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» Darkest Dungeon - Review @ Gamesided - Feb 10, 2016, 07:22 pm
» Divinity: Original Sin II - Here is Bobby! - Feb 10, 2016, 07:22 pm
» Edge Of Eternity - NPC System - Feb 10, 2016, 01:12 pm
» Epocylipse: The Afterfall - Formally Announced - Feb 10, 2016, 01:12 pm
» XCOM 2 - Review Roundup - Feb 10, 2016, 01:12 pm
» BioWare - The Great Bioware Exodus - Feb 10, 2016, 01:12 pm
» Firewatch - Released - Feb 10, 2016, 12:53 am
» Beamdog - David Gaider joins as Creative Director - Feb 10, 2016, 12:53 am
» 7 Mages - On Greenlight - Feb 09, 2016, 06:42 pm
» General News - Amazon Releases Free Game Engine - Feb 09, 2016, 06:42 pm
» Wanderer - Development Update - Feb 09, 2016, 06:42 pm
» Moon Hunters - On Steam This Month - Feb 09, 2016, 12:23 pm
» Project Resurgence - Funded - Feb 09, 2016, 12:23 pm
» General News - GameTrailers has Closed - Feb 09, 2016, 12:23 pm
» Darkest Dungeon - Interview @ Gamasutra - Feb 09, 2016, 12:23 pm


Latest Active Threads on Boards o' Magick:
» The essential Cleric/Mage spells. (Baldur's Gate 2: Enhanced Edition post by henkie)
» Darkest Dungeon - Review @ Gamesided (Game/SP News & Comments post by RPGWatch)
» Divinity: Original Sin II - Here is Bobby! (Game/SP News & Comments post by RPGWatch)
» Edge Of Eternity - NPC System (Game/SP News & Comments post by RPGWatch)
» Epocylipse: The Afterfall - Formally Announced (Game/SP News & Comments post by RPGWatch)
» XCOM 2 - Review Roundup (Game/SP News & Comments post by RPGWatch)
» BioWare - The Great Bioware Exodus (Game/SP News & Comments post by RPGWatch)
» The Big Hello (Again) Thread (Sorcerous Sundries post by Keneth)
» Firewatch - Released (Game/SP News & Comments post by RPGWatch)
» Beamdog - David Gaider joins as Creative Director (Game/SP News & Comments post by RPGWatch)

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Darkest Dungeon - Review @ Gamesided
Posted: Feb 10, 2016, 07:22 pm by RPGWatch

[​IMG]Gamesided reviewed Darkest Dungeon and they say that it's an early GotY contender:

Darkest Dungeon Review - Madness, Our Old Friend
The fickle nature of Steam's Early Access program overshadows the excellence of some of the titles to grace the service. Games development takes its time to get right, even if parts of a finished product are ready for public consumption. Darkest Dungeon is the best example of the process producing excellence, mixing the goal of a completed project with the responsive evolution, in part, by the way of public criticism. It has helped independent developer Red Hook Studios mold an amazing amalgamation of gothic sensibilities with the deconstruction and demonstration of what it truly means to be a warring "hero."

[...]

Verdict
Score: 9/10

There's something that the Darkest Dungeon taps into that isn't quite replicated. It has a simple art and animation style that projects like a comic infused with gothic sensibilities. It plays like a D&D dungeon-crawling campaign with added house rules to expand upon the base game. It sells itself as a ghost story, hanging onto a narrative drip as you become immersed in a low fantasy horrific world. You feel like a kid who's stumbled upon the most terrifying choose-your-own-adventure pop-up book but can't pry away.

Released fewer than three weeks into the new year, Darkest Dungeon has already solidified itself as an early Game of the Year contender.​


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Divinity: Original Sin II - Here is Bobby!
Posted: Feb 10, 2016, 07:22 pm by RPGWatch

[​IMG]Swen introduces Borislav "Bobby" Slavov - Larian's new music director:

Music to your Ears
Last year we lost Kirill Pokrovsky, a brilliant composer and dear friend. While Kirill will be a part of every game we make, the time has come to pass the mantle to another musical genius. Since our ambitions for the music in Divinity:Original Sin 2 are very high, it took a while but today we're happy to report that we found the perfect fit for the job.

Today, we would proudly like to introduce you to Borislav "Bobby" Slavov!



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Edge Of Eternity - NPC System
Posted: Feb 10, 2016, 01:12 pm by RPGWatch

[​IMG]An update for Edge of Eternity shows the new (under development) NPC system in action.

We are working on a intent system for the NPCs that will create realistic behaviors and interact with the environment. It's an huge thing to create but it's very important to us. We think it's important for the journey of our characters and for our players to see how the world lives and that means NPC with credible willpower.​



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Epocylipse: The Afterfall - Formally Announced
Posted: Feb 10, 2016, 01:12 pm by RPGWatch

[​IMG]Razor Edge Games, who are developing the post apocalyptic RPG Epocylipse: The Afterfall, have decided to start the media campaign for their game.

Calling all RPG Gamers: Epocylipse the AfterFall has Arrived

Phoenix, Arizona - February 12, 2016 - It's time to customize your own role playing adventure in a huge open world, non-linear, procedurally generated game. Razor Edge Games introduces Epocylipse the AfterFall, a brand new role playing experience that breaks away from the "kill everything you see mentality" that has now become expected for digital RPG style games. Get ready for a more realistic approach to gaming in an exciting post-apocalyptic environment.

Epocylipse the AfterFall features detailed artificial intelligence, jaw dropping graphics, cinematic camera angles, along with a 100+ hours of gameplay and thousands of locations to discover. Combine this with a totally customizable game rule set, character aging, skill based gameplay and everyone is able to uniquely experience the game and make it their own. These are just some of the features in this dangerous but believable post-apocalyptic world rife with feral humans, mutated insects, toxic plants, where getting your character killed really matters.

Razor Edge Games founder, Mike Weiser, disenchanted with where modern role playing games were going, designed the first tabletop version of the Epocylipse game. In his own words he says, "Early in 2006 I decided to start to write a game that I could play solo or with friends, but also have an unending campaign that would allow me to play on even if they couldn't join me for specific play sessions. I wanted to design an RPG I always wanted to play, one that allowed me to experience the same feeling I had while playing a traditional table top game but without the need for a game master." Epocylipse the AfterFall is a true tabletop game come to life.

Developed by an international group of experienced game designers, cinematic executives and a host of passionate contributors, this game brings forth a new vision of what an RPG experience should be all about. Come discover the old world and explore the new one in Epocylipse the AfterFall.

For more information or any questions about the game please go to http://razoredgegames.com/. For the latest updates on game progress and for access to breathtaking new content, visit our Facebook page at https://www.facebook.com/Epocylipseafterfall/


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XCOM 2 - Review Roundup
Posted: Feb 10, 2016, 01:12 pm by RPGWatch

[​IMG]Here are a bunch of reviews for XCOM 2.

GamesRadar, 4.5/5

Foibles aside, XCOM 2 is still a wonderfully engrossing strategy game that can very easily leave you spellbound throughout 2016 and beyond. The myriad of tactical options at your disposal - from new soldier classes to the various weapon upgrades - is delicately balanced against the ever-changing extraterrestrial monstrosities. You'll constantly discover new, better ways of honing your craft, and XCOM 2 will happily meet your challenge in kind.​

Gamespot, 9

Every once in a while, however, XCOM 2's difficulty surpasses challenging, and becomes unfair. For the most part, enemies abide by the same restrictions we do. But sometimes, they shoot through walls and dodge point-blank shotgun bursts. The cards are already stacked against us in most campaigns, and part of the fun is overcoming those odds--but when the enemy AI ignores the rules, the game loses its appeal. Furthermore, XCOM suffers from certain technical glitches: the action halted during action-camera sequences, and in certain cases, I felt as if the game was overwhelmed. My soldiers' reaction shots didn't trigger when they should have, and enemies' attacks happened all at once, or weren't shown at all.​

Eurogamer, Essential

Everywhere you look, you see the same kind of micro-surgical thinking. The game is always keen to see you moving promptly, acting before it's too late. The aliens are always up to something and there's always a big, red, doomsday-styled counter ticking away at the top of the screen. Why? Many of us, I expect, were guilty of holding off on assaulting the alien base in Enemy Unknown until we'd finished a few extra research projects, or kitted out our squad in just the way we liked. Despite being repeatedly told how urgently the planet required us to complete that mission, we did a bit of grinding first. It was all-out war, but did we really feel the pressure?​

Gameinformer, 9.5

Rock Paper Shotgun, Recommended

PCGamer, 9.4

ShackNews, 8

IGN, 9.3

Polygon, 9

VG24/7,

Internation Business Times, 5/5

The Escapist, 4.5/5

GameTrailers



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BioWare - The Great Bioware Exodus
Posted: Feb 10, 2016, 01:12 pm by RPGWatch

[​IMG]@Equityarcade, Matthew Loffhagen examines the exodus of Bioware's creative talent and what it means for Bioware and the RPG industry at large.

In addition to losing many of its key staff members (including the company's founders, who departed shortly after the release of Mass Effect 3 in 2012), the studio has also announced the cancellation of several new projects in recent years, including Shadow Realms, a game which was intended to see release last year but which was ultimately canned.

All of this upheaval has led many speculators to wonder how much of the original company's creative spark remains intact.

The Canadian developer, known primarily for a long legacy of immersive choose-your-own-adventure style roleplaying games, was sold to Electronic Arts in 2007. Gamers noted that future titles from the studio were far more visually impressive, but lacked much of the depth that BioWare had previously been known for.

[...]

With so many key members of the BioWare team leaving for greener pastures, though, the studio's future is uncertain. As EA replace more key staff members, the original creative spark that made BioWare games unique becomes further diluted, as BioWare assimilates further into the EA brand.

Meanwhile, with so many veteran RPG makers moving to work on new projects with different companies, fans of the classics may be pleased to see more games emulating BioWare's storytelling style. Chris Wynn, for example, having left the Mass Effect franchise behind, has already found a place for himself working with Daybreak to produce H1-Z1, a zombie MMO. Similarly, Casey Hudson, the creator of the Mass Effect franchise, has joined the team working on Microsoft's HoloLens peripheral.

While the future of what's left of the BioWare company is anything but certain, it's likely that the next few years will see a variety of high quality games and technologies appearing from various corners of the gaming industry, as artists and writers who honed their creative skills at the legendary developer move on to grace other companies with their talents.​


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Firewatch - Released
Posted: Feb 10, 2016, 12:53 am by RPGWatch

[​IMG]The mystery first person adventure Firewatch has been released:

Firewatch is a single-player first-person mystery set in the Wyoming wilderness.

The year is 1989. You are a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Perched high atop a mountain, it's your job to look for smoke and keep the wilderness safe. An especially hot, dry summer has everyone on edge. Your supervisor Delilah is available to you at all times over a small, handheld radio-your only contact with the world you've left behind. But when something strange draws you out of your lookout tower and into the forest, you'll explore a wild and unknown environment, facing questions and making choices that can build or destroy the only meaningful relationship you have.

A Note: Firewatch is a video game about adults having adult conversations about adult things. If you plan on playing with a younger gamer, that might be good to know going in.​

Includes
  • A stunningly beautiful wilderness environment that expands as you explore.
  • A tailor-made story: the choices you make shape the narrative and build relationships.
  • An edge-of-your-seat mystery.
  • Secrets and discoveries to be made over every hill.
Featuring
  • Living, breathing characters brought to life by Cissy Jones (The Walking Dead: Season 1) and Rich Sommer (Mad Men)
  • A spectacular wilderness environment by Olly Moss (Illustrator) and Jane Ng (The Cave, Brutal Legend)
  • A thrilling story and script by Sean Vanaman and Jake Rodkin (The Walking Dead: Season 1, Poker Night at the Inventory)
  • A stirring original soundtrack by Chris Remo (Gone Home)
  • Fluid first-person animation by James Benson (Ori & The Blind Forest)
  • Gameplay scripting and design work by Patrick Ewing (Twitter) and Nels Anderson (Mark of the Ninja)
  • Programming by Will Armstrong (Bioshock II), Ben Burbank (Costume Quest 2, Space Base DF-9), and Paolo Surricchio (Deadpool, Call of Duty Advanced Warfare)


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Beamdog - David Gaider joins as Creative Director
Posted: Feb 10, 2016, 12:53 am by RPGWatch

[​IMG]Game Informer reports the former Bioware writer has been signed on as Creative Director. Baldur's Gate 3 confirmed?

In January, David Gaider surprised Dragon Age fans by announcing his departure from BioWare. Today, we know that he hasn't gone far.

Gaider announced that he has joined Beamdog as creative director. The company has released updated PC and mobile versions of both Baldur's Gate games. Gaider was a writer on Baldur's Gate II.

A note on Beamdog's website details his new role:

We're very pleased to welcome David Gaider to the company as our new creative director. Originally we advertised for the position of senior writer, but when David contacted Trent about the position, we upgraded the role.

David is well known for his design and writing work on Baldur's Gate 2, Star Wars: Knights of the Old Republic, and Dragon Age: Origins. He brings 17 years of experience to our little team and we couldn't be happier to work with him. David will lead the writing team and direct new creative endeavors for the company.

Welcome, David!

With any luck, this might be the first part of an announcement Baldur's Gate fans have been waiting for since the second entry was released in 2000. In 2012, Beamdog producer Phillip Daigle indicated that if the Enhanced Editions performed well that there might be hope for a third game.​


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7 Mages - On Greenlight
Posted: Feb 09, 2016, 06:42 pm by RPGWatch

[​IMG]Mobile devices are bringing back the old dungeon crawler subgenre. The dungeon crawler 7 Mages is now on Steam Greenlight:

The Story
Assume the role of a mage charged with protecting a village of poor peasants from raids by rogue mages intent on stealing their crops. Pushed to the limit, the peasants pool their last resources and set off to town to hire mages to protect their village. They find you, and your first task is to assemble a company of six other mages to help the poor villagers.

Game Style
Seven Mages is a grid-based dungeon crawler with a unique turn-based system of combat that allows you to split up your comrades to make the battles more tactical. The mages you control employ various types of powers, including elemental magic, magical maneuvers and unique musical magic.

Environments
Besides the crypts at the beginning, players also experience many other environments: they emerge to the surface of the town and into the surrounding forests; they sail on boats, wade through swamps and struggle across frozen mountain peaks. And there will be much more: dragon guts, sea bottom level, Storm city... every level has its own graphic environment. Each environment has unique enemies with different kinds of behavior that tactically change a battles.

Combats
Combats in Seven Mages are turn-based. In other words, while movement is free (i.e. in real time) when you are not engaged in battle, the game stops when a clash breaks out and the system switches to a turn-based regime. Here you can do one of six moves: perform magical maneuver with cold weapon, cast elemental spell, play magical song, reequip (or drink potion), move any party member, or defend.

Magical Maneuvers
A battle mage can use magic to force the weapon to do things that are against the laws of nature. There is a maneuver that sends your sword far ahead of you to cut an enemy there and then return to your hand. With spear or halberd there is a different maneuver that can extend the weapon (to more than twice its length), hit an enemy that's two squares away and pull them closer to you (where you can finish them off). Ranged weapons on the other hand can shoot several projectiles at once, and with magic, one arrow can hit more than one enemy even if they're not standing in a line.

Elemental Magic

To perform maneuvers or musical magic, you need an item (a weapon or an instrument). The difference between these two types of magic and elemental magic is that the latter does not need any item to cast. Besides the ever-popular fireball that all mages simply must have in their arsenal, there is also a spell that can set the ground around the mage on fire or a spell that calls thunderstorms on remote squares. There are also spells that can show you the strengths and weaknesses of an enemy, give you a hint if you're stuck on a puzzle or show you a map of unknown territory. And there's also the option to summon a party member.

Magical Songs
Seven Mages also introduce a heretofore unseen method of spellcasting in fantasy games. Instead of weapons, players hold a military drum, a horn or a fiery violin and play a magical song on them. Everyone within earshot feels the effects of the spell and becomes a stronger fighter; their arms and legs come alive with more speed or seas part in front of them. The same tune can be played by several heroes in the party at once, and as the music gets richer, the spell becomes stronger.

Early Access

The game was originally developed for mobile devices (iOS and Android) and it will hit App Store and Google Play on March 15. Once we get the green light, we will put the same version on Steam in Early Access, and then we will start working on further adjustments of the game for more advanced PC hardware. It means that the Early Access version will be already polished and fully playable. The only difference between Early Access and the full game will be prettier graphics of the PC version, as well as some minor adjustments in texts (we will remove all the 'taps' and 'swipes', etc.). Of course we will reflect any relevant user feedback.

In points
  • 14 unique environments
  • 28 types of enemies with different fight styles
  • 60 spells
  • Heavily tactical turn-based combat
  • Unique and previously unseen musical magic
  • New puzzles and twists in each level
  • Retro feeling in high-end graphics
  • Dozens hours of gameplay
More info in: 7mages.net

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General News - Amazon Releases Free Game Engine
Posted: Feb 09, 2016, 06:42 pm by RPGWatch

[​IMG]Amazon is making a free game development engine available, based on Crytek's CryEngine, which is named Lumberyard. Not only is it free, the source code is also freely available. Integration with Twitch is already available and an integration with Oculus is coming.

Amazon makes money off the engine as it is closely integrated with Amazon Web Services, which is not free. That said, it is apparently possible for developers to integrate their own server.

Given that the engine uses AWS it is probably suited best for MMO type games.

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Wanderer - Development Update
Posted: Feb 09, 2016, 06:42 pm by RPGWatch

[​IMG]Two weeks ago a new development update for Wanderer was made available.

90% of the work I've been doing over the past two months is on the story front. I've spent 100's of hours at this point writing and rewriting the flow of the narrative, becoming familiar and comfortable with the characters, and fleshing out the history and backstory of the world, and I'm very happy with the result and where the story has wound up going!

It's definitely been an incredibly intense experience thus far, as to stay on schedule we really need to be out of pre-production by the 1st of February, which means all the foundations need to be laid so I can switch gears and focus fully on producing visual assets and animations full time. I absolutely would not be comfortable moving forward on the foundation of a story that I didn't think was coming together like I wanted, so to put it lightly I've been feeling the pressure. Now that I can see the light at the end of tunnel I can feel the load lighten a little bit and it's definitely a relief! :)

At this point, there's not a whole lot I can reveal about the details of the story, because I intend a large part of the game to be going into the experience somewhat blind, much like Rook himself, and experiencing and learning things first hand rather than through exposition. However, I would like to officially reveal something we haven't talked much about yet, which is that Wanderer will feature a second playable character with her own separate story line! Meet VALE Special Investigator Akira Saionji.....​


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Moon Hunters - On Steam This Month
Posted: Feb 09, 2016, 12:23 pm by RPGWatch

[​IMG]Moon Hunters is coming to Steam on the 25th of February.


The good news is that the game is only 5 weeks (ed: since the 20th of January) away (for PC on Steam -- Mac and Linux to follow shortly after.. then certification begins on the PS4 version). The even more good news is that everything looks like it's pretty much on track!

It might feel long to you if you've been waiting for a while, but to us it seems like it's looming tomorrow and there's an infinite amount of little improvements we want to make...! We're trying not to panic...!​


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Project Resurgence - Funded
Posted: Feb 09, 2016, 12:23 pm by RPGWatch

[​IMG]Project Resurgence has been funded. With 39 hours to go, the counter is at $168K with a goal of $160K.

The next stretch goal is at $173K and is named 'Accessibility'.

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General News - GameTrailers has Closed
Posted: Feb 09, 2016, 12:23 pm by RPGWatch

[​IMG]After 13 years, GameTrailers has now been shut down and everybody at GT has been laid off. Many of you have probably used GameTrailers in those 13 years and although there are many other outlets to use, they were one of the very first with game videos on the internet.

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Darkest Dungeon - Interview @ Gamasutra
Posted: Feb 09, 2016, 12:23 pm by RPGWatch

[​IMG]Gamasutra talked with Darkest Dungeon's producer and design director Tyler Sigman and creative director Chris Bourassa about their development process.

How much time have you spent working on the game so far?

Sigman: Chris and I did a lot of prepro via concept meetings and brainstorming sessions, so by the time we kicked off development, we at least had a pretty good idea of what we were trying to do. But we formally began development in April 2013. We Kickstarted in February 2014, Early Access'd in February 2015, and hit full release on January 19, 2016. We originally were aiming for about 18 months of development, but this being videogames, things have a way of stretching out!

Bourassa: We spent a good year or so meeting up outside of our day jobs and talking through the design and structure of the game. I still have those old sketchbooks - they're packed full of screen layouts, fresh ideas, false starts, and breakthrough 'eureka' moments!

What was the toughest part about developing an Early Access game?

Sigman: It's like a white knuckle rollercoaster ride. We've been fortunate enough to have a lot of success, but we've had some tough moments, too. Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. Your lows and highs are there for everyone to see. But that's kind of the point, and DD is a stronger game for having gone through it. I remain extremely bullish on both Kickstarter and Early Access. But my advice is to make sure to swallow your Dramamine before taking the plunge. Community management and live game support are things that take extra skillsets and resources beyond what is already hard enough: making a good game.​


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