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

» CT: Demon's Revenge - Our Plans For March - March 1, 2015, 5:11 am
» Witcher 3 - New Screenshots Released - March 1, 2015, 5:11 am
» Shadow Realms - Cancelling Helped SWTOR - February 28, 2015, 4:52 pm
» Raven's Cry - Review @ Hooked Gamers - February 28, 2015, 4:52 pm
» Hand of Fate - Impression @ RPGamers - February 28, 2015, 4:52 pm
» Age of Grit - New Development Update - February 28, 2015, 4:52 pm
» RPG Codex - OtherSide Entertainment Interview - February 28, 2015, 4:52 pm
» Edge Of Eternity - Crafting Goal Reached - February 28, 2015, 4:52 pm
» Darkest Dungeon - Interview @ Venturebeat - February 28, 2015, 4:52 pm
» CrossCode - New Indiegogo Updates - February 28, 2015, 4:52 pm

Latest Active Threads on Boards o' Magick:
Kitrax's Goodbye (Sorcerous Sundries post by Hacken Slash)
CT: Demon's Revenge - Our Plans For March (Game/SP News & Comments post by RPGWatch)
Witcher 3 - New Screenshots Released (Game/SP News & Comments post by RPGWatch)
Standstill - Monk's Chamber 8 (Icewind Dale 2 post by RedBaron96)
Jewelery and gems (Icewind Dale post by SlickRCBD)
Baldur's Gate Series Enhanced Editions (Featured Polls & Comments post by polyblip)
How much RAM do you have? (Techno-Magic post by Topken)
Shadow Realms - Cancelling Helped SWTOR (Game/SP News & Comments post by RPGWatch)
Raven's Cry - Review @ Hooked Gamers (Game/SP News & Comments post by RPGWatch)

CT: Demon's Revenge - Our Plans For March
Posted: March 1, 2015, 5:11 am by RPGWatch

Trexrell's latest update for CT: Demon's Revenge has information about the developer's plan for March. The update talks about a new demo and release date.

Big Plans For March
So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.

Demo News
The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

The Full Game
We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter. We shall find out what we could do with that by the end of March.

Let us know how you feel about this as we want you all to feel like you are getting your pledge's worth. We want everyone to feel satisfied with our game and their pledge so if you have any concerns at all please feel free to let us know! We are always willing to talk about it and we will respond promptly.
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Witcher 3 - New Screenshots Released
Posted: March 1, 2015, 5:11 am by RPGWatch

Dual Shockers posted news about some new screenshots for The Witcher 3: Wild Hunt.
CD Projekt Red released two new screenshots of The Witcher 3: Wild Hunt on the game's official Facebook account giving us one more glimpse on the game's characters and environments.
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Shadow Realms - Cancelling Helped SWTOR
Posted: February 28, 2015, 4:52 pm by RPGWatch

MMO-Play is the next site to respond to BioWare cancelling Shadow Realms, and the site goes on to say the cancellation helped Star Wars: The Old Republic.
When BioWare decided to get into the arena of mmorpg games, they did so in a major way with the release of Star Wars: The Old Republic. While the online game was an immediate hit, it did fade somewhat in the months after launch. BioWare eventually turned their eye to creating another mmo, Shadow Realms, that was vastly different in design and tone from SWTOR and their other intellectual properties. This new game was a combination of high magic, technology, and creepy mythology and had some intriguing features. All that came to naught when BioWare decided to cancel development of the game. While some gamers were sad to see this result, it could have a silver lining. Let's examine why cancelling Shadow Realms helps Star Wars: The Old Republic.
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Raven's Cry - Review @ Hooked Gamers
Posted: February 28, 2015, 4:52 pm by RPGWatch

Well another week and another negative review for Raven's Cry was released. This time the website is called Hooked Gamers, and they gave the game a final score of 3.5/10.
This ship is sinking with every passing moment, and there is no happy ending to be seen here. Raven's Cry encompasses a great idea, and it certainly looks nice until things are in motion, when they immediately start falling apart. As a game, this is a failure and while it's at least playable it doesn't mean you're likely to have fun while you're doing it. At most you'll try to convince yourself to like it as the water rises, until you're drowning in the realization that the ship isn't even sinking anymore; it's sitting at the bottom of the ocean.
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Hand of Fate - Impression @ RPGamers
Posted: February 28, 2015, 4:52 pm by RPGWatch

Alex Fuller of RPGamer shared his thoughts about Hand of Fate in an new article.
Hand of Fate has a lot going for it. The card-based encounter system is highly engaging and does a great job keeping the tension, with players never certain whether the cards they were hoping for or fearing are going to appear next. It's a very good debut outing with plenty of areas that can be built upon; the action-RPG and card game combination is very much the sort of game you could see providing a ton of multiplayer enjoyment, although watching someone else play is quite entertaining as is.
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Age of Grit - New Development Update
Posted: February 28, 2015, 4:52 pm by RPGWatch

iqSoup's latest update for Age of Grit explains what the developer has been working on in the last few months since they posted the last Kickstarter update.
We've been pretty busy over here and have made a lot of progress! Age of Grit is gradually starting to coalesce. A big chunk of the game's back-end systems has been taken care of. The dialog system is working well and the questing system should be finished very soon. These are two critical systems that lay the groundwork for much of the game's complexity. We are also making strides forward with the combat sequence. The combat UI is underway and the ruleset has been fleshed out and is being fine tuned. We implemented the system for building ships from within the game--which is important for the modular design we are going with for the airships.

We're also hard at work on NPCs. We've finished a bunch of NPCs already and we're chipping away at more each day. I spent much of the last week or two finishing up all the NPC briefing documents. The art team uses these documents to create the artwork needed for each NPC. Usually I will try to finish the briefing docs as they are needed by the art team, but now they are all completed for all the NPCs in the entire game. This a huge milestone--there are hundreds upon hundreds of in-game NPCs that I needed to write out detailed descriptions for. It is one of the major writing tasks on my plate, finishing it means I can now focus more time on other areas of the game.

Our Backerkit fundraising campaign will soon be coming to an end. We haven't seen as much success as we've expected, but perhaps that's because our main push was during the last few months when the crowfunding season typically tends to slow down. Next week we are going to give it one last push to try to raise some extra funds through add-ons and preorders. All of you have already done so much and we're so incredibly grateful, but if you'd like please check out some of our add-ons and see if you're interested. We'd greatly appreciate it and every dollar help make the game a bit better. All funds raised through Backerkit will go towards more artwork for the game--predominately more airships designs.
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RPG Codex - OtherSide Entertainment Interview
Posted: February 28, 2015, 4:52 pm by RPGWatch

Here's a new RPG Codex interview with OtherSide Entertainment.
When the opportunity arose for me to visit OtherSide Entertainment and meet the team behind the latest oldschool RPG on Kickstarter, Underworld Ascendant, I leapt at the chance. These were veterans of the dearly departed Looking Glass Studios, the studio that was responsible for classics such as Ultima Underworld, System Shock and Thief. The thought of meeting the designers of what I consider the greatest computer games of all time made me feel as giddy as a schoolgirl on her first date. After the exchange of a few emails, I got in my car and was soon on my way to their office in Boston. As I drove, I began to think:

"Why were these games so important to me? Why do they still resonate with me, and many others, even today?" Ever after all this time, I still play every one of them at least once every few years. Citadel Station & SHODAN, The City & Garrett, the Stygian Abyss & the Avatar, have all become real places to me in a sense. I'd argue that even though it was Origin who owned the slogan "We create worlds", it was really Looking Glass that best lived up to it. The environments that they created allowed you to explore, discover and most importantly play the way you wanted to. They were "sandboxes" before that became an overused term. As I pulled up to OtherSide's office, I wondered whether these guys still had one more Looking Glass game left in them.
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Edge Of Eternity - Crafting Goal Reached
Posted: February 28, 2015, 4:52 pm by RPGWatch

Midgar Studio's next update has information the Crafting Stretch Goal was funded.
You all must wonder why nothing happened on our side since we passed the 95k$ goal last night. To be honest we were a bit taken by surprise by a very generous donator from the US that backed us for... 10 000$. He crushed the goal all by himself!

So yeah, ok, we did wait and see if that was really real or if this amazing support turned out to be some kind of joke. A few PM later it's seems to be all real. If it's confirmed, man, you are really amazing! We will have to think a very special reward pack just for you.

With this unexpected support we did achieved the Crafting goal. Yet another cool feature we will be able to add to Edge of Eternity. As we said, we want to put a particular attention on this and make it really interesting for our gamers. We read several interesting comments about what you would expect and how you would improve the system we presented. Be assured we are reading. Keep on giving us this kind of feedback, this really helps.
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Darkest Dungeon - Interview @ Venturebeat
Posted: February 28, 2015, 4:52 pm by RPGWatch

Jason Wilson of VentureBeat interviewed Tyler Sigman and Chris Bourassa of Red Hook Studios this week to talk about Darkest Dungeon and the game's difficulty.
GamesBeat: I've been playing RPGs since the early 1980s. The one thing I noticed is that, almost universally, systems are geared toward not holding the player back but toward encouraging player success. That's completely the opposite with your game. How different is the mindset that you have to be in, as a developer, to do this?

Sigman: I think you have to remember what you set out to do. Because there's lots of pressures during development, and certainly even now, to make the game easier across the board. Why are you penalizing for this? Why can't I save or bring the hero back? That's not what we set out to do. We set out to make you feel like there's a cost. We didn't set out to kill everybody. But I think-that's something we've been able to do really well, is hold true to that vision. Even in times where you're going to get feedback that's like, are you sure you want to do that? You're going to be alienating a lot of players. But we never really set out to make the game for everyone. In having that strong vision, we ended up making it appeal to more people than we ever thought.

Bourassa: Yeah, that's a great way to say it. The game is fundamentally different. It takes a left when a lot of RPGs take a right, at the very start of the road. We're not asking you to build one party and get attached to them. You shouldn't have an expectation of being able to finish a quest. That's not bad balance. That's by design. Sometimes things go wrong. You should get in the dungeon and realize you're outmatched. For whatever reason you're not getting the rolls you want. You should cut and run. That's a very foreign mindset for a lot of people who equate balance with progression, immediate moment-to-moment progression. We're asking players to take a long view of the campaign and use their heroes as a means to an end, as opposed to ends in themselves. Having the two of us, Tyler and I, go back and forth on the game, having built it up from scratch together from a conceptual standpoint, we've been able to act as checks and balances to each other. There have been times where I'm like, I think we should make this easier, and Tyler's like, no, remember this! Remember that! And there's been the reverse, where something's really important and I feel we have to keep it in because of our core vision. It's one of the advantages in having two heads on the snake, I think. We've been able to keep close to what we initially set out to do, and incidentally promised to our Kickstarter backers.

Sigman: We talk about this a lot, too. Chris and I played so many classics as well. I'm in the same era as you, everything from D&D basic set - not Chainmail, I was just being born, but the Basic Set - there are just so many good products out there. Chris said that we're not going to out-Torchlight Torchlight, which was a great Diablo-I don't want to say knockoff, but in that vein. I'm not ripping it at all. It's a cool game. Legend of Grimrock brought back Eye of the Beholder and all that stuff and did an awesome job. We love that space, but we didn't want to enter it just trying to do something either slightly better than the last guy, or maybe not even as good, because some of those are really amazing games. Our love of RPGs in the classic way of doing it is what got us excited about adding a twist, really.
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CrossCode - New Indiegogo Updates
Posted: February 28, 2015, 4:52 pm by RPGWatch

The developers of CrossCode posted two new Indiegogo updates this week.

The first update was a new FAQ that answered a few question from various backers.
When will CrossCode be release?

We plan with a release in Q1 2016!
I've no idea how we forgot to add this.

Will we get the Wii U version of the game when I pledge 15€ or more?

Currently, we can't really make any promises here, sorry! This is something we need to discuss with Nintendo first.
The second update has some new gameplay videos and concept art.

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Underworld Ascendant - Game Funded
Posted: February 28, 2015, 4:52 pm by RPGWatch

I'm sure this is old news by now but Underworld Ascendant was finally funded on Kickstarter, and OtherSide Entertainment posted a new update with the news.
Today we reached our base funding goal of $600,000. What to say...


Honored to have your support.

To be honest, a bit relieved that we did in fact reach this milestone.

Incredibly excited that we can now make the game we have so passionately wanted to make for twenty years, and do it together with you.

The team will celebrate and enjoy for a long moment... then right back to work! We are relishing climbing up into the stretch goals over the next 6 days of the campaign. Let's enjoy that together. Then we can have an even bigger collective celebration.
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DA:Inquisition - Beta Patch Six Signups
Posted: February 28, 2015, 4:52 pm by RPGWatch

BioWare is once again looking for Beta Testers.
Due to the success of our patch 5 beta program, we decided to continue it for patch 6. Sign up here:
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MyRPG Master - Available on Early Access
Posted: February 28, 2015, 4:52 pm by RPGWatch

DragonHead Studio announced this week their new program called MyRPG Master was released on Steam Early Access. So here is the new video, and description.

MyRPG is a set of many editors that will help you create your 3D (MMO)RPG World. These editors are divided into 4 categories: 3D editors, GUI editors, Rules editors and Universe editors. My RPG is a tool that is able to create game universes and storylines playable solo or multi through local network or online servers.
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Pillars of Eternity - Interview @ PCGamesN
Posted: February 28, 2015, 4:52 pm by RPGWatch

Another interview was published this week for Pillars of Eternity on PCGamesN.
Earlier this month, I sat in a slightly uncomfortable chair while Obsidian's Josh Sawyer narrated an hour of monster murder in Pillars of Eternity. Alongside the fantastical adventuring and branching dialogue are plenty of battles. The party wandered through sprawling dungeons, gothic castles and clifftop forests, all full of a wide variety of nasties waiting to be set on fire or stabbed.
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Wasteland 2 - Upgrading to Unity 5
Posted: February 28, 2015, 4:50 am by RPGWatch

inXile has posted a new post-funding Kickstarter update for Wasteland 2 that has information the developer will be updating the game engine to Unity version 5.
We recently released the sixth major patch for Wasteland 2, which added Steam achievements for Mac and Linux, cleaned up some issues that were sitting on our lists, and included another pass on text and localization to make sure even the finest details are polished as best they can be. You can read the full patch notes here.

Part of the newfound freedom we've gained from being an exclusively crowdfunded company is that it allows us to offer a high level of post-release support. While this is normal practice for an active multiplayer game, we believe that the ongoing improvements to the single player experience in Wasteland 2 are worth the time and money. The game truly continues to be a passion project for the team here at inXile.

And we're not done yet...

If you've been keeping a close eye on things, you might have heard tell that we're looking at doing some more balancing and improvements of Wasteland 2 in the future. We have expanded our original plan and decided that this is going to be a part of something much larger for all our fans.

In pursuit of this goal, one task we're working on right now is migrating the Wasteland 2 codebase from the Unity 4.5 engine to Unity 5, which will enable some new possibilities for us. A major benefit of moving to Unity 5 is that 5 will include many of the tools from Unity 4.x Pro. We relied on many of these tools during our development (like creating and building navigation meshes), and they will be available to modders without having to pay thousands of dollars for a Pro Unity license. There is no doubt that this migration will allow us to release better tools for modding to our community in the future.

So what's the "something bigger" that I teased earlier? Let's just say that the Orange County lifestyle might be getting to us as the game will be receiving a facelift. Unity 5 offers physically based shading, which is already starting to look amazing in the scenes we've touched up.

As well as visual improvements, we have quite a few quirky tricks up our sleeves. The character system is getting perked up and will include some new elements to modify gameplay. Of course, more details will be released in the future so stay tuned!
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