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» ShanePlays - Bard's Tale Remastered - Oct 25, 2016, 02:33 am
» Might & Magic IV - Gaming History - Oct 25, 2016, 02:33 am
» Stygian - Backer Demo Teased - Oct 25, 2016, 02:33 am
» Dishonored 2 - Live Action Trailer - Oct 25, 2016, 02:33 am
» Sid Meier - Psychology of Game Design - Oct 24, 2016, 08:03 pm
» Creepy Castle - Release Date: October 31 - Oct 24, 2016, 08:03 pm
» Kim - Released - Oct 24, 2016, 08:03 pm
» Matt Chat - Don Wilkins' Early Days - Oct 24, 2016, 07:52 am
» Copper Dreams - Adventures in Design - Oct 24, 2016, 01:43 am
» Sorcery! Part 4 - Little Choices Make It Epic - Oct 23, 2016, 07:42 pm
» Divinity: Original Sin II - Q&A Monday - Oct 23, 2016, 07:42 pm
» Killing Room - Released - Oct 23, 2016, 01:32 pm
» ELEX - Preview @ GamePressure - Oct 23, 2016, 01:32 pm
» Ghost of a Tale - Development Update - Oct 23, 2016, 01:32 pm
» Wasteland 3 - 3 Million and Beyond - Oct 22, 2016, 01:03 pm

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» ShanePlays - Bard's Tale Remastered (Game/SP News & Comments post by RPGWatch)
» Might & Magic IV - Gaming History (Game/SP News & Comments post by RPGWatch)
» Stygian - Backer Demo Teased (Game/SP News & Comments post by RPGWatch)
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» Sid Meier - Psychology of Game Design (Game/SP News & Comments post by RPGWatch)
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ShanePlays - Bard's Tale Remastered
Posted: Oct 25, 2016, 02:33 am by RPGWatch

[​IMG]ShanePlays interviews "Burger" Becky Heineman and asks her about Dragons of the Rip and The Bard's Tale Remastered. Start at the 25 minute mark unless you want to hear about the first game championship.

"Burger" Becky Heineman & The Bard's Tale Remastered!

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Might & Magic IV - Gaming History
Posted: Oct 25, 2016, 02:33 am by RPGWatch

[​IMG]GaminGHD looks back at Might & Magic IV and finds it silly, strange and utterly unique.

World of Xeen is a combination of games that gives you more than the sum of its parts. It is also quite silly. Where else are you going to find gnome vampires, ninjas, mummy dragons, gods, devils, space ships and giant eyeballs with wings that shoot lasers? Nowhere else, that's where!​

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Stygian - Backer Demo Teased
Posted: Oct 25, 2016, 02:33 am by RPGWatch

[​IMG]@Cliqist they report that Stygian: Reign of the Old Ones is teasing a backer demo for the first half of 2017 with a public release to follow according to the latest Kickstarter update.

Stygian isn't expected to be complete until November of 2017. Luckily, according to the Kickstarter update, backers will be able to visit Arkham much earlier. An exclusive demo is planned for the first half of 2017. The demo will feature complete character creation and begin with the first chapter of the game. Backers will get first dibs on demo access with a public release to follow.​

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Dishonored 2 - Live Action Trailer
Posted: Oct 25, 2016, 02:33 am by RPGWatch

[​IMG]Wonder what Dishonored 2 would be like as a movie? Wonder no more...

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Sid Meier - Psychology of Game Design
Posted: Oct 24, 2016, 08:03 pm by RPGWatch

[​IMG]GDC released an older talk of Sid Meier on YouTube:

Sid Meier's Psychology of Game Design

In this GDC 2010 talk, Civilization creator Sid Meier explains the importance of integrating psychology theory into game design, and how it can save studios hundreds of millions of dollars if implemented properly.​

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Creepy Castle - Release Date: October 31
Posted: Oct 24, 2016, 08:03 pm by RPGWatch

[​IMG]Creepy Castle - a side scrolling 2d RPG done in a retro art style - will be released on October 31:

A conspiracy is welling deep within the stone walls of an ancient castle. The keep's master is leading its denizens to construct a revolutionary new device made to move the world forward onto a new path of evolution. Arriving to investigate is our plucky adventurer, Moth, but what lies in store is a secret too vast to be contained by mere castle walls. Prepare to enter an imaginative fantasy world of bugs, battles and bravery in Creepy Castle!

Creepy Castle is an exploratory, sidescrolling RPG about an awesome moth, conveniently named Moth, who aims to uncover the vast secrets of a creepy castle. It's a fresh and charming adventure with the looks of a classic, but don't be fooled by its retro appearance-it'll kill you with modern gameplay mechanics. A twist on traditional turn-based combat, Duels offer players a chance to score free hits on their opponent by performing well. Players shouldn't let their guard down outside of Duels, however, or they might allow Moth to be squished by one of the castle's many real-time dangers, like traditional run-and-jump platformers.

  • Creepy Castle follows not just one, but many stories, with each scenario taking players on a multiple hour adventure! Each story has its own characters, plot and different gameplay.
  • Duel it out with a multitude of denizens and bosses in the game's unique turn-based combat system and utilize the element of skill to overcome each foe! Each enemy has their own type of Duel and also their own special twist that they bring to battle.
  • Collect various dusty tomes that contain wisdom, scribbled musings of madmen and dogeared correspondence which help form a comprehensive collection of lore that gives insight into the Dopterra universe!
  • Players can customize their interface to their liking! Choose from various window skins, character glow filters and even health bars and hearts for both the player and enemies!
  • Learn more about Creepy Castle's various foes in the bestiary!

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Kim - Released
Posted: Oct 24, 2016, 08:03 pm by RPGWatch

[​IMG]The open world RPG Kim has been released today:

Kim is an open world RPG set in colonial India. Play as Rudyard Kipling's ragamuffin hero, Kim, and roam hand-painted towns and procedurally generated countryside. Learn to survive by fair means or foul, meet characters from history and literature, travel to exotic lands and discover their secrets. Your aim is to live Kim's youth as best you can, it will not last forever but if at first you don't succeed, you may retell this classic adventure as often as you wish.

  • History: 1880s India brought to life in an ever-changing open world
  • Literature: Rudyard Kipling's dialogue in 'choose your own adventure' conversations
  • Survival: Manage Kim's health and happiness by collecting food and items
  • Action: Simple but satisfying stealth and combat in pause-able real time
  • Music: Original soundtrack from acclaimed composer Murugan Thiruchelvam

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Matt Chat - Don Wilkins' Early Days
Posted: Oct 24, 2016, 07:52 am by RPGWatch

[​IMG]Matt has interviewed the Stellar Tactics developer Don Wilkins:

Matt Chat 356: Don Wilkins' Early Days

This week is the first of three segments with Don Wilkins, the CEO and founder of Maverick and developer of Stellar Tactics. In this part, we delve into Don's amazing history in the industry and his time at Sir-Tech.​

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Choosing the right binary options broker can be very time-consuming. makes it much faster and easier.

Copper Dreams - Adventures in Design
Posted: Oct 24, 2016, 01:43 am by RPGWatch

[​IMG]Whalenought Studios tell us what they have been up to with Copper Dreams in their latest Kickstarter update. There is a lot to digest here with some demonstration videos available at the link.

The big change on movement was switching from RTS navigation to a single character, directional movement. That is to say wherever you are clicking to move on the screen, your centralized character will run toward that. As mentioned, any companions selected follow behind either step-by-step or in a gang. You can still select any various groupings of companions and move them, so you still have full party control, whoever is higher in the top in their list is the character leading.

With this system we've removed pathfinding for normal movement to give players complete control with the means of making movement with precision, without stressing your CPM. This also works with WASD, for those that prefer that style. If you want to be even more precise to plan actions, or play completely in a turn-based mode, we have a real neat update to Tactical Mode (and combat movement) that we'll talk about next.

The movement is similar to anything like Ultima 7 or Diablo: click to move in a direction, except in this case you have numerous party members to switch to and the ability to manually rotate your camera. It's really simple to use, and for an isometric 3D game also lets you get precision without having to also wrangle a camera that's spinning around like a turbine. There is still pathfinding behind the scenes, like enemies engaging you or what characters do to re-path around one another if they intersect during combat, but control is largely left up to the player now.


Art Style & Lighting System
While the art is still in alpha, we've been adjusting it to look better from our higher-up perspective. We didn't have a style in mind for Copper Dreams when we started with it, the ruleset began everything, but we knew we needed it to be 3d early on due to how combat functioned within the environment and how we wanted exploration to work.

We originally had 2d models on the 3d background which was neat but caused a visual ordering nightmare and looked out of place as we added more tangible lighting. We opted for what we knew and had a low texture pixel art style for the models. This is what we had shown during the Kickstarter campaign.

As we put more levels together we were finding the distance of the camera and the low-texture sizes wasn't working well together. Due to the nature of the unfiltered textures, the distance caused jittery effects as the camera moved, which was disorienting and obnoxious. As a result we moved toward a slightly more smoothed out style that wouldn't be a distraction on gameplay. The pixel art style was also hampering design decisions like how intricate models could be or how effects should look with it - it was essentially creating problems with where we were trying to take the art.​

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Sorcery! Part 4 - Little Choices Make It Epic
Posted: Oct 23, 2016, 07:42 pm by RPGWatch

[​IMG]RPS's latest "The Mechanic" column talks about Sorcery!, how little choices make the adventure truly epic, and how other RPGs can benefit from its lesson.

From Warlock of Firetop Mountain on I was pretty much obsessed with the Fighting Fantasy gamebooks. Of course I was: they presented richly drawn fantasies in which I could play a part, my imagination spinning on their words and illustrations. (My favourite illustrator? Obviously Russ Nicholson.) Inkle's Sorcery! series, four text-based games adapted from Fighting Fantasy co-creator Steve Jackson's original gamebooks, capture all that made Fighting Fantasy special and add a magical extra: the dynamism of videogames.

In fact, Sorcery! often feels more dynamic and alive than videogames. As you progress through the books, your adventure keeps getting richer, the world more responsive to your passage. It's partly down to the increasing freedom you have to explore, but more, it's because each book is filled with choices that feel like they have consequence; that the game is watching and remembers your every move. Sorcery! is fluid and feels player-directed, and yet it's strongly authored. It's like Steve Jackson is writing it for you as you play, reacting to your every action.

There's no AI here, though. Sorcery!'s magic is down to a system that's far simpler, but yet results in at least as much intricacy.​

Read on.

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Divinity: Original Sin II - Q&A Monday
Posted: Oct 23, 2016, 07:42 pm by RPGWatch

[​IMG]On Monday, the dev team at Larian are making themselves available for an "ask me anything" Q&A session on GOG. If you've been wanting to ask Swen & co. any questions about Divinity: Original Sin II, now's your chance.

Let's take turns, asking all the right questions!

Divinity: Original Sin 2, the sequel to one of the most beloved RPGs in recent years, is coming soon, DRM-free on! The good people of Larian Studios will be joining us in person to celebrate the occasion, and they've agreed to answer your most Sin-ful questions regarding the long-awaited epic.

The first Divinity: Original Sin sure made a big splash in the RPG community, with its inventive use of turn-based tactics and impressive attention to detail. Two years later, its sequel is about to raise the bar even further, as Larian Studios are committed to improving and expanding all of the original's celebrated features in meaningful and highly ambitious ways. Aside from the complex origin stories and the rich character creation options, expect even more engaging turn-based combat, smarter NPC A.I., and extended player freedom. And of course, get ready to meet Eithne, the enigmatic, scroll-selling NPC that the GOG community helped design back in April!

Do you want to know more about Divinity: Original Sin 2 and its fast-approaching entry into our Games in Development program? Now is the time to ask! Post your questions below until Monday, October 24th, and Larian Studios will answer the most intriguing ones alongside the game's arrival, coming soon on​

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Killing Room - Released
Posted: Oct 23, 2016, 01:32 pm by RPGWatch

[​IMG]Killing Room - a FPS/Rogue-like/RPG mix - has been released on Steam:

Rogue-like FPS with strong RPG elements set in a 22nd century reality-show parody. Win a fortune or die, but never disappoint your audience. And audience is virtual or real with revolutionary but optional features for streamers and their fans.​

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ELEX - Preview @ GamePressure
Posted: Oct 23, 2016, 01:32 pm by RPGWatch

[​IMG]GamePressure has this ELEX-preview:

Elex hands-on - science-fantasy for the fans of Gothic
After some time spent watching and then playing Elex, an RPG by the German studio Piranha Bytes, it's hard to believe it will be on par with Gothic. Will a well-developed world make up for technical shortcomings?

When we interviewed Björn Pankratz from Piranha Bytes a year ago, he told us that there would be more Gothic than Risen in their upcoming RPG, and I was really pleased to hear that. During Warsaw Games Week I personally had a chance to talk with the developers, see a considerable portion of gameplay, and - most importantly - take Elex for a spin myself. Indeed, from the very beginning, despite the futuristic tech and the ruins of a highly developed civilization on the horizon, I was half-expecting to bump into Diego or Xardas at any moment. However, it's too early to fetch a nice bottle of champagne just yet - although every fan of Gothic will find something of interest quicker than you can say "Welcome to the Colony", we also need to bear in mind that Elex's heritage sadly includes all the characteristic shortcomings of the developer's games too.


In its current form Elex looks rather mediocre, and it probably won't be a breakthrough in the genre... but then again, we don't expect it to be. I hope that the world created by Piranha Bytes will make up for the game's shortcomings, which are worryingly numerous in the alpha build I've seen. However, we have to remember that the games by the German studio have always been more than simply a sum of all their parts. After the presentation, I was disappointed, but then again would you be impressed if someone threw you into the middle of the first Gothic with the best weapon and armor just to kill some monsters? Probably not. There are many things that the players are able to forgive the makers of Gothic should their game have a great mood and a complex, captivating game world. Luckily for us, the German team seems to have a particular knack for this sort of thing.​

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Ghost of a Tale - Development Update
Posted: Oct 23, 2016, 01:32 pm by RPGWatch

[​IMG]Ghost of a Tale developer Seith presents a long interesting update:

Feedback, Improvements and Xbox One!
Welcome to this long-due Ghost of a Tale update! :)

As the title says we've been extremely busy this month, dealing with a lot of different topics ranging from bug-fixing to improvements and optimization as well as working on what lies beyond early access. It's been a very pregnant period in terms of ideas, concepts and overall dealing with the feedback from players as well as gameplay suggestions.

After pouring over the feedback Paul, Cyrille and I talked a lot among ourselves about ways to make stealth in Ghost of a Tale more challenging, more realistic, more demanding, but... well, after a while it became quite clear that this wasn't the proper route to follow.

One day I found myself watching many videos of stealth games and came to the realization that I was basically trying to make Ghost of a Tale behave like other more hardcore stealth games. And that was definitely wrong.

We've got a pretty clear idea of what Ghost of a Tale should be and that never entailed consciously mimicking other games' mechanics. Ghost of a Tale is not a hardcore stealth game (like Styx or MGS 5); it's a hybrid of action/RPG/stealth. It is about exploring Dwindling Heights, dealing with the enemies (sneaking is one way), talking to well-defined characters and leading Tilo in his quests.

That being said I believe the stealth elements need to blend better with the rest of the game; which is why we're currently working on a sizeable update. Here are some of the main lines. Please note that NOT all of those will necessarily be included in the next build release!


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Wasteland 3 - 3 Million and Beyond
Posted: Oct 22, 2016, 01:03 pm by RPGWatch

[​IMG]This Wasteland 3 update provides some background on the Colorado Territories and adds a new stretch goal at $3.25M called the Bizarre.

The Colorado Territories
To celebrate the $3M milestone, the narrative team has written an introduction to the Colorado Territories that you'll be exploring in Wasteland 3.

When the bombs fell, the hardy and patriotic survivalists of Colorado Springs were ready. We burrowed deep and rode out the nuclear rage and the burning dark in our bunkers. We were the last bastion of Old America and the seeds of the new, waiting to bloom when the sun returned.

It never quite did, though. The cold never left Colorado, and the storied Hundred Families that survived Armageddon found that their former land of plenty had become an icy, bandit-haunted wasteland. We fought battles over every bite of food. Sickness came then. Starvation. Cannibalism and atrocities uncounted.

No one knows when the Patriarch was born. We only know the stories of his family's rise to power. We know he killed his twin with his own hands, and hung his mother for stealing from him. We know that the Dorsey clan crossed him, and what happened to them after, down to the smallest child. We know he hacked and hammered his nation into place until every family and faction answered to him. Even the savages roaming the frozen plains fear the Patriarch.

No one knows when he was born, but he won't live forever neither. His sons and daughters are fighting, breaking his nation into scheming factions. The warlords and the refugees from the dying east are already clawing at his borders.

At best, a war is coming. At worst?


Next Stretch Goal!

Our next stretch goal at $3.1M is the Customizable Ranger Squad Insignia, a fun gameplay element where your custom insignia which will appear around your Ranger Base and elsewhere in the world.

But what comes after? At $3.25M, we'll be adding the Bizarre!

The Bizarre is a marketplace of the expensive, the dangerous, and the weird. It was built into a half-buried ancient mall, difficult to reach even if you know where it is, and acts as a safe haven for the kind of deals that are best kept from any scrutiny. Once you have access to this place, you'll be able to browse the high-end stock, purchasing your pick of the Bizarre's valuable and dangerous items, or perhaps you'll have more nefarious plans for the place...​

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