Middle-earth: Shadow of War Hands-on
Everyone will walk the same path in this sequel to Shadow of Mordor, but it's the Nemesis system that makes each playthrough unique.
During a recent tour of preview events hosted by Warner Bros., we were given two separate opportunities to play through a siege mission similar to one previously seen in the first gameplay trailer for Middle-earth: Shadow of War (see above). With our own army ready for battle, we stormed the well-protected fortress of an orcish overlord, our goal being to wrestle control of the base from him as part of our ongoing war with Sauron.
We initiated the siege mission by approaching a marker in the game's open world. This part of returning hero Talion's adventure was roughly half way through the game (which apparently means that it equates to around 15 hours of play time). Before the actual battle takes place we took a closer look at the two rival armies and what they each have to offer. Each base has an overlord, and below him there are several warchiefs, and all of them are part of a tribe which in turn influences the appearance and fortifications of the castle. For example, we were up against a menacing enemy force that had tortured orc bodies strung up on the battlements for a grizzly visual effect.
Expeditions Viking Interview: Changing With The World
Logic Artists talks about its latest world conquering strategy RPG.
t's not easy conquering the world but it's even tougher getting into world conquering games for many players. Fortunately, there's a solution - Logic Artists' Expeditions series which embodies the strategy needed for conquering but throws in several tactical role-playing game elements. The studio's latest offering Expeditions: Viking is another step towards establishing a conquest-heavy strategy franchise but what should you expect besides Vikings?
GamingBolt spoke to Logic Arts creative director Jonas Waever about the game, what distinguishes it from other recent Vikings titles, improvements made after Expeditions: Conquistador and much more.
Expeditions: Viking comes at an interesting time with games like The Banner Saga and Vikings: Wolves of Midgard having their own Norse leanings. How does Expeditions: Viking handle the age-old setting?
Both Banner Saga and Wolves of Midgard are secondary world fantasy games, meaning they don't take place in the real world and they use magic and mythology prominently. Expeditions: Viking is, like its predecessor Expeditions: Conquistador, set in the real world during a specific time period. There is no real magic and all supernatural elements have rational explanations.
RPGWatch Feature - The Aielund Saga Review
Posted: May 24, 2017, 07:12 pm by RPGWatch
RPGWatch's Purpleblob looked into one of the Neverwinter Night mods, The Aielund Saga, and wrote a review of that game.
The Aielund Saga is an epic adventure comprised of four chapters, with the last chapter divided into three parts. Set in the Kingdom of Aielund, the story unfolds in a small town where you find yourself trapped by seemingly never ending rain. You will quickly find two companions who are also tired of being trapped in the inn, and start to wander around the town looking for errands to be done. As your party work through the list of small favours for the townsfolk, you slowly discover that the cause of troubles around the region may be more than just unnatural weather.
The story builds up slowly in the early game, revealing just enough to get you intrigued and hint at something more ominous in play. Experiencing the modules in order is recommend, as each one chronologically revolves around a major event in the saga and the tight story-telling and unexpected twists leaves the player wanting more at the conclusion of each chapter, despite the linear overarching plot.
The saga spans a number of years and you can truly feel your character becoming part of the community. The story will have you heading back to familiar towns and negotiating alliances with familiar faces, as previous friends may not share your cause as before. You will witness the rise and fall of nations and civilisations as you travel throughout Aielund and its neighbouring regions. In the midst of a power struggle, you may even lose your previous standing, and be reduced to nobody in the new order. You will need to rely on all the skills available to you and your companions to survive and regain your former standing.
Zombasite - Orc Schism Announced
Posted: May 24, 2017, 07:12 pm by RPGWatch
The first expansion for Zombasite, named Orc Schism has been announced.
Plano, Texas, May 24, 2017 - Soldak Entertainment today announced Zombasite: Orc Schism.
Zombasite: Orc Schism is the first expansion for the unique action RPG, Zombasite. This zombie apocalypse action RPG is set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.
Long ago, when a necromancer attempted to raise Elves he thought to be dead, it went very wrong. Instead of raising an army of zombie slaves, a new race was born. The irate Orcs ripped the necromancer to shreds. Dormant necromancer magic has protected Orcs from zombie infection ever since, but the Zombasite, a zombie parasite, is intelligent. It has finally learned to break the defensive magic. The new infection swept through the entire Orc population like wildfire. Again it went very wrong. A war raged within each Orc between the Orc blood, the Zombasite, and the original Elven blood.
When the Orc blood won, a Dark Orc arose. With less Elven influence in their physiology, Dark Orcss aggressiveness and strength intensified, and they expanded their terrible savagery.
When the Elven blood won, the new being became one of the Mutated. The Mutated are a new, unstable Elven/Orc race. The Elven heritage has become the dominate part, but they are still corrupted with Orc blood and necromancer magic. This corruption slowly mutates them over time, sometimes in good ways and sometimes bad. No one quite understands the Mutated and everyone fears them.
And finally when the Zombasite won, a Zombie Lord was unleashed. Zombie Lords have full access to the strength of the Orcs and intelligence of the Elves. They are the most powerful and feared Zombies in existence.
With three new powerful factions rising up from the ashes of the old Orc race, how will you continue to survive the Zombasite?
*Play the Bard class (Minstrel, Illusionist, and Sage specialties) (now 333 total class combinations)
*Control the defense of your town
*Fight new monsters (Dark Orcs, Mutated, & Zombie Lords)
*Solve many more quests
*Defend and explore random towns
*Explore new area types
*Fight with and against new clans
Divinity: Original Sin II - New Patch and Release Date
Posted: May 24, 2017, 07:12 pm by RPGWatch
A new patch will be made available for Original Sin II. Unfortunately it is not compatible with previous save games, so if you play it in Early Access, you would need to restart again. There are a number of additions and changes to the game, which are explained by Swen in the video below, but the most important date is that it is going to be released on September 14. One of the changes is that your home base is not going to be the Hall of Echoes anymore, but a ship.
What is better than a warship? Nothing! That's why we created The Lady Vengeance, a beautiful and daring ship to be your home base as you journey on your quest . That's a change from what we originally planned (the hall of echoes as a home base) but while playing you'll quickly understand why we went for the Lady Vengeance in the end. All the home base functionality that was planned for the halls is there but more importantly - the Lady Vengeance requires no level switching which means you can split the party between home base and another piece of the map. That's much more convenient than having to gather your party and loading a new level. It's also a much better setting for some of the relationship building that we added to the game.
In case you are wondering, the Hall of Echoes is still part of the game - you actually visit it in in act 1 already - we just moved the home base functionality away from it.
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Grimoire - Release Date Likely to Shift
Posted: May 24, 2017, 01:03 pm by RPGWatch
Cleve shares with us some highly expected news today, which is that it is very unlikely that the released date of Grimoire for the 29th of May is going to be kept.
I wanted to tell all those asking that these delays have nothing to do with Valve, which is merely going through their usual channels to verify all financial information. They are currently waiting for the U.S. to clear our tax identity number before they can promote us to our "pending" page on the Steam store. I regret to say it is not likely we will make the 29th the way things are progressing. The instant our page goes up we will have a date set in stone and it is likely to be very soon, within a small window after getting approved. I am making maximum use of this time to polish any and all details of the game which is ready to release right now. If I released it today in the next 60 minutes gamers would find it completely playable end-to-end and far denser than most of the RPGs they have ever played, but would be likely to still notice certain regions seemingly sparse or not quite populated. Luckily I have a waist-high stack of notes gathered over 20 years that specify in enormous detail what should go into those areas and I am adding these remaining touches now. I am also adding small fixes recommended by recent testing and feedback. As many of these as is possible will go in before and after our launch of the game. We are not selling the game as "Early Access" because the only person on the planet who would describe Grimoire as "incomplete" would be me ... and I obviously have a problem defining what that is when I almost always have some small new feature I'd like to add whenever I play it.
Who knows, next thing we might hear is that because of the last minute changes to the game the game is broken and needs some fixing, causing some extra delay....
Ash of Gods - On Kickstarter
Posted: May 24, 2017, 06:53 am by RPGWatch
Ash of Gods is now on Kickstarter seeking 75K with 31 days to go.
Ash of Gods is a mix between a roguelike role-playing visual novel and an online turn-based strategy game. It has been heavily inspired by The Banner Saga series, Japanese visual novel games, and the spirit of The Darkest Dungeon. The game is being developed with Unity and will be available on PC first.
An emphasis on roguelike storytelling. The choices you make, the paths you take and the battles you fight inevitably affect the story and the world around you. Your team's resources and time are limited, and on your journey you will face many choices. You decide who lives and who dies to ensure that you continue steadfastly along your path. If you rush forward mindlessly, you will gradually lose your characters, including the major ones. But even your party leader's death will not lead to "game over"!
Starpoint Gemini Warlords LAUNCHED!
Yes, the day has arrived. After roughly 40 updates during Early Access, some smaller, some larger, some massive... Starpoint Gemini Warlords has left the relative safety of the Early Access harbor and has begun its long-awaited voyage of full release.
First and foremost, all of us here at LGM Games wish to thank everyone who purchased the game in Early Access, everyone who helped us during production with their thoughts, suggestions, critique, testing, bug-hunting or by sending us their game log files. Your help and support have been amazing and we cannot thank you enough.
What's in this v1.000 update?
Now that the mushy part is done, let's check out the launch update. The big deal of this update is the storyline. The scenario is simply called CAMPAIGN and our advice would be to start the game anew. A lot of changes have been made in almost all segments of the game and starting fresh is the best option.
You'll also notice that the Freeroam, Freeroam+ and Freeroam++ scenarios are gone. They have been replaced by five distinct starting scenario which, I hope you'll agree, are an improvement.
A whole lot of balances, tweaks, fixes and additions have been done as well, but I'll leave that for the complete change-log which, as always, you can find in the discussion board. The old Update thread is now entering a well-deserved retirement and we're switching to a new system where each update will sport it's own thread to make things more readable.
What's next on the plate?
Simply put: updates, both smaller and larger. I'm certain that the diligent captains of the community will have plenty of things to report, be it glitches, full-on bugs or tweak and balancing requests and we most certainly have an obligation to respond. That is the priority. We thank you in advance for your patience as we steamroll through Your reports. Any reported critical issues will naturally have priority, but we're confident that we'll have more than just fixes in each update we release.
How about some additional content?
That's also on the agenda, BUT NOT RIGHT AWAY. There's a staggering amount of different configurations out there in the 'verse and such issues will be among the first to be addressed. Additional content, either in the form of free content updates or as paid DLCs are something that comes afterwards.
Thank you once again from me personally for putting up with my typos, for forgetting to write entries in the update change-logs and for my sometimes silly or outright stupid questions in the discussions.
Phoenix Point - Soldier Classes
Posted: May 24, 2017, 12:52 am by RPGWatch
Phoenix Point is getting very close to the first stretch goal and has a new update about soldier classes. A demo will be available by the end of May and will feature body point targeting.
A Better Class of Soldier
There have been quite a few questions about character development in the game, specifically - do we have soldier classes and how do soldiers improve? Phoenix Point will use the concept of soldier classes, but they are not rigid classes, rather they are skill disciplines with certain types of specialisation.
There will be three 'base' classes in which all soldiers start:
Marksman - tends to have good perception
Assault - tends to have good mobility
Heavy - tends to have good endurance
Then there will be five specialist classes. These represent more refined, interrelated skill groups, although there may be some crossover with other classes. Any base class soldier may acquire a specialist class if the right training and technology is available. A specialist class will also offer at least one unique skill depending on the base class origin.
Here is an example of a specialist class we call the 'infiltrator.' The main abilities for this class involve stealth, evasion, reconnaissance, booby traps, target designation, close quarters combat and scaling difficult terrain. The infiltrator will normally be equipped with stealth weapons which include crossbows, silenced guns, blade weapons, gas grenades and proximity mines. The armour technology is built for evading detection and agility. Helmets tend to be the most sophisticated element, with 360 degree vision systems, rebreather apparatus and comms systems. Grappling gear, ultra-thin climbing lines and retractable climbing spikes on hands and feet allow for navigating highly vertical terrain. One possible loadout includes a 'drone hive' - a backpack loaded with miniature drones which can rapidly spread out in all directions for highly effective reconnaissance.
All of the main factions have technology that is relevant to build equipment and skills for an infiltrator, but Synedrion have the most advanced tech in this area. Disciples of Anu will have some mutations which can be highly beneficial to this role.
StarCrawlers - Released
Posted: May 23, 2017, 06:42 pm by RPGWatch
The sci-fi dungeon crawler StarCrawlers has been released on Steam and GOG:
Crawlers Wanted: high pay, certain risk. Plausible deniability a must.
Build a crew of renegade adventurers on the fringes of space, taking jobs from megacorps to hunt bounties, sabotage rivals and conduct corporate espionage. If you can navigate the intricate politics of wealth and power, you might just survive long enough to spend your hard-won credits.
You're a Crawler, and that means you work for those that can pay. Asset recovery, commercial espionage, and mayhem for hire are just a few of your crew's specialized services. If something shady needs doing, chances are a Crawler will be involved. Succeed and you'll be rewarded with better pay then any corp drone can dream of. Plus, you'll earn the respect of the eclectic assortment of merchants, opportunists and adventurers who make their home in the fringes of space.
Wage strategic battles against futuristic enemies with an innovative time unit turn-based combat system.
Procedurally-generated dungeons and events create endless replayability.
Choose your allies and your foes wisely. Your choices will change how the story unfolds.
Eight player classes each with unique abilities, both in combat and when exploring.
Randomly generated weapons, armor and gear with upgradeable enhancements.
Easy to Hardcore difficulty modes and optional permadeath.
The Rise of Mooncrest - Story Driven, Tactical RPG
A turn-based Tactical RPG inspired by the long running Japanese series Langrisser. Created by a veteran ex-BioWare designer [Rick Burton].
The land of Nocturne has been at peace for generations until it was recently invaded by an outlandish army from a faraway land. Seemingly overnight, all the cities have fallen save one: Mooncrest. As the last bastion and only hope for the people of Nocturne, can you defeat an overwhelming force and overcome their dark arcane powers and save the land, or will all become enslaved to these cruel masters?
In The Rise of Mooncrest (RoM), you will take command of the city's armies and fight through a series of battles of turn-based strategy. As you progress you will use your tactical knowledge to defeat your enemies, acquire new abilities for your Commanders, and further the story.
There is no better way to experience a game then to play it first hand. The Rise of Mooncrest demo was created specifically for this Kickstarter campaign. While all the features in the demo present the game in an early state and all assets are subject to change, the gameplay systems are working and in place. This demo is a good representation of what this Kickstarter campaign is building toward. The demo was created in Unity 5 and is available for Windows PC only.
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