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ME:A - Character Creator Improvements?
Posted: Mar 23, 2017, 01:32 am by RPGWatch
@Eurogamer Mass Effect: Andromeda has some character creator problems and Bioware is mulling over possible improvements but can't confirm anything for now.
We're looking at patching lots of issues and want to strongly support the game moving forward," lead designer Ian S. Frazier wrote on Twitter last night, in response to one fan asking whether facial animations for some characters might improve. "I can't say more just yet."
One of Andromeda's areas actively being investigated for tune-up is its character creator, whose relatively limited options have upset some fans.
"Can't promise anything yet, but we're currently evaluating various options for making it better," Frazier wrote.
Last week's early access trial for the game received a mixed response from fans, who flooded the internet with some of the game's worst examples of bugs in GIF form.
"Many of these issues will be patched out, and most are negligible - easily forgiven as you gaze out over a gleaming, windswept icefield studded with kett outposts, or glimpse a gigantic sandworm composed of flickering black shards arching through the skies of a desert world," Edwin wrote in Eurogamer's Mass Effect Andromeda review. "But it's staggering, nonetheless, that the game made it to retail in this state."
A single player action-adventure game with RPG elements that allows the player to command three distinct characters with special abilities. Taking place in the 17th century and set on an island where prehistoric life of Cretaceous period was perfectly preserved, Claw Hunter allows the players to return to the days of their childhood, where the prehistoric worlds of dinosaurs and cavemen fascinated us all. Game is focused on a strong main story line and features super-realistic visual style and is built in Unreal Engine. Inspired by titles such as Uncharted, Tomb Raider and The Dig, game features a thrilling story in which the player will embark on a journey through the rugged and dangerous landscape of the tropical island to uncover its long-forgotten mystery. Each character has a different set of skills which players can combine to solve problems arising during their travels. On top of that, players can tame and work with dinosaurs to fulfil different tasks where human hands are not enough.
All Walls Must Fall - Now on Kickstarter
Posted: Mar 23, 2017, 01:32 am by RPGWatch
All Walls Must Fall - a Tech-Noir Tactics Game is now on Kickstarter:
Berlin November 2089
The Cold War never ended. For 150 years both sides have used time manipulation technology to observe and counter each other's every move. Now this fragile state of affairs is approaching a breaking point, as a rogue nuclear strike will send the world into turmoil. Both sides have scrambled to send agents back in time to find who is behind the attack and how to prevent it. If they fail, the whole world will turn to ash, forever.
All Walls Must Fall is an isometric tactics game where actions happen to the pulsing beat of the music. You control time travelling secret agents as they jump and loop through a single night in the city of Berlin. Using a pausable real-time system, carefully plan your decisions and use powerful time manipulation abilities to your advantage, as you carry out your mission in the shadows or in plain sight. Levels are procedurally recombined using a bespoke system developed by inbetweengames, giving All Walls Must Fall a highly replayable campaign structure, while still offering individually crafted components and set-pieces.
All Walls Must Fall takes inspiration from genre classics like X-Com, Syndicate and REZ, as well more recent indie games like The Banner Saga, Braid, SUPERHOT and Crypt of the Necrodancer.
Update: PAMELA v0.1.1.6 is Live! <Please note! This update will cause existing world save files to be deleted!>
Happy Monday Sleepers!
After some delay fixing last minute issues, we've got our first major update ready for showtime.
Why are we calling this a major update, you ask? Well, because there's a metric ton of fixes, optimizations, and balance tweaking resulting in our by-far largest set of patch notes thus far.
As always, thank you so much to all of you who've posted bug reports and in-depth notes here; this is so crucial, and enables us to churn out these updates in a timely manner for everyone's benefit! Please keep it up, you're all awesome.
Here are the main highlights of this update:
Saving is significantly more stable and reliable
Due to some unexpected last-minute issues at launch, saving and loading have never quite worked properly. We apologize for all those of you who have lost your epic loot after the save system has hickuped - the underlying issues has now been fixed, and though we're still working on improvements, you should now be quite safe to build bases, upgrade items, and more without fear of losing everything next time you play.
RAM Usage has been reduced significantly
Through working directly with Unity, we've implemented some huge optimizations that have reduced memory usage dramatically (down from roughly 7.5GB to 5.3GB in our testing thus far). These optimizations should reduce crashing for some users, as well as decrease loading times and improve in-game performance. We are still working on some loading time reductions for those of you who experience extreme times (15+ minutes) and will post further updates as we progress.
Hacking Balance 3.0
We've been tinkering further with the hacking difficulty systems; at launch, too many objects were locked with too high of difficulty, so we nerfed them quite significantly. Last patch, it seemed that hacking became trivial in most cases, so we've played with the way difficulties are calculated. Read the Hacking section of the patch notes for the full info on these changes.
Tons and tons of additional fixes and balance Tweaks
There's simply too much to describe here, so please read the full patch notes if you're dying to know every fix. We've been replying to threads to notify the OPs if the issue has been fixed, so please check there if you recently posted about a bug.
Phew, time for the patch notes. Please let us know your experience below, hope this update is a solid improvement for every one of you! We should have another patch coming mid-week, depending on how we progress with a few things we have in the works.
Conan Exiles - PAX East 2017 Interview with Oscar Lopez
If you build it, they will come.....and break your stuff and put your blacksmith in the Wheel of Pain. That's Conan Exiles, the new survival multiplayer game by Funcom which recently entered Early Access on Steam.
During Pax East 2017, we learned a little bit more about Conan Exiles' base building mechanics, PvP, and the upcoming Siege warfare content patch from Lead Designer Oscar Lopez.
Wccftech: First things first, tell me a bit about Conan Exiles and how it differs from your previous Conan game, Age of Conan? Lopez: Conan Exiles is a survival sandbox MMO. Your main objectives in the game are to survive first, to build an empire, and to thrive against other people. It's a different setup than what you would get in Age of Conan. Age of Conan is an MMO with a different sense of progression and activates that you do in the game. In this game [Conan Exiles] your activities revolve around food and water and building a base, building better tools to fight. You adventure out to find more material to make even better weapons, castles while taking on other players. The two games are completely different genres and we are making sure we are letting players before jumping that this isn't a sequel to Age of Conan but its own thing.
Bloodstained: Ritual of the Night - Switch replacing the Wii U version
Posted: Mar 22, 2017, 07:22 am by RPGWatch
Following the release of the Nintendo Switch, Bloodstained: Rituals of the Night has announced they will switch platforms from the intended Wii U to the latest Nintendo console. While this might be bad news for some, they do offer everyone who backed the game for the Wii U to change their pledge to whatever platform they like (Switch by default) or have a full refund if they so wish.
During our Kickstarter campaign, the Wii U was at the height of its popularity, but the situation has drastically changed after the release of Nintendo Switch.
This change made it difficult to receive the necessary support from the hardware maker, which has led us to drop the Wii U development and shift the development to Nintendo Switch.
We are very sorry that it has come to this after all your support, but we hope you will understand. We would like to respond by preparing options for our backers, such as moving your pledge to another version or requesting a refund if you don't want any other version.
Arcane - An adventure-survival role playing game
The world is overrun by a force far greater then yourself, magic. It's everywhere, you begin to study it, understand it as it ebbs through every inch of your body. The mystical creatures lurking at the ends of the Earth begin to broaden their horizon. Night time arrives, and with it an evil like you have never seen before... How will you survive?
Journey into a procedurally generated 2D pixel-driven world with nothing but your own two hands, a drive to endure and a natural gift for the mystical arts. Using your basic instincts and the guidance of your in-game Compendium, it is up to you to unravel the endless secrets of the Arcane.
Pillars of Eternity II - State of the Project
Posted: Mar 22, 2017, 07:22 am by RPGWatch
Pillars of Eternity 2's latest update provides a state of the project report, meaning that the pre-Alpha stage has been reached.
State of the Project - Pre-Alpha
We recently began a new production milestone. With new milestones comes new areas, narrative, creatures, and much more! Without giving away critical story points or areas of our game, here is a high level overview of what some of our departments are working on:
We began several new areas that are critical to the storyline of Pillars II, and they are coming along nicely so far. Quests, blockouts, and dialogues for areas are being developed and reviewed before being passed to the environment artists to make the area. As an example, here is a section of an area that was approved for environment art to start work on:
Our environment artists are hard at work completing first and second art passes of areas in Pillars II. A lot of these are areas that are critical to the storyline, so they put a lot of hard work into getting these sections to look perfect. From that blockout you saw above, the artist does a first pass, transforming the area into a playable level with no lighting or VFX. After receiving feedback from our lead artists, the environment artist does a final pass, lighting, and passes it to VFX. Here are first and final passes of that blockout from above:
We will be posting an area update in the near future. In that update, we'll go into detail about how the area designers and environment artists work together to make the levels of Pillars II.
The systems designers are working on finishing the design and implementing the abilities of a few creatures in Pillars II. These designs include a creature's weaknesses and strengths, what abilities they possess, and how the creature should behave. In addition to creatures, design is continuing to make improvements to the subclass and multiclassing systems.
Our animators are hard at work creating new and unique animations for creatures. Some of our animals now have attack animations and fidgets, including wolves and boars. In addition to animal animations, weapon animations are well underway. We'll post an update in the near future with more about the animation process; there are so many cool animations we want to share that we think it deserves its own post.
The character artists have been working on base armor sets for both male and female characters, which are looking great. As an example, here are three variants of the Brigandine armor, modeled by our handsome friend Edér:
The narrative designers are working on faction questlines for this milestone, and are ensuring that we provide a level of detail in quests that gives more insight into the culture and personality of each faction. Our writers are also working on dialogues for quests and further developing the history of factions.
Programming is focused on a variety of functionality for this milestone. Firstly, they are identifying key areas that can cause longer load times and fixing these so they no longer interfere. Load times have already been decreased by a great deal, and optimization will continue as we progress with development. Second, the programmers are continuing to add support for status effects and abilities. Lastly, a few systems have been refactored to allow improved functionality for animal companions and primary attacks.
VFX is continuing to work on effects passes for areas and making our levels even more beautiful than before. Glowing lights, particles, and objects swaying in the wind make a huge difference for an area. We can't wait to show you the comparison between Pillars II and the first Pillars. In addition to areas, ability VFX are looking pretty great. We'll share some of these with you in a later update.
Audio is working on adding sounds to maps. A typical audio pass for an area includes placing ambiances and emitters for the general atmosphere of the area, painting footstep maps, and ensuring that audio is implemented for doors, containers, and traps. Whether a map is supposed to feel ominous, peaceful, or anything in-between, these audio passes really bring life to an area and convey emotions that an otherwise silent area could not do.
We are making good progress on a lot of features, and still have a lot to go! The game is looking beautiful, and we're all very excited about the main story. We can't wait to share more of our progress with you. As we progress into Alpha and eventually Beta, we will release more 'State of the Project' posts like these to keep you informed of what we're working on. Is there a department you want to see more of? Let us know in the comments!
Torment:ToN - Brian Fargo Interview @ TGG
Posted: Mar 22, 2017, 01:14 am by RPGWatch
The Gaming Ground has interviewed Brian Fargo about the old days, Torment: Tides of Numenera and future plans:
Interview with Brian Fargo - Torment Tides Of Numenera, old memories and plans for the future
How does it feel going from almost giving up old school RPGs to having your old-school RPG being top-seller on Steam and GOG?
It continues to be an amazing thrill! I still vividly remember filing away our Wasteland 2 designs as something that would never happen, before Kickstarter ever occurred to me as a possibility. I still can't thank our backers enough for enabling us to do this, and it has been extra rewarding to see both Wasteland 2 and Torment: Tides of Numenera atop the Steam charts.
What have you learned from the time you released Planescape Torment in 1999 to today? How have you evolved as a developer?
I've had a tremendous number of life experiences since 1999 and events in my life give me a different and deeper perspective. The creations I'm involved with will naturally benefit from my trials and tribulations of life. The biggest development change has been the open discussion with our audience during production. Showing our work in progress allows us to learn new things, get people's opinions on facets of the game and to remind us of what is important.
In Vitra - Demo available
Posted: Mar 22, 2017, 01:14 am by RPGWatch
The German J-RPG In Vitra will be released on March 24 on Steam. A demo is already available:
In Vitra is a fantastic role-playing game with a turn-based combat system. It will lure you into the mysterious world of Vitra.
After years of relentless battles against horrible monsters, finally, peace seems to return to Vitra - when suddenly a strange illness spreads throughout the land. When his grandmother is struck by a serious disease, young Noa and his friend Luke embark on a quest for a cure. But their adventure turns out to be more challenging than they thought. To prevent the plague from spreading even further they have to trace it back to its true origin.
Together with the pharmacist's daughter Lee-Belle and the young priestess Billa Noa and Luke begin their perilous journey far away from any human settlement. They have to face more and more fearsome creatures. And in the course of their adventure the four friends surprisingly come across an even bigger secret.
Join our four friends as they venture deep into the lush green lands of Vitra. Discover a fantastic world full of monsters and mysteries. Find out more about Vitra's dark past and reveal the well-kept secret of the dangerous affliction.
Enter the world of Narborion Saga, an epic high fantasy role playing game. A mixture of gamebook, tactical combat, rogue-like dungeoneering, minigames and much more - Narborion Saga will not disappoint the fans of narrative, story-driven RPGs.
Begin your career as a humble page and complete the first three missions to achieve knighthood.
First, you have to find and rebuild the chapel of a long-forgotten Goddess and defeat the Master Vampire, Lord Malbor, agent of the God of Death and Magic. Your path is not an easy one. Dark forests, dangerous swamps lie in your path, full of undead and other nameless horrors. You will find allies and enemies alike, so choose your destiny wisely!
Your second quest is to find the god of Orcs and uncover a secret conspiracy. Something's happening up North, on the snow-covered plains of Yria. The goblinoid races are assembling to form an army, lead by their God. Are you up to the task of finding our what's really happening? You must stop their forces to save your country, breaking one more of the chains of the Goddess you're helping.
The third mission is the most dangerous so far. Receiving some weird rune-sticks, you will have to travel to the Coastless Lake. Here, you will need to explore swamp villages, islands, hidden forests to find the Wyrmslayer so you can defeat the terrible Xaraxorn, Death on Wings.
Besides the rich story, the game is stuffed with random encounters, dungeons and loot - there's plenty more to discover than the fixed narrative!
If you feel strong enough or you're a munchkin at heart, you can try your skill in the Arena, or even challenge your fellow players to a PvP duel!
Regalia - Preview @ TechRaptor
Posted: Mar 21, 2017, 07:02 am by RPGWatch
TechRaptor has checked out the tactical RPG Regalia: Of Men and Monarchs:
Regalia: Of Men And Monarchs Preview - The Pauper Prince
Regalia: Of Men And Monarchs is an isometric RPG from developer Pixelated Milk that combines a tactical turn-based battle system with town building mechanics. The game places an emphasis on character relationships and narrative, with dialogue infused with python-esque humor to be found throughout. I've been going hands-on with the beta build of the game to get an idea of what this quirky title has to offer. This preview version offers only a small slice of the game and is obviously a work in progress. Still, what I've played so far has me intrigued and more than willing to go back for more.
The only problem I had with the numerous dialogue scenes (both main story related and otherwise) is that the auto-play option for conversations is severely glitchy at this time. At various different times, this either forced me to click through conversations to proceed, rushed through half-spoken lines of dialogue on its own, turned itself on and off, and on one occasion refused to let me proceed in a conversation without toggling it on and off for every line of dialogue. It seems like an issue that should be resolved for the final release but I mention it here because it drove me truly insane.
That's about as much as I can say at the moment, without being able to delve further into both the tactical combat and the town and relationship building, it's hard to say whether these systems will retain enough depth to be interesting across a game the developer states will take over 30 hours of playtime. What's been presented so far shows a lot of promise, though, and I'll certainly be keeping an eye on Regalia: Of Men and Monarchs when it releases on April 27th.
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