arguments between two posters got heated. Insults were traded, the other's taste in RPGs was derided, and finally one poster would challenge the other to a real-life duel, offering to pay for plane tickets to make it possible. Regrettably, none of these challenges were ever accepted. In the end, someone always pussied out - either the one being offered the tickets or the one offering.
While this time the context was different, we can finally claim that a plane tickets, bitch! challenge has been accepted and enacted, even though regrettably no physical violence has taken place. The challenge was issued by Larian, and since no-one else was available, I chose to represent the Codex and fly over to Dublin, where Swen would subject himself to a bunch of Codex Community Cwestions and I got to play a D&D adventure with some of the devs from Larian. Yes, a D&D adventure - using Divinity Original Sin 2's Gamemaster Mode as its platform.
Since the results of this were several hours of voice recordings, and I'm both a busy and a lazy man, it's going to take a while until all of those are transcribed. Also, these recordings offer enough material for multiple Codex Content posts that I decided to split this event into three articles: the interview with Swen, Edward's detailed explanation of how the Gamemaster Mode works, and a relation of the actual game that took place between me and the guys from Larian (which was loads of fun and played out pretty much exactly like a pen and paper session, except that we used screen and keyboard as our utensils).
First of these articles shall be the interview I conducted with Swen, where I made sure to ask most of the questions posted by the community in the forum thread - yes, even the embarrassing ones. It was quite a fruitful interview, even though I could've gone for more follow-up questions. Enjoy the interview!
(Note: if you have posted a question in the thread and don't see it asked here, feel free to complain. I'll make sure to give your complaint the proper attention by not caring at all.)
We got a whole bunch of community questions. Some of them are really stupid but I'm going to ask them all, anyway.
Sure, go ahead.
Felipepepe wants to know if you have changed anything about your design philosophy FUME that you have talked about five years ago.
I think it's still there, because it's based on my favourite game, Ultima. Freedom is the first letter of FUME, that's still there, a universe in which you can develop your character is super important, so we spend a lot of time on developing it. When you see the lorebook that's shipping with the collector's edition you'll find out exactly how much time and effort we're putting in there. Then, giving you motivation to continue... we've spent a lot of effort on the narrative this time, much more than we did in the past. Hopefully we're succeeding in that. And then we're giving you interesting enemies, that's everything related to our combat system, so that's still all in there. Yeah, I think that's still all there... you know, freedom also means systemics, right? Rather than scripting everything, like do this then do that, we're giving you systemics and say here, there's problems, now solve them. That's still very much in line with what FUME was.
He also wants to know if things have become better audience-wise, because when you pitched Original Sin you said you had issues making people understand the game, as complex RPGs had been out of style for years. Has that changed now in your opinion after so many other RPGs have been released, that the audience is now ready for such complex games?
I don't think Original Sin is a complex game. It certainly gives you lots of options and that makes it look complex because you see everything that you can do, but I don't think it's a complex game. I see that a lot, right? Original Sin has been very popular and we get a lot of people who never played an RPG before, and they pick it up and play and have fun with it. So in terms of audience acceptance, I think it's actually harder - because there are so many types of RPGs coming out it's hard to say to the audience, well I'm that type, and they might not necessarily know that, so that might be a bit of a problem. But in general, the biggest driver of sales is word of mouth. It's not journalists, it's not youtubers, it's just what people tell each other, like hey, try this game out. If you have a game that's fun regardless of what the genre is, and it's something that interests you, then people are gonna pick it up. I think that's the most important thing. You try to make your game good, and if it's good and it's fun then people are gonna talk about it and it's going to sell.
Elder Scrolls Online - No MMO?
Posted: Jun 23, 2017, 12:12 am by RPGWatch
PCGamesN reports that Zenimax don't call The Elder Scrolls Online an MMO anymore:
Why Zenimax don't call The Elder Scrolls Online an MMO anymore
If there was an underlying problem with The Elder Scrolls Online at launch, it was perhaps too online. Along with that anachronistic name, it took on the traditions of the '90s MMORPG and muffled some of the best traits of Bethesda games: a sense of place and permanence.
In the years since, however, developers Zenimax Online Studios have worked consistently to shed the strictures of their parent genre.
"We don't even use the term MMO with The Elder Scrolls Online anymore, because really it's not," game director Matt Firor says. "MMO was a term coined in 1997 with Ultima Online, EverQuest, and Dark Age of Camelot - we are not that game."
Zenimax dedicated their first 12 months after launch to making the game "feel more like The Elder Scrolls." They wound up with a world more tactile and reactive - where the thing you touch might be an NPC's purse, and the reaction might be a cold sword through the guts, courtesy of a player enforcer in Zenimax's justice system.
Outcast: Second Contact - Preview @ E3
Posted: Jun 22, 2017, 05:53 pm by RPGWatch
PSLS checked out the Outcast: Second Contact remake at the E3:
E3 2017 - Outcast Second Contact Preview - Other Worlds (PS4)
You wouldn't be alone if you said you'd never heard of Outcast. It was a title I missed in that era. This was a wildly acclaimed game from 1999 that used an engine considered to be revolutionary at the time. It touted some of the most complex world to world interactions, particle effects, and AI. Outcast required a pretty high-end system to even run, so it ended up being a commercial failure. These advanced systems actually fit right in with our modern gaming now though, so a remake of Outcast makes a lot of sense, given the popularity of modern releases of classic games.
Outcast Second Contact is an entirely fresh remake, built on the framework of the original, with a hero that looks like a retro-futuristic version of Nathan Drake. Aside from updating the graphics and tweaking a few things to live in 2017 better than it did in '99, Outcast Second Contact is the same game that released back then, giving a whole new audience a chance to relive - or live for the first time - the title that received high praise from gaming publications. Check out the trailer above to see the side by side comparisons between the two. [...]
The Tenth Line - Coming to PS4
Posted: Jun 22, 2017, 11:43 am by RPGWatch
Sungazer Software wrote that The Tenth Line will come to PS4 next week. The game is a 2D RPG made in the Unity engine and was launched on Steam two months ago on the 17th of March. Here is the launch trailer from that time:
Call of Cthulhu makes an eerie RPG of survival horror and detective work
Stay with me here: it's a walking sim RPG with Ace-Attorney-lite detective sections and sanity-driven survival horror. And it's cool? It's cool.
The most interesting part of the live demonstration I saw of Call of Cthulhu wasn't when the eyeless monster crawled out of a painting. It was the heart attack the main character nearly had hiding in the closet while he watched it happen. Had he stayed in any longer, it'd be game over.
He has a fear of small, enclosed spaces, but that won't necessarily be the case for everyone. Like Amnesia: The Dark Descent, Call of Cthulhu is a first-person survival horror game with a sanity system. See too many strange things, read too much impossible knowledge and you have a chance to get hit with a phobia, but exactly what that phobia is will vary.
So picture this: a Gone-Home-esque detective game with investigation scenes that play out like Ace-Attorney-lite, interspersed with puzzle and monster evasion sections. And as you flee in terror, you'll possibly be kneecapped by an assortment of random fears. Tight.
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