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A Story of the End - Revere - Demo available
Posted: Dec 04, 2016, 01:42 pm by RPGWatch
A demo is available for the story rich RPG A Story of the End - Revere:
Story of the End - Revere is a classical story based driven role playing game that takes place in a broken and mysterious world long after it has been destroyed. It foretells a story of redemption and justice all from the perspective of one character.
Eager to fulfill his duty as a proud Lumerian Troy realizes that his empire is one that insights terror into the hearts of innocents. After one purging duty gone bad Troy flees the scene barely alive. Saved by the locals from a nearby village, he made up his mind to fight for what he believes in and is now on a journey to end the terror and destruction from the very place he once called home.
FAQ Q: When will the came be released?
A: Sometime around Q1 Fall 2017
Q: Why does the mac version not work?!
A: If you are using Yosemite, you need to change your security settings. The app works perfectly on Macintosh last I checked.
Q:What other languages will this game be in?
A: We are open to translators and hope to get the game in as many languages as possible!
Q: Where's the Mac Version?
A: We are still trying to resolve bugs! You can always try out the mac version at our itch.io page.
Seven - Interview & Environment Teaser
Posted: Dec 04, 2016, 01:42 pm by RPGWatch
@PC Gamer they interview the developers of Seven about the games direction and what it hopes to achieve.
PC Gamer: Seven's premise sounds like an interesting take on the post-apocalyptic world in that it seems credible. There are a lot of these games on the market at the moment, though-what makes Seven different from other post-apocalyptic games?
Jakub Ryłko: Actually it is our own approach to the topic of post-apocalypse. Our game is taking place in a world that is already hundred years after apocalypse. So for its inhabitants apocalypse is some kind of a myth. Yes, they are aware that it took place, but they are focusing on everyday affairs. Nobody is despairing about how the world was a great place before. Life is hard enough and you need to take care of your own business.
I understand the player requires visas to travel to certain locations in the game world, can you tell me more about this system?
The main part of the game is taking place in Peh-which is a prison island. Peh is divided into districts. Entry to each district is highly secured by guard posts. To pass through them, citizens need a specific type of visa. Our main hero-Teriel- is a thief that has his own ways to get it. He can try to sneak through the guard posts, but risks being stopped by patrols at any time. Getting caught without a proper visa would mean a lot of trouble for our protagonist
King's Bounty - Gaming History
Posted: Dec 04, 2016, 01:42 pm by RPGWatch
@GamingGHD they look back at Kings Bounty: The Legend, calling it the best comeback in gaming history.
26 years ago, King's Bounty didn't really make a big splash in the industry. But it resonated enough with the right players to lead to the definition and the refinement of an entire genre. And 18 years later it lead to a fantastic game.
As it happened, Bethesda owned the Prey IP, which seemed like a solid fit for Arkane's new game. Or, at least, the name did. "We felt like, at its core, we liked the basic idea of Prey and what it represented in terms of aliens and you being hunted and on the run," says Pete Hines, vice president of PR and marketing at Bethesda. "And we thought it was a cool name. If you remove for a moment the notion of any game called Prey previously, we just thought it was a cool name that evoked what this game was about. In the discussions we had with Arkane, they were like, 'Look, if we can do everything that we have planned and whatever we want and not be beholden to anything anyone has done - shipped or canceled - and just reimagine what Prey means going forward, then we're totally on board for that."
BattleTech - Beta Plans and Character Bio's
Posted: Dec 04, 2016, 01:42 pm by RPGWatch
The latest Kickstarter update for Battletech tells us about Harebrained Schemes' Beta plans and lets us know about some of the characters we will meet during the campaign.
CAST OF CHARACTERS
For the purpose of making introductions, we're taking you three years beyond the point where our June Campaign Setting Details update left off, into the thick of a conflict that threatens to tear the Aurigan Reach apart. The bios and descriptions below could all be considered MILD SPOILERS - they occur after the inciting events of the game's Prologue chapter - so if you'd like to remain completely spoiler-free, you may want to skip reading this section. For everyone else: let's meet the main cast of BATTLETECH!
HOW ABOUT THAT BETA?
Whether it's at GenCon, PAX, or on http://battletechgame.com/, the biggest questions we get these days is, "When's the Backer Beta start?" The answer we've been giving is "Winter". Well, Winter starts December 21st so it's time to spill some (limited) info.
Now in case you didn't know, HBS has never done an external beta before, so we're entering new ground here. Obviously, we'll do our best but as you well know, "No plan survives contact..." and all that. Therefore, in order to prepare for the Backer Beta, we're currently working towards a dry-run of the beta experience for our family members to "blow out the pipes", test our process, and make sure everything's ready for you.
Until we complete our dry-run and make any necessary adjustments to our plans, we won't be able to give you a firmer date for the Backer Beta, but we can tell you that it's targeted to begin sometime in the late January - early March timeframe and will run for at least a month. Once that beta is up and running, we'll start things off with SKIRMISH MODE and then add PVP MULTIPLAYER after a period of time. The goal of the beta is to test our core combat system and will only be a slice of the shipping game's total content, so it won't include ALL the 'Mechs, MechWarriors, maps, and environments that will come in the finished game. (Also remember, the open-ended mercenary campaign and single-player story will NOT be part of our Backer Beta.)
As noted in our Kickstarter rewards, only Backers at the $50 MECHWARRIOR reward level and above will have access to the Backer Beta, but there will be no restrictions on participants sharing their impressions, screenshots, etc. so that everyone can stay in the loop.
More Beta logistics and details will be forthcoming closer to the Beta launch announcement.
Dauntless - Co-op Action RPG 2017
Posted: Dec 04, 2016, 07:33 am by RPGWatch
@DSOGaming they report on an announcement made at the Video Game Awards for a new action RPG called Dauntless. (Pictures at the link)
At this year's Video Game Awards, Phoenix Labs revealed its new PC-exclusive title, called Dauntless. Dauntless is a co-op action RPG that is inspired by the Dark Souls and Monster Hunter series, and will be free-to-play.
The game will support up to four players who will be able to craft stronger weapons and travel the world's floating islands, hunting down giant creatures.
Mass Effect: Andromeda puts you in the role of the Pathfinder; an elite soldier, explorer and guide tasked with finding humanity a new home an uncharted galaxy. From arresting visuals and thrilling combat, to epic story and characters, Mass Effect: Andromeda is truly the next generation of Action/RPG gaming.
Mass Effect: Andromeda - Coming Spring 2017 to PC, PlayStation 4, PlayStation 4 Pro, and Xbox One
The long awaited combat update is finally here and we're really excited to share it with all our players.
While redesigning the combat system, we paid close attention to all your feedback to assure this was the game we wanted to make and you wanted to play. No more timer! No more shuffling cards in search of heroes to deploy! Warcries galore!
As it's very common with big changes, some new issues might arise, so please let us know of any problems you encounter on our forum's support section!
We've made quite a lot of changes under the hood, so here's a list of the most noteworthy. Thank you and we hope you enjoy this new update!
Added a new hero: Widukind.
Deploying characters is now linked to their Loyalty. The more loyal they are, the quicker you can bring them into battle.
New combat objective: Kill them all!
Timer has been removed from combat, you can now die as slowly as you want.
Each Hero has 3 Warcries they can use from the start.
Using Warcries now costs Warcry Points. You start combat with a pool of points to spend, and you can gain more by defeating enemies.
Completely new weapons, with Damage Ranges and Critical Hits.
Slash, Blunt and Pierce attack types have unique properties.
The Blocking stance will always defend hits as long the character has Defence Points.
Release date postponed: Upcoming Update
I must be honest with you guys it was not easy to make today's announcement, seeing your own deadline approaching day by day while perfectly knowing you are not going to make it. It's really a bad feeling I can tell you
Despite all of the teams efforts, we are sad to announce that we cannot complete the game by the 1st of December this year. This comes as we say in German with a "crying eye" and a "laughing eye": We are disappointed as we have feel like we have let you guys down, not making the deadline we sincerely thought we would. But on the other hand we are glad that we were able to push the game to a new level, knowing we have the possibility to include features which we never thought we could.
The team has been busy working on the next 2 chapters of the game which will take Cyrus and his companions to the mysterious great desert. We don't want to spoil too much but please rest assured that the next chapters will truly expand the world, adding great new flavors both in terms of scenery and gameplay. By the time we ship the next chapters, the game will be about 70% content complete, so it will be another big step for us towards final release. Aside from content we will continue to add depth to the gameplay including: Spell level-system, un-lockables, in-game store with items, money system and much more.
Next, we have a team of wonderful people working to localize the game and we will start to ship early stage translations with the next update including Spanish, French, German and Mandarin. But not only that, our voice director Indra and her team from the Netherlands started to record voice-overs, meaning Divinia Chronicles will be fully vocalized in English. We will ship the voice-over for the intro already with the next update and I can already tell you this will change the gaming experience drastically.
Again I am sorry to let you guys down on the original release date, but we will be hard working to complete the game as soon as we can.
The Dwarves is a fantasy role-playing game with a strong story and tactically challenging real-time battles. 15 playable heroes, each with individual skills, are to be deployed cleverly. Take on superior numbers of orcs, ogres, alfs, bögnilim, zombies, dark mages and many more foes, to give them the low-down.
Based on the bestselling novel "The Dwarves" by Markus Heitz you'll experience a fascinating tale revolving around the coolest fantasy race ever: The Dwarves!
Tactical real-time battles: You're fighting hundreds of foes with just a handfull of heroes. You can pause anytime to tactically plan the next smart move.
Crowd combat: All creatures on the battlefield are rendered with physical complexity - that's why the battles feel especially dynamic and "real", and enabling a lot of tactical finesse.
Captivating story: Join the dwarf Tungdil on his adventurous journey across Girdlegard.
Explore the world: Uncover secrets, learn more about the game world and its inhabitants, and solve optional puzzles.
Delve into the world map: Girdlegard ranges from snow-covered summits to shimmering deserts. You can move freely on the world map, meet numerous characters, and experience adventures. But beware: A lot of your actions on the world map have far-reaching consequences!
Dwarves! Finally the coolest fantasy people are in the spotlight. The NPC days of the bearded axe-wielders are over - the age of the dwarves has come!
Divinity: Original Sin II - The New Stats System
Posted: Dec 04, 2016, 01:32 am by RPGWatch
Divinity Original Sin 2 has been updated with a new stats system. Go to the latest Kickstarter update for further details. Get the full patch notes here.
As Swen discussed in the video, this patch has seen some major changes to how attribute points work. We wanted a system where you felt every point that you put into an attribute like strength, intelligence, or wits, so we tore down what was there before, tried a bunch of different prototypes, and rebuilt the whole thing from scratch. Now your attributes will be a much stronger influence on how you build your character, and how you play the game.
Every time you put a point into an attribute, we want you to be able to able to feel your character getting stronger/tougher/faster/smarter, so we've tied the attributes more closely to the gameplay. You'll have to consider how your stats will affect the damage you do, how well you dodge, what armour bonuses you'll get, how much vitality you have, how it'll affect your memory slots, and how you'll perform in combat.
Your primary attributes now form the foundation upon which your character will grow and develop throughout the game, rather than something you spend 2 minutes on and then forget about. We think the system is a big improvement on what was there before and we can't wait to hear what you think in our forums.
Of course that's just the start of what we've been doing! We've also refined the arena lobbies to streamline your experience, we've improved combat visuals, we've balanced the fights better, we're changed weapons, changed talents, changed combat abilities, and so, so much more.
If you'd like to see the complete list of all 150-something improvements, additions and fixes, just click here.
Tactical Fantasy: Take to the field with sword and shield or cast powerful spells in deep turn-based tactical combat against monsters and men.
Classless Warfare: With 9 unique weapons and a vast magic system, Forged of Blood lets you build your characters any way you want - without being constrained by the typical tank/DPS/healer roles.
Science in Magic: Explore the freedom and mysteries of one of the most complex and unique magic systems ever attempted in video games.
Kingdom at War: Command up to three parties of heroic characters on the strategic layer in your fight to reclaim the empire you lost.
Meaningful Choice: Your choices matter. From character building to your choices in the game narrative, your decisions will reverberate across the Strategic and Tactical layers of the game.
Your ends; your means: In a world of grays and unique perspectives, it is up to you to decide what is "right" and "wrong" for the future of Attiras. Forged of Blood will introduce a new Tri-axis Personality Plot system in lieu of the traditional Good vs. Evil scale common in most RPG settings.
Ruzar: The Life Stone - Review @ CRPG Revisited
Posted: Dec 04, 2016, 01:32 am by RPGWatch
CRPG Revisited has reviewed Ruzar: The Life Stone:
Ruzar - The life stone - Review Next dungeon crawler up is the indie game Ruzar - the life stone, a game which also pays homage to the original dungeon master. It is very similar to my last game The Deep Path: Labyrinth of Andokost (TDP:LoA) even tough there are some major changes.
First off, in this game you play one character that you will create by spending your starting points between the attributes. There are are a skill tree in the game for a path of warrior, rogue and wizard so you might want to spend your points on the attributes most likely to resemble your playstyle of these three classes. You are free to specialise or spread these points though.
The main story is presented during the start of the game but never after that. In these kind of games the story gives you just a reason for being where you are. The game style is the same regardless. Fight your way through each level and foe blocking your path, plunder and loot everything you can and become as powerful as possible.
Featurewise the game is far more developed and advanced than TDP:LoA but I found it only slightly better. Also the price tag is much higher. I found the game a little too short. There are only a few different areas with a few levels each. Together I think the number of levels are almost the same as in TDP:LoA and it took me 11 hours to complete.
I would like to see a sequel though because this game has good potential to be developed further. I would suggest the enemies gets a little faster so square dancing would not be so easy. Or that they possess more abilities like freeze or slow. You have a bestiary in the game and when you have fought enough of a given creature you will see its relative strengths and weaknesses. My hardest opponent was the moving green garbage slimes because they leave a trail of poison and have poisonous attacks which drain you quickly. Fighting several of them in confined spaces was tough.
Also, more NPC with more elaborate dialogues would enhance the game as well. There are no lore or other information found during your explorations so you quickly forget about your main quest.
Overall, this was a good dungeon crawler that comes highly recommended.
DA:Inquisition - Interview with Mike Laidlaw
Posted: Dec 03, 2016, 07:32 pm by RPGWatch
@Gamebanshee they noticed a podcast from Super Deformed where they interviewed Mike Laidlaw of Dragon Age fame about all things Dragon Age.
One of the most recent episodes of the Super Deformed Gamescast is a full-length one-hour-and-a-half interview with Mike Laidlaw, the creative director of the Dragon Age series. During the podcast, Laidlaw discusses his career, the work of his writing colleagues, his experience working on Dragon Age: Inquisition and its DLC, his wishes for the future of the series, the games that he has taken an interest in recently, and the developers he'd like to work with at least once, among other things.
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