Elder Scrolls Online - Murkmire Review
Posted: Dec 16, 2018, 03:43 pm by RPGWatch
The Elder Scrolls Online: Murkmire was reviewed by Sknr.
The main quests are some of the most interesting to come out of ESO in quite some time. Upon entering Murkmire you will meet an archaeologist named Famia, who's scouring the temples to find Argonian artifacts for her museum. Her heart is in the right place, wanting to preserve Argonian culture, but it is unfortunately at the expense of taking those artifacts out of The Black Marsh. The quests you embark on with (and often times for) Famia, have a Tomb-Raideresque feel, carefully tumbling and sneaking your way past various traps throughout the temples. This definitely gives the expansion a more Raiders of the Lost Ark vibe, as opposed to the traditional sword and sorcery feeling you get by playing Summerset Isles.
Skyrim - Modder Recreates WOW
Posted: Dec 16, 2018, 03:43 pm by RPGWatch
@PC Gamer A mod that adds World of Warcraft to Skyrim.
Originally, Azeroth in Skyrim was a mod created back in 2012 by two modders known as Hellscreamy and Celsiuz, but they abandoned the project a few years later. It seemed the dream was dead until yesterday when Fled1 released a new update to the mod that features a ton of improvements, like the addition of Westfall and Scholomance. "I've got to the stage where I feel this is a pretty substantial upgrade on the previous version 0.1 and felt it should probably now be available for you to download and try," Fled1 writes.
ELEX - From a Fanboys Perspective
Posted: Dec 16, 2018, 03:43 pm by RPGWatch
IndianNoob shares his feelings about ELEX as a Piranha Bytes fan.
In my nearly 20 years of playing role-playing video games, I've been the loyal defender of dozens of video game developers and their products throughout the years. Some come and go like Black Isle and Troika. Some you grow out of, like Bioware and Obsidian. But some stay. In my case, Piranha Bytes is the one that stayed. Ever since playing their first game Gothicas a wee lad, I've maintained a passionate obsession towards the German developer and their games. So it's a no-brainer when I say that I absolutely love Elex, Piranha Bytes' 2017 RPG, or in the words of us fans- "a hardcore RPG". But some wise man on the internet once said that "Elex is not a good game unless you are German, married and have Aspergers"
As demonstrated in the latest trailer, titled "Find a Way to Survive," Left Alive encourages players to rely on their basic instincts to forge their own paths to survival by utilizing stealth mechanics, crafting, traps and more. The dark, gritty setting of Left Alive also poses challenges to players as they weigh the potential outcomes of their interactions with other survivors, which can help or hinder each other's chances for survival.
Left Alive follows three different protagonists, each with their own stories, missions and potential paths to salvation. The game features a variety of action-packed play styles for players, blending strategic stealth maneuvers with frenetic gun battles and adrenaline-fueled encounters with powerfully armed troops, armored vehicles and towering mechs.
During the livestream, Nabeshima-san illustrated how the gameplay loop will work in a rather analog way (mentioning that "analog is the best").
As you can see below, the game is split into chapters, and each chapter will focus on one of the three protagonists. In the schematic below, the first and third chapters focus on Mikhail, while the second focuses on Olga.
Inventory isn't shared. Items gathered during the first chapter will become available again in the third when Mikhail reappears. Items gathered by Olga in chapter two will be usable in the next chapter focused on her.
Mutant Year Zero - Review @ Game Debate
Posted: Dec 16, 2018, 09:42 am by RPGWatch
Game Debate checked out Mutant Year Zero: Road to Eden:
Beast of Eden - Mutant Year Zero: Road to Eden Review
Mutant Year Zero is an utterly absorbing blend of turn-based tactics, real-time adventuring and stealth. It wears its XCOM inspirations on its sleeves in regards to grid movement, two actions per turn, Overwatch, and unique class skills. It differs greatly from XCOM in terms of the package that binds it all together though.
Mutant Year Zero: Road to Eden is a compact tactical RPG set in a post-apocalyptic Norway. Nearly all humans are extinct thanks to a combination of natural disasters, global warming, and nuclear devastation. A single remote settlement known as the Ark remains, inhabited by a handful of humans and an array of the titular mutants. This includes the player's party, such as the crossbow-wielding Dux the anthropomorphic duck, and Bormin the shotgun-toting boar.
Hardcore fans of turn-based tactics may be slightly put off by Mutant Year Zero's obvious missteps but that aside, The Bearded Ladies have cooked up a special game here that's got great potential for the future. Road to Eden isn't perfect but it's definitely stood out from the crowd for me in what's been an excellent year.
Stardew Valley - More to Come
Posted: Dec 16, 2018, 09:42 am by RPGWatch
ConcernedApe has put his new game on hold to make more Stardew Valley and is putting together a team to do it.
First, a quick reminder:
A few weeks ago I announced that I'll be self-publishing Stardew Valley on most platforms (everywhere except Nintendo Switch and mobile). Today, that transition takes effect.
So, as of today, for PC, Mac, Linux, XBox One, Playstation 4, and PS Vita, if you have any questions, comments, or business inquiries, please send them directly to me. I now bear 100% of the responsibility for these platforms!
Now, I'd like to tell you guys what I'm up to, and what's in store for the future of Stardew Valley.
As many of you know, I've been working on a new game for a while. I haven't revealed anything about it, except that it takes place in the same universe as Stardew Valley. I've been deliberately secretive about it because I want to be able to work on it without any pressure for the time being. I also want to make sure the concept is fully realized before revealing anything, because once it's out there, I'm going to have to fully commit to it. I'm a pretty cautious person when it comes to this sort of thing.
Now, I believe I've said in the past that I wanted to devote all my time to the new game, and I might not work on any new Stardew Valley content. Well, that's not exactly true. While there have been times in the past where I felt burnt out, and maybe even said that I wanted to move on, I always find myself coming back to Stardew Valley. For one, I keep getting new ideas for ways to improve and expand upon the game. This world is so full of potential, I could probably work on it for the rest of my life. There's also such a wonderful community surrounding the game... and I like making you guys happy. I'm extremely grateful to all of you for supporting my work and creating this wonderful Stardew Valley community. I wouldn't be where I am today without you. And knowing that there's still tons of people out there who love the game and would be extremely happy to get new content motivates me to keep working.
In short, what I'm saying is that I am going to keep making new content for Stardew Valley. In fact, I've recently put my other game on the back-burner and have been in the process of creating a new free content update.
French, Korean, Italian, and Turkish translations are also underway, though they may not come out until early next year.
I'm aware that saying "I'm working on new content" might be aggravating to those on consoles who don't have the 1.3 update yet... Or to those on Switch who are experiencing frame rate issues in the new patch. I also haven't forgotten about the PS Vita users, some of whom have reported bugs to me. It's very important to me that I make good on my promises... the idea of expanding further while there are still lingering issues and unmet promises disturbs me, and isn't something I want to be doing.
So I want to make it clear that these issues are my top priority, and if there's ever anything I can do to help these things happen more quickly, it takes precedence over any new content... however, I don't do those ports myself, they are done by Sickhead Games, so there's nothing I can personally do to have an effect on that process, beyond setting it into motion (Sickhead Games does great work, by the way... and they are making very fast progress on the console updates). I am also doing what I can to see the issues with Switch multiplayer get fixed, but that is also not something I can directly accomplish. So when I do work on new content, it's only when I have no current avenue for addressing these higher priority issues.
So, currently I'm working on a new Stardew Valley update, and my new game is on hold for the time being. The difficult thing is that I want to work on both... I want to keep working on Stardew Valley and I also want to work on my new game. But I don't have enough time to accomplish my goals with both things simultaneously. For a while, I considered being finished with Stardew Valley altogether. But that would make me (and many others) sad. So I've decided that I'm going to form a team to help me work on future Stardew Valley content. The update I'm working on right now (1.4) will be another solo update, but after that I hope to have a team in place that I can work closely with on future content.
This is going to be a big change for me... I've always worked alone, and working with a team is a whole new ballgame. However, just as I did with Stardew Valley originally, I'm just gonna go for it, and have faith that I can rise to the occasion and make it work. My hope is that the new team will help take some of the workload off me, so I have enough breathing room to divide my time between my new game and Stardew Valley. I still plan on having a very active role in the future of Stardew Valley, and the originator of all major Stardew Valley decisions and content. And there are many aspects of development which I'll never be okay with handing over to another, like music or writing. But when it comes to programming, fixing bugs, administrative/business work, or even pixel art... I think I'd be okay with having some help. I'll post more about this later.
This is a lot of new info, so here's a summary:
My top priority is to see the 1.3 multiplayer update come to Xbox One & Playstation 4, and for issues with the Switch patch to be addressed.
I am working on a new game, but I've put it on hold in order to create a new Stardew Valley update (1.4).
French, Korean, Italian, and Turkish translations are in the works, though they may not come out until early next year.
I plan on forming a team to help me work on new Stardew Valley content (beyond 1.4)
Once the team is in place, I'll divide my time between Stardew Valley and my new game.
I am now self-publishing on all platforms except Nintendo Switch and mobile.
Thanks so much for reading and have a great weekend
RAGE 2 - Exclusive to Bethesda Launcher
Posted: Dec 15, 2018, 09:22 pm by RPGWatch
@DSOGamingRAGE 2 will be exclusive to the Bethesda Launcher.
Back in August, Bethesda claimed that not all of its titles will be exclusive to the Bethesda launcher, however that it appears that this won't be the case with RAGE 2. Bethesda did not state back then that RAGE 2 would be coming to Steam either so technically, and while this is a bit disappointing, the publisher has not lied to its PC customers.
Mystery, I think, is Ashen's missing link. The concept of a realm recently lifted from apocalypse is majestically played out in the environments, but undercut by dialogue, quest and item descriptions that want to explain rather than tantalise. The writing has colour (and an exciting range of accents) but the delivery is generic - this is one of those fantasy RPGs where every weapon comes with a quote from a cast member, like "this axe chops stuff real good". In general, Ashen is so in love with the enigmatic workings of From and Thatgamecompany's creations that it neglects to kindle enigmas of its own. Still, it's a robust and often mesmerising piece of craftsmanship that serves as a gentle introduction to the Souls subgenre, though it's definitely no substitute for Journey. And for a veteran of Lordran, there's genuine satisfaction to unravelling its reinventions and departures - identifying the places where it sheds a little more light on Souls at large, and the places where it lets the darkness close in.
Ashen does more than enough to differentiate it from other Souls-like games. Although its combat utilizes the same stamina-focused mechanics, the inclusion of features that promote a sense of community with the game's characters makes for a wholly different experience. It's frustrating to spawn and see that your computer-controlled partner has a weapon that doesn't complement the one you're using. However, even when playing with NPCs, your allies' efforts to assist you in battle cause you to care about the fates of the colorful cast of people you meet on your journey. The relationships you forge define your adventure through Ashen, and helping your new friends is a powerful motivator that drives you forward through the game's beautiful world.
Ashen is a faithful homage (for better or worse) to the games that inspired it, and it executes on those existing principles soundly. Ashen's own contributions to the formula waver between exhilarating highs and frustrating lows, but the former greatly outweigh the latter, and even if it's not the most original journey you've ever been on, it's one well worth taking. There's a lot to love about Ashen, even if you've loved it before.
In Shieldwall Chronicles: Swords of the North, you lead a mercenary band into the perilous and cold northlands of Tarren. Your search for fortune will see you pitch blade and spell book against a host of enemies including the undead, demons, and lizardmen and many other creatures. In a battle that is part game-book and part tactical RPG, you will build a powerful band of warriors and wizards and tilt the balance of power in the northern kingdoms.
Take part in deep, turn-based combat. Combat is realistic and incorporates details such as weapon range, damage effects, and counter attacks without slowing down gameplay. Players will also have to use cover and line of sight effectively to be successful.
Build a party from among 15 different classes. Choose a party of six heroes that range from scholarly wizards to hardened warriors. Using each character type to their fullest is vital to securing victory as most excel in only certain tasks. Wizards have massively destructive magic but will fall quickly to a simple spear thrust while great warriors can hold off a horde if properly supported.
A unique morale system adds an entirely new tactical layer to the combat. Warriors will fight far better if they believe the tide of battle is on their side and will begin to panic if they believe otherwise. Watching a friend fall or an enemy leader slain drastically affects morale. Arrows and spells, even when they miss, will affect the courage of both friends and foes in their area of effect. Finally, the bloodlust mechanic means certain warriors will find new sources of energy for each foe they slay.
Collect hundreds of powerful magic items to equip your party. Each character can equip up to nine items from swords, shields, cloaks, rings to helmets. Each item can range from a common item that grants only a small benefit to legendary items that can both boost stats and grant entirely new powers to its bearer. Fighters can equip magical rings that can allow them to conjure fireballs or summon undead guardians, for example. The magic item system allows you to customize your party even further and develop entirely new tactics and battle plans.
Enjoy over 50 hours of gameplay in the campaign. Your journey will see you lead your party across snow-covered wilderness, through dark caverns, ancient ruins and the bloody streets of great cities. Battles can be replayed at various difficulties and no level cap provides no end of enjoyment for the die-hard player.
Delve into a gritty, realistic world that blends dark age history and culture with fantasy races and monsters. The northern kingdoms of Tarren are places where men fight in shield walls with spear, axe and sword against elves, dwarfs, goblins and even dragons. Wizards and monsters are powerful but can still be defeated with sound tactics, armour and courage.
The Outer Worlds - Tim Cain and Leonard Boyarsky Interview @ PC Gamer
Posted: Dec 14, 2018, 09:02 pm by RPGWatch
PC Gamer interviewed Tim Cain and Leonard Boyarsky - they still try to get better in making RPGs:
The creators of The Outer Worlds on learning to make better RPGs
Our full interview with Tim Cain and Leonard Boyarsky about Fallout, making mistakes, and Obsidian's RPG heritage.
I recently visited Obsidian Entertainment to see the studio's new RPG The Outer Worlds, which I called a blend of Firefly and Fallout. It may look like the space cowboy version of Bethesda's recent Fallout 3 and Fallout 4, but its roots run deeper than that: lead developers Leonard Boyarsky and Tim Cain created Fallout together in the 90s, along with other famous PC RPGs like Vampire the Masquerade: Bloodlines.
You can read a lot more about The Outer Worlds in my feature, but I also talked to Tim and Leonard about their careers making RPGs, and how that experience and working at Obsidian is affecting this new game. Here's what they had to say.
Wes Fenlon, PC Gamer: Tim, did you sort of have an inkling of what this game was going to be before Leonard came over to Obsidian from Blizzard, or did you form the idea together?
Tim Cain: I had no idea what it was going to look like. We had not picked any art style. We knew it was going to be sci-fi.
Leonard Boyarsky: Obsidian asked Tim to make a new IP and Tim reached out to me, because we complement each other really well in terms of what we're good at and what we're not good at, and just kind of went from there. We knew going in that we wanted it to be a space opera-y kind of thing. We hadn't really done that before. We'd done post-apocalyptic, we did Vampire, and Arcanum, steampunk fantasy.
Even before we had the art style, I definitely knew that it was going to be another one of these kinds of alternate history, weird things that most other people wouldn't try to tackle. I think it's more prevalent now, but back when we did Fallout, people didn't quite get the 1950s post-apocalyptic thing right out of the gate. They weren't quite sure what to what we were talking about.
TL;DR - In 2019, the Discord store will allow all developers to self-publish games with a 90/10 revenue split.
Back in 2015, we asked ourselves a few questions. Why do you still need to enter an IP address to join voice chat? Why do gamers have to pay for voice chat? Everyone was already using Ventrilo, TeamSpeak, or Mumble, and we wanted to make yet another one.
However, we believed that we could create a modern and easy-to-use app that provided more people with the amazing experience of hanging out online with friends. Nearly 4 years later, over 200 million people have used Discord to chat and play games with their friends.
Discord has also brought game developers and their fans much closer together. As a player, there is something amazing about jumping into a verified community server and talking directly to the developers who build the game you love.
Earlier this year though, we noticed a change happening in the game industry. We talked to a lot of developers, and many of them feel that current stores are not earning their 30% of the usual 70/30 revenue share. Because of this, we now see developers creating their own stores and launchers to distribute their games instead of focusing on what's really important - making great games and cultivating amazing communities.
So, we asked ourselves a few more questions. Why does it cost 30% to distribute games? Is this the only reason developers are building their own stores and launchers to distribute games?
Turns out, it does not cost 30% to distribute games in 2018. After doing some research, we discovered that we can build amazing developer tools, run them, and give developers the majority of the revenue share.
Book of Demons - Released
Posted: Dec 14, 2018, 09:02 pm by RPGWatch
Book of Demons has been released and is available on Steam and GOG.
Book of Demons is a Hack & Slash Deck-building hybrid in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself!
Procedurally Generated Dungeons
Roguelike Mode for fans of extreme challenge
70 different types of monsters, with different traits and custom mechanics
Twitch and Mixer integration
Monthly and all-time Leaderboards, 200 Achievements
Book of Demons is the first installment of Return 2 Games - a series of original mid-core titles, inspired by the early golden days of PC gaming.
Banner Saga 3 - Eternal Arena DLC Available
Posted: Dec 14, 2018, 09:02 pm by RPGWatch
Banner Saga 3 has some new DLC available called Eternal Arena on Steam and GOG.
We have great news to warm your hearts this December - Eternal Arena is here! The team has worked long hours on this piece of Banner Saga 3, available today as DLC on Steam and GoG.com.
Eternal Arena is a new game mode which pits your best combat tactics against quick-play challenges! Sandbox-style battle options, different gameplay rules, alternate turn order mechanics, timed tournaments, leaderboards and more!
Our community has been asking about this for years. The time is NOW!
Eternal Challenge: Come back every week to compete in a tournament with a global leaderboard.
Arena Mode: Design your own battles, choose the enemies, and change the rules in this spellbinding sandbox mode.
Play with all 46 characters, plus all enemies, and battleboards from the entire Banner Saga Trilogy and refine your party tactics.
Test your adventurer mettle against The Isle's procedural subterranean labyrinths. Explore a large, interconnected underworld crawling with cunning wildlife, deadly traps and stalked by a shadowy presence. Survive the perils of The Depths and unearth what lies below... or die trying..
Belowis a procedural terrarium filled with life, mystery and death.
Explore the vast subterranean underworld of The Isle: a dangerous, unfathomable deep. Choose your path through the randomly generated labyrinth crawling with deadly monstrosities, traps and hazardous environments. Perma-death awaits at every false step, and there are no hints to guide you...
Spelunking through The Depths of BELOW is a treacherous endeavour, with death around every corner. The world is alive with flora & fauna, and there are many ways to scavenge materials and harvest ingredients to create life-saving remedies or useful survival tools...
What lies below? Only the bravest wanderers will find out. The Depths are filled with secrets and danger. BELOW embraces the idea that players enjoy discovering secret areas, finding hidden passageways and unravelling the deepest mysteries hidden in the darkness...
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