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Latest Baldur's Gate Enhanced Edition & General News Headlines:

» Sorcerer's Place - Boards o' Magick Downtime - July 16, 2015, 1:20 pm
» RPGWatch - Expeditions: Viking Preview - July 15, 2015, 10:41 pm
» Shenmue 3 - New Trailer - July 15, 2015, 10:41 pm
» Pillars of Eternity - Review #4 @ RPGCodex - July 15, 2015, 10:41 pm
» Dead Island 2 - Deep Silver Fires Yager! - July 15, 2015, 10:41 pm
» BGEE: Siege of Dragonspear - Announcement Recording - July 15, 2015, 10:40 am
» DA:Inquisition - Free Trial Version - July 15, 2015, 10:40 am
» Serpent in the Staglands - Review @ RPS - July 14, 2015, 10:31 pm
» Memory of Eldurim - July Updates - July 14, 2015, 10:31 pm
» Dragon Fin Soup - Languages, QA and Launch - July 14, 2015, 10:31 pm


Latest Active Threads on Boards o' Magick:
Which are the best mods? (Baldur's Gate 2: Enhanced Edition post by Taluntain)
Baldur's Gate Series Enhanced Editions (Featured Polls & Comments post by xosmi)
Do Paladins, Blackguards & Rangers get bonus spells? (Baldur's Gate 2: Enhanced Edition post by xosmi)
This Cursed Life of Mine (Baldur's Gate: Enhanced Edition post by Keneth)
How are multi-class HPs figured? (Baldur's Gate 2: Enhanced Edition post by Paracelsi)
Siege of Dragonspear (Baldur's Gate: Siege of Dragonspear post by xosmi)
RPGWatch - Expeditions: Viking Preview (Game/SP News & Comments post by RPGWatch)

Sorcerer's Place - Boards o' Magick Downtime
Posted: July 16, 2015, 1:20 pm by Taluntain

Later today (exact timing TBD), Boards o' Magick will be going down for several hours while we perform the migration from the vBulletin software to XenForo. We'll be scheduling an 8-hour time frame to do this in, but depending on circumstances might be finished either before or after this passes.

I'll be posting regular updates on the status of the migration either in this thread or via global notices. During the migration the boards will likely remain visible, but read-only (you won't be able to respond to posts). Our chatroom at the bottom right of all forum pages will work during the entire process.

Stay tuned!

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RPGWatch - Expeditions: Viking Preview
Posted: July 15, 2015, 10:41 pm by RPGWatch

A while ago the Nordic Game Convention in Malmö took place and RPGWatch's Aries100 went there to check out the, at that time, recently announced Expeditions: Viking. Here are his findings from that meeting.
I asked Alex the questions from Watchers Pladio and Archangel about magic weapons, mythological elements, bears, Nordic gods and skills in the game, as well as choice and consequence and here a summary of his answers: "There will be no magical weapons in this game. However, since this was a time where people believed in magic you might find a weapon that'll boost your characters' morale. These weapons can either be a spear of Odin or a weapon which has bone runes inserted. As such, it will be the characters perception of the weapons that will boost their morale."

In line with this, the Nordic Gods will not have a direct influence on the gameplay in any way. However, Alex gave an example from Conquistador in which a character went into cave and was exposed to some hallucinogenic fumes and experienced a meeting with a south American god. They might do the same for Viking, but they haven't yet decided how to represent them [the Nordic Gods] in the game.
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Shenmue 3 - New Trailer
Posted: July 15, 2015, 10:41 pm by RPGWatch

With only a bit more than two days to go in the Shenmue 3 Kickstarter campaign, Ys Net released a very short trailer.


The campaign is at almost 5M$ now.

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Pillars of Eternity - Review #4 @ RPGCodex
Posted: July 15, 2015, 10:41 pm by RPGWatch

The Codex can't get enough of Pillars of Eternity. This time old Watcher Prime Junta has reviewed the game:
The big-picture similarities between Pillars and the IE games are obvious, and many featured already in the Kickstarter pitch. Top-down isometric camera. Six-member party. Real-time-with-pause combat. Class- and attribute-based character system. Swords and sorcery. Elves and dwarves. Dragons and dungeons. Looks that take you straight back to Icewind Dale or Baldur's Gate 2. Pillars also has the feel of selecting and commanding units down well. Selecting a unit or a group, moving, rotating a formation, or picking a target has the same crispness and feel of immediate feedback as in the originals. The user interface has a number of small but subtle improvements, such as better support for quick keys and the ability to shift-queue commands. Switching between Baldur's Gate 2 and Pillars is almost seamless. The characters respond instantly, and there's the same pleasurable and "connected" feeling of direct control. This is where the game succeeds best, and it accounts for a lot of the praise it has received. [...]

The Infinity Engine games made great use of one of D&D's best features: magic. By the time BioWare began making its games, the ruleset had been played for over 20 years, and it was massive, flexible and polished. It offered plenty of tools, from opening locked doors to protecting yourself against the petrifying gaze of a basilisk, to sequencers releasing a number of spells at once, or preparing contingency spells that automatically fire off others in specific situations.
It is not without its flaws, however. It is extremely limited at low levels, and tends towards instant-win or instant-lose effects in the mid levels. It has a quite a lot of spells which are as good as useless, and only really hits its stride at late mid to high levels, when you have a significant amount of spellcasting oomph available, both in range and quantity. That's when the famous 'mage duels' start.

The growth curve of Pillars magic is the opposite. It is highly useful and has a lot of variety straight out of the gate. Where Baldur's Gate mages would rack up a few dozen misses with a sling on an average day, Pillars' level 1 casters are already full participants in encounters. By the time IE game magic would start to really hit its stride, towards the end of Pillars, underlying weaknesses start to emerge, and it never develops the depth and emergent complexity of a Baldur's Gate 2. There are four main causes for this: the core resolution mechanic, status effect impact and duration, the inability of the AI to exploit the synergies in the system, and limited counters. [...]

Even with its flaws, Pillars of Eternity is a remarkable game. It was made in a short time with limited resources, yet it is as big, sprawling, complex, and detailed as the games it references. The world is deep, fully-realised, and more believable than Forgotten Realms or most other swords-and-sorcery settings. The gameplay is rich and varied, with massive scope for experimentation and creativity, and if you crank it up to Path of the Damned, challenging enough to keep you on your toes for most of the ride. The writing is up to Obsidian's usually high standard. And there's a lot of it: masses of quests, monsters, maps, dialogues, items, abilities, and much more.

Baldur's Gate would likely have been forgotten had it not been for Baldur's Gate 2 and Planescape: Torment. If Obsidian can build on Pillars' success, improve on the areas that need improvement while maintaining its strengths, Path of the Damned can point the way to Path of the Incline. Pillars is a first, somewhat faltering step to reviving a near-stagnant genre. A few years ago, the very idea of a Baldur's Gate 2-scope, top-down, isometric, party-based cRPG from a major studio seemed like a pipe dream. Whether this new flowering can survive between the siren song of a mass market and the grumbling of the grognards - let alone come close to making both groups happy - hangs on the followup. For some of us, Pillars delivered. Others are still waiting. The space it and the other big-ticket Kickstarters has helped clear benefits us all.
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Dead Island 2 - Deep Silver Fires Yager!
Posted: July 15, 2015, 10:41 pm by RPGWatch

Several sites of the Eurogamer network published the news and several updates on the divorce between the publisher Deep Silver and the independent AAA developer Yager Development. Deep Silver moved the Dead Island 2 contract from Yager to an undisclosed other studio.

Here are parts of Deep Silver's comment
With Dead Island 2, Deep Silver has always been dedicated to delivering the sequel that Dead Island fans deserve. After careful consideration, today we announce the decision to part ways with development partner Yager," publisher Deep Silver said in a statement.

"We will continue working towards bringing our vision of Dead Island 2 to life, and we will share further information at a later stage."
Yager's statement:
In a statement issued to GamesIndustry.biz, Ullmann reiterated the company's commitment to both AAA development and its own independence - an increasingly difficult double-act in the modern games industry.

"Our team is made of the best creative minds and tech specialists, who all share a common identity," he said. "The team worked with enthusiasm to take Dead Island 2 to a new level of quality. However, Yager and Deep Silver's respective visions of the project fell out of alignment, which led to the decision that has been made."
The German Eurogamer site also writes they've heard rumors about a substantial number of layoffs at Yager following Deep Silver's decision.

Yager is working on at least two other projects, the space shooter Dreadnought and unannounced project(s).

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BGEE: Siege of Dragonspear - Announcement Recording
Posted: July 15, 2015, 10:40 am by RPGWatch

If you missed it - here's the 27-minute recording of the live streamed event announcing Baldur's Gate: Siege of Dragonspear:



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DA:Inquisition - Free Trial Version
Posted: July 15, 2015, 10:40 am by RPGWatch

You can get a free trial version of Dragon Age: Inquisition on Origin now.
Start your epic adventure in Dragon Age: Inquisition - Trial. Enjoy unlimited free multiplayer and play 6 hours of the single-player campaign.

A multiplayer adventure like no other:
Get unlimited free multiplayer, including both multiplayer Expansion Packs with the Dragon Age: Inquisition - Trial. Explore the world of Dragon Age with friends. Experience incredible adventures and fight sinister enemies with friends who own the game and those playing the trial.

Enjoy weekend multiplayer events. Each weekend, complete challenges for a chance to earn in-game rewards.

Six hours of the single-player campaign:
Play six whole hours of the single-player campaign and get an extended look at the thrilling world of Thedas. Track demons and recruit legendary warriors. If you decide to buy, your progress will carry over.
The free trial version is a limited time offer. Get it before 10am PDT on July 21. But once you have it, you have unlimited access to Multiplayer!

Trailer:



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Serpent in the Staglands - Review @ RPS
Posted: July 14, 2015, 10:31 pm by RPGWatch

Rock, Paper, Shotgun takes a look at Serpent in the Staglands and complain about it missing a 'getting started' guide as it is a good RPG but the path to finding that good RPG is frustrating.
It's this layer of character that carries the game through the needlessly frustrating opening, which largely assumes you're coming to the game from things like Dungeons and Dragons with clarifications like "Strength gives a natural bonus to hit damage for melee and range fighters. Phys Damage: (above base)Strength/2 + equipped weapon damage + item/skill mods." There's a lot to juggle in both the raw rules, from that, to the different skill trees that handle basic stats and skills and Aptitudes, which give additional options in certain situations, to the point that I ended picking up most of it by sheer accident. There's an early quest for instance where a farmer wants you to get rid of a fox from his field, and it was only in the 'I defeated the foul beast' options that I saw the option indicating that had I put a point into the right Aptitude, I could talk to it and persuade it to leave.
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Memory of Eldurim - July Updates
Posted: July 14, 2015, 10:31 pm by RPGWatch

The latest update for The Memory of Eldurim, currently in Early Access, teaches us that the game has a new launcher, key rebinds and various options you can tweak.
This week's update brings a totally new launcher with key rebinds, much much more control over graphics quality, and other options. Be aware that the folder structure of the game is changing a bit, so don't fret when downloading the update if you see steam complaining about the update, as it will continue to download and work just fine.

As well as level optimizations, the video quality levels have been fine-tuned, which will allow the game to be pushed to the limit, or toned down to run on a weaker machine.

The archives are nearing completion, and will soon be ready to be explored and conquered, so stay tuned!

As always, let us know about any problems with the game or the new launcher in the forums. You guys are the best!
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Dragon Fin Soup - Languages, QA and Launch
Posted: July 14, 2015, 10:31 pm by RPGWatch

The Dragon Fin Soup Kickstarter page has been updated with information about the languages that will be available for the game, which are: English, French, Italian, German, Spanish and Japanese. Furthermore there is some information about the QA team and that the game will be released simultaneously on PC, PS3, PS4 and PS Vita.
So most indies like us typically release on one platform at a time, such as STEAM or iOS in English and then do staggered ports to other platforms over time. It is pretty crazy and almost unheard of for a 5 person indie team, on their first RPG title, to even attempt to launch on 4 major platforms in 6 different languages worldwide! But Sony has faith in us as veteran team and we have a great partner with BlitWorks who are working hard on the Sony platforms.

Due to all of the localization and ongoing QA efforts on PC, PS4, PS3, and PS Vita, our partners at Sony have requested we take just a bit more time to proofread, double-check the languages, and conduct additional extensive playtesting on all platforms to ensure DFS is the best we can possibly make it. Our new launch window is now scheduled for Fall 2015. We seriously appreciate your understanding.

To give you a sense of scope of Dragon Fin Soup, our current QA Team estimates put DFS as over 60+ hours of gameplay in Story, Survival and Labyrinth mode combined. And as mentioned before we have roughly 75,000 words that are being translated in 6 languages. That is a TON of content to test and triple-check!

Exact official launch date will be announced to you once we receive confirmation from Sony. We sincerely appreciate your understanding, patience, and support. As an indie, giving you our best means everything to us.
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Red Solstice - Review Roundup
Posted: July 14, 2015, 10:31 pm by RPGWatch

Here are some reviews for The Red Solstice.

Armed Gamer
I'm not a fan of numerical ratings, but I will definitely recommend this one to anyone who likes the top down squad shooter genre. Especially if you liked games like Alien Breed or that Starcraft II mod I mentioned. It's a solid entry into a field that could use more entries in general, and one I'll probably end up convincing a few friends to buy for some co-op fun.
Mouse n Joypad, 83%
The Red Solstice is a title that has a gravitas and a weight far in excess of what it should. The story and voice acting has a true B-movie vibe and can come off as a bit "hammy". The Red Solstice can afford to poke fun at itself in this area as the oppressive and atmospheric gameplay more than compensates for any perceived shortcomings. It has a brilliant artistic design and players will be on the multiplayer mode for a long time to come. In the beginning it can be confusing to equip and upgrade your squad, but once you realise YOU are the hunted and play accordingly, The Red Solstice becomes a fantastic experience.
Softpedia, 4/5
The Red Solstice is clearly designed to be played with other humans rather than Artificial Intelligence partners, and the fact that missions take one hour and are heavily focused on cooperation means that the experience can be both tense and challenging.

The problem is the fact that eight players need to be involved at the same time, and that there's a limited number of gamers who have that kind of group to connect with on a constant basis, and there's no guarantee that the community will remain engaged with the title in the long run.
Wasduk
Graphically, the maps are large and lavish enough for a game with The Red Solstice's recommended specs, but you're not going to stop and take the time to appreciate them much. Open plazas and tight corridors all start to look the same when you're hurtling down them away from a pack of rabid devourers, and the same goes for the music. It does its job well enough, keeping up the tension and adding to the overall atmosphere of hopelessness, but it's not something you're going to remember later on. The mainstay of the effort in the game has been ploughed into creating an enjoyable multiplayer game with as much replay value as you can handle.
Co-Optimus, 4.5/5
Throughout my whole experience with The Red Solstice, it never loses focus on what it was built around, teamwork. Players looking for a challenge will be right at home, and anyone who wants to experiment with different strategies will find a wealth of variety here. They manage to succeed in delivering an atmospheric tactical strategy game where friends become allies and allies become monster food. The game is all about maintaining momentum, balancing risk and progress, remembering there is no solace during The Red Solstice.
PressA2Join
Overall the game suffers a little from downfalls of feeling very dated, that being said I did quite enjoy it despite this not being one of my favourite genres so kudos for that. It may however be tough for most people to get past the "rough edges". If this style of game is your thing then it's worth a look otherwise it might be best to give it a miss. Aside from that, this is a pretty good first attempt.
TerminalGamer, 8.5
Overall, this game has a lot of pros and very little cons. I would consider it a good purchase as long as the developers continue to add more content. The only reasons I wouldn't give this game a 9 or 10 is because the randomness of the game can make it extremely difficult.
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Antharion - Release Day: July 15
Posted: July 14, 2015, 10:31 pm by RPGWatch

Antharion will be released tomorrow:
Antharion is an epic old-school fantasy RPG that combines tactical turn-based combat with the freedom of a huge living-breathing open world. You'll create and customize a party of four: choosing from seven races, nine classes and fifteen skills, before setting out to explore the fully interactive continent of Antharion. Explore dungeons, get thrown in jail, discover hidden passageways, burglarize homes, read books, create potions, become and infamous pickpocket, embark on a journey at sea and discover uncharted islands or persuade NPCs to do your bidding. In Antharion no play style is off limits.

Features
  • Create and fully customize a party of four, choosing from 7 races, 9 classes and 15 skills.
  • Journey through five huge provinces, each with its own environment, history and culture.
  • Experience an open-ended epic storyline where you determine what happens.
  • Turn-based tactical combat makes dungeon crawling endlessly satisfying.
  • Explore a huge living-breathing and fully interactive open world.
  • Make choices that matter and affect the world around you.
  • Enjoy total freedom to play however you want.
Gameplay video by tr1ppa:



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Birth of Shadows - On Steam Greenlight
Posted: July 14, 2015, 10:31 pm by RPGWatch

Birth of Shadows is now on Steam Greenlight. A lot of improvements have been implemented since 2008, most recently an update of the scenery artwork and some improvements of the gameplay mechanics.
Overview: In Birth of Shadows, you play a Shadow Knight with unique rage mechanics. There is a campaign as well as co-op multiplayer. New content can be created using a built-in map editor.

Description: Learn the dark arts of a Shadow Knight to rescue your fiancee. Discover the cause of a plague that is ravaging the local towns. Slay enemies and destroy strongholds using an innovative combat system. Advance your character by gaining prestige, magic gems, and experience versus different creature types. Create new boards using a variety of content, including the option to add your own quests. Play these boards alone, with friends over the Internet, and share them with others.
Gameplay:



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Macabre - Released on Steam
Posted: July 14, 2015, 10:31 pm by RPGWatch

The indie JRPG Macabre has been released on Steam:
What is Macabre?
"An earthquake of cataclysmic proportions annihilates the world and ushers in what many address as "the end of times". But is it really the end?

Join one man as he travels the world in order to unravel the truth behind these tragic events."

Macabre is a post-apocalyptic role-playing game in a medieval setting.

While it is a traditional JRPG at heart, it has supplementary features that help make it more modern in terms of gameplay.

Features:
  • Classic JRPG gameplay.
  • A refreshing take on the random battle system that rewards grinding, or allows you to skip fighting altogether.
  • Over a dozen side quests, many of which utilize a "fast travel" turn-in system.
  • ​ Over 40 in-game achievements (three designed for those who want the most challenging experience).
  • ​ A tiered crafting system with over 100 craftable items.
  • Craftable equipment that gives you a choice in some character stat progression.
  • Two combat ability paths per character to discover.
  • ​ Semi-randomized loot system that encourages exploration. Over 750 lootable objects.
  • Controller support with JoyToKey (Windows) (other software might work too, but not tested).
  • Two difficulty levels.


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Enderal: Shards Of Order - Sign Up for the Alpha
Posted: July 14, 2015, 10:31 pm by RPGWatch

GameStar.de reports that German gamers can now sign up for the closed alpha test of SureAI's Skyrim total conversion Enderal: Shards Of Order. An English alpha will be made available at a later point.

You can expect ca. 30 hours to solve the main quest and ca. 85% of the side quests. The developers hope to have Enderal feature complete soon.

Here's the product description from the official page:
So, what exactly is Enderal?

Enderal is a Total-Conversion-Mod for Elder Scrolls V: Skyrim. Basically, a Total Conversion (TC) is a new game built from scratch, using the original game`s resources as well as additional ones. Skyrim and Tamriel do not exist any more. However, by using Skyrim's Engine and its models a new game is developed. It comes with its very own story and world, and new as well as changed and complemented game physics. In conclusion, for you Enderal is a brand new game that will approximately provide you with 30 - 150 hours of gameplay.

What distinguishes Enderal from Skyrim?

One could say that we try to combine the concept of open world gaming with a complex and profound storyline. Furthermore, we try to merge the strengths of various open world games into one RPG. Enderal is a mixture of The Elder Scrolls and Gothic, added up with a multi-faceted and complex story. Enderal comes with a big world filled with, ruins and ancient fortresses and lots of interesting landmarks to explore. We will also add new features such as experience points, special classes and talents and set-items.
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