Beautiful Purgatory - Pyre Review
If I was cast into The Downside, condemned to perform the rites of Pyre, I think I'd have a pretty good time. It's all adventures in a wagon with your mates and throwing a ball about. Supergiant Game's latest title is yet another unique genre hopping game that explores a twisted new world of lore, ritual, and redemption. You're a 'Reader', an oddity and an outlaw in the world of the commonwealth, and so you find yourself exiled in the Downside. Able to read the Book of Rites handed down by the Scribes, you help a ragtag group of masked wanderers to participate in a series of trails known as the rites, to prove themselves worthy and ultimately gain their freedom.
Pyre is a beautiful and unique party based RPG. Supergiant Games have shown time and time again that they're happy to do their own thing in the world of gaming, and as a result Pyre is clearly the game that they wanted to make, no compromises. It's not the flowing narrative of Bastion or Transistor, instead it's the choices you make that define your experience.
Shadows: Awakening - Announced
Posted: Aug 17, 2017, 08:13 pm by RPGWatch
As expected, the next game in the Heretic Kingdoms saga has been announced by Kalypso.
RETURN TO THE HERETIC KINGDOMS! SHADOWS: AWAKENING ANNOUNCED
New tactical action RPG coming to PC, PlayStation®4 and Xbox One, set for full debut at Gamescom 2017
Bracknell UK, 17th August 2017 Following on from the teaser released last week, Kalypso Media is excited to announce Shadows: Awakening, a new action RPG with real-time tactical combat that heralds the return of the Heretic Kingdoms saga. In this dark fantasy adventure, players will assume control of the Devourer - a feared demon summoned from the world of Shadow that possesses the ability to absorb the memories and personalities of acquired souls and materialize them as their puppets in the world of mortals. By combining the powers and abilities of these vanquished warriors, players will embark on a vast 40+ hour adventure across two very different worlds, engaging in action-packed real-time tactical combat, as well as tackling challenging puzzles, collecting valuable loot and equipment, and completing a wide variety of quests. But be warned - consuming so many powerful souls has a cost - such strong personalities cannot easily be suppressed, and players will have to manage the relationships with the voices in their head as they struggle to maintain their identity.
Shadows: Awakening heralds the continuation of the Heretic Kingdoms saga, last seen in Shadows: Heretic Kingdoms. Long-time fans and legacy players of the PC version will remember that the long-awaited 'Book 2' sequel never materialized. Kalypso Media and Games Farm are therefore excited to reveal that Shadows: Awakening will not only bring the story of 'Book 2' to life, but will also combine it with the original storyline, making Shadows: Awakening not a sequel, but a full and completed experience; improved and re-worked to take full advantage of today's console and PC technology. Additionally, owners of the original Shadows: Heretic Kingdoms will no doubt remember that they were promised 'Book 2' free of charge. Kalypso Media and Games Farm are happy to confirm that they will uphold their promise to reward these long-time fans - with all owners of the Steam and GOG versions of Shadows: Heretic Kingdoms eligible to receive Shadows: Awakening as an update to their existing game, completely free of charge.
To celebrate the announcement of Shadows: Awakening, Kalypso Media is pleased to share a full gameplay trailer to give players an idea of what awaits them in the shadows..
Shadows: Awakening is the new adventure in the Heretic Kingdoms saga. After the members of the secret council known as the Penta Nera are assassinated, their souls are consumed by the Devourers - evil demons which possess the ability to absorb the memories and personalities of the souls they acquire and materialize them as their puppets. Re-emerging into the mortal realm once again, the demonic Penta Nera continue their quest for power and immortality, but at what cost?
Shadows: Awakening is a unique, isometric single-player action RPG with real-time tactical combat. You take control of a demon summoned from the Shadow Realm - the Devourer - to consume the souls of long-dead heroes and embark on an epic adventure with challenging gameplay, a gripping storyline and enchanting graphics. Do you have the focus and wits to master the world of the Heretic Kingdoms? Gather your party, control powerful heroes and use their skills to your advantage. But who is in charge... the demon, or the souls that it has devoured? It's up to you to either thwart a major threat and save the world, or to plunge it into complete disaster...
Extensive Gameplay - 40+ hours for a single playthrough, but with substantial options for replayability.
Two Worlds - A parallel universe inhabited by ghosts and spirits; seamlessly switch between the Shadow Realm and the mortal plane and witness a gripping storyline in a world full of myths, destinies and legendary creatures.
Real-Time Tactical Combat - Combine the skills of your various characters to maximize the effects of your devastating skills and spells.
Unique Party System - multiple characters in one demon, each retaining their own personalities. Internal dialogues, rivalries and communication between the characters enriches the gameplay experience and narrative.
A plethora of different characters - Choose from 3 heroes, each with their own stories, personal quests and dialogues. Consume the souls of 15 playable characters, each with their own unique skillsets, like Kalig the Bandit King and Evia, Daughter of Fire.
Synergy System - The complex talent system intuitively combines skills from your characters to create a variety of new gameplay possibilities.
Challenging Puzzles - Challenging puzzles are scattered throughout the game, from the rustic towns to the deepest dungeons.
Crafting and Looting System - Expanded crafting and looting system will let you use rewards to configure the ultimate adventurer.
Fully Voiced - All dialogues are fully narrated, including actors like Tom Baker.
Spellforce 3 - New Cinematic Trailer
Posted: Aug 17, 2017, 08:13 pm by RPGWatch
A new cinematic trailer for Spellforce 3 is now available. Together with that news there is also information about the collector's edition.
Fantasy RTS/RPG gets new cinematic trailer and collector's edition
Munich/Vienna, August 17th: Today THQ Nordic released an all-new CGI trailer for SpellForce 3, the real-time-strategy meets role-playing fantasy game launching this winter on PC. The trailer offers a recap of the events, narrated by voice actor Doug Cockle, leading up to the newest iteration in the franchise, while providing a glimpse of the battles to come. You can watch it here:
THQ Nordic also announced a limited collector's edition for the game. Starting today, the SpellForce 3 Collector's Edition can be pre-ordered for $129.99 in North America and €129,99 in Europe. The package will include the game, an exclusive artbook, the game's official soundtrack, a Godstone amulet and an 8-inch figurine of Sentenza Noria, a seasoned commander and spymaster of the Royal Army that acts as the mentor for the player. The Collector's Edition can be preordered now here.
Prey - Trial Available
Posted: Aug 17, 2017, 08:12 am by RPGWatch
Bethesda announced that the Prey demo will turn into a trial meaning that progress will be retained should you choose to purchase the game.
Prey - PC and Console Trial
Don't miss the mind-bending sci-fi adventure that some critics are already calling the "best game of 2017." If you're a PC gamer and haven't yet played Prey, now you have the perfect opportunity. Starting today, the critically acclaimed game from the masterminds at Arkane Studios will be available as a PC trial for the first-time ever.
Also today, Prey will shift from a demo to a trial on both PlayStation 4 and Xbox One. That means anyone who wants to test out Prey ahead of a purchase can retain their progress along with any Trophies/Achievements earned during the trial.
Recently, Arkane Studios also released update 1.05, which addresses more than 30 fixes to a range of issues, including the screen-tearing that has affected a portion of the PlayStation audience. Check out the patch notes for a full list of all the fixes in Update 1.05.
In Prey, you awaken aboard Talos I, a space station orbiting the moon in the year 2032. You are the key subject of an experiment meant to alter humanity forever - but things have gone terribly wrong. The space station has been overrun by hostile aliens and you are now being hunted. As you dig into the dark secrets of Talos I and your own past, you must survive using the tools found on the station, your wits, weapons, and mind-bending abilities.
RELEASE DATE & WRITER ANNOUNCED!!!
READY FOR A DIP IN THE CANALS OF NEW YORK CITY?
Empyre: Lords of the Sea Gates to Rise onto Steam on October 4
Neo-Victorian RPG from Coin Operated Games Reveals Author/Cartoonist Paul Noth as Story Writer
Auburn, New Hampshire - August 16, 2017 - Coin Operated Games announces today that its upcoming Neo-Victorian RPG Empyre: Lords of the Sea Gates, will be coming to PC via Steam starting on October 4, 2017. Developed by a team of industry veterans from such influential companies as Crytek, Creative Assembly, Codemasters and Digital Reality, Empyre: Lords of the Sea Gates is a top-down isometric RPG that takes place in an alternate industrial New York circa 1911.
... water is everywhere but none of it to drink...
Empyre: Lords of the Sea Gates depicts a troubled New York in which the entire city is flooded by rising oceans and the citizens now face a new threat: the fresh water pipes have stopped and there is no water to drink!
Empyre: Lords of the Sea Gates features an original story penned by renowned writer/comic artist Paul Noth, a staff cartoonist for The New Yorker magazine, where his work has appeared regularly since 2004. He created the Emmy-nominated animated series "Pale Force" for Late Night with Conan O'Brien and was animation consultant for Saturday Night Live. He's also developed shows for Cartoon Network, Adult Swim and Nickelodeon, and his trilogy of middle-grade novels will be published by Bloomsbury, starting in April of 2018 with "How to Sell Your Family to the Aliens."
"After writing for different media throughout my career, I'm very excited to be working with Coin Operated Games to write their video game script," said Paul Noth. "The world that has been created in Empyre: Lords of the Sea Gates is amazing and truly unique, so I'm thrilled to be able to develop a story set in this new world."
Although set in a fictional, alternate history, the game pays homage to historic accounts by adding authentic items such as patent medicines including poisons or tonics made from dangerous ingredients. Many of the games' objectives and side quests will tie directly into the experiences that someone in the 19th century would have. The game's authenticity reflects scenes from New York circa 1900, while tying the storyline to current day themes such as global warming and the rising of the oceans.
"We are very honored that Paul is working with us on the storyline for Empyre: Lords of the Sea Gates," said John Randall, Creative Director of Empyre. "He is a world class writer, and has been invaluable to us with helping to shape the direction of our games' signature Neo Victorian story and experience."
Currently in development by Coin Operated Games, Empyre: Lords of the Sea Gates will be available via Steam on October 4, 2017. More information will be shared in the coming weeks once the waters die down...
Mysterious Events in Hero-U
There are mysterious forces behind Hero-U. It is not obvious who is actually financing the school, or why. As for the greater society of Sardonia, we don't spell it out in the game, but obviously Thief and Rogue are not the only professions. However...
Even though Shawn is a poor young man with an overworked single mother and apparently no connections, someone is looking out for him. Maybe more than one "someone". That results in an invitation to audition for the Thieves' Guild, and then a mandatory "invitation" to Hero-U.
Nothing happens by coincidence. The existence of the school, and the fact that it's built on a "haunted" old castle, is also not a coincidence.
Players will learn something about these mysteries in Hero-U: Rogue to Redemption. Other stories will be developed in future games of the series, and some of it will stay locked in our "Game Bible" as background for all of the games and game events.
Equally Mysterious Hero-U Game Development
It would be wonderful if making a game was like turning on a light switch, or even like taking a collection of Legos and turning them into a stunning model.
Actually, it *is* a lot like that, only there are about 600 models to put together... or maybe 6000. The mystery is that we can even put so many distinct pieces together to create one coherent game.
Every week, Hero-U creeps a little closer to being a complete, fun game. Along the way, JP and Al continue to draw, paint, model, and animate the game. Joshua, Cidney, and our secret programmers move between bringing the game to life and squashing bugs.
For a little more about the importance of each team member to every game we've made, and to Hero-U in particular, I posted an article to the Hero-U blog, http://hero-u.com/it-takes-a-team/.
Ryan Grogan has recently returned to the team to help us finish the music and soundscape to make Rogue to Redemption sound as amazing as it looks.
Josh Mandel and Lori alternate between tickling your funny bones and writing moments of suspense, drama, and tenderness. Yes, they're both still writing game content as we get feedback on parts of the game that need more direction or energy.
The story of Hero-U: Rogue to Redemption is a difficult balancing act as we strive to make Shawn O'Conner a hero even though he'll always be a rogue. Developing the game is like juggling hundreds of spinning plates at a time. Only when every one of them is in balance will the game be complete. After almost five years of development, it's all coming together.
Now it's time to begin outside testing and find out how much more still needs to be done.
Alpha Test Time
There are a lot of steps involved in getting a game to outside testers. We've developed our own built-in bug reporter that catches both software errors and player reports. Once they appear in our testing database, we do "triage" on them and assign them to specific team members to fix.
Another step is contacting and working with backers. I'm starting out with a small subset of our Alpha Test level backers to be our first guinea pigs, er, brave testers. Once we have the reporting tool adequately tested, I'll expand that by stages to all 350 Alpha Test backers. We are asking each tester to sign a Beta Test agreement similar to the ones used by Electronic Arts and other major game developers. We don't want anyone revealing the mysteries too soon!
Once our first testers have looked at the game in sections, we'll put everything together for a full Beta test accessible to all 2000 backers who chose a Beta Test level. This will be a full, feature-complete game, but it will probably still have some rough edges. Waves of Beta tests will continue until we are satisfied that Hero-U: Rogue to Redemption is ready for release.
The initial test build includes the first few weeks at Hero-U. We've disabled the second half of the game and all combat areas. Over the next couple of months, we'll gradually open up additional areas of the game for testing. We'll move from Alpha to Beta testing once we've revealed the entire game.
From Mystery to Discovery
This has been an epic game development process, and even when the game is tested and released, there will be much more to come. We will keep posting updates and stay in touch with the Hero-U community. Then it will be time to begin work on Hero-U: Wizard's Way and the rest of the series.
Like the Starship Enterprise, once we complete our five year mission, there will be new ports, new destinations, and new crew to take us all where no one has gone before.
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
General News - The Future of Immersive Sims
Posted: Aug 16, 2017, 08:02 pm by RPGWatch
PC Gamer thinks that the immersive sims sub-genre is in danger:
The uncertain future of games like Deus Ex and Dishonored Immersive sims have been held up as the pinnacle of PC game design, but recent sales may mean the genre is endangered.
Warren Spector is stuck in Prey. The director of Deus Ex, who has worked on many games since labeled "immersive sims"-in fact, he coined the term in a post-mortem of Deus Ex -has been playing the modern games inspired by classics like Thief and System Shock. But he hasn't finished Prey yet. Or, as he puts it: "The crew quarters are kicking my butt."
He's enjoying it though, just as he enjoyed the other recent immersive sim from Arkane Studios, Dishonored 2. "I thought they were both excellent examples of what I think of when I say 'immersive sim,'" Spector says. "They removed barriers to belief that I was in another world and they let me approach problems as problems, rather than as puzzles. I'm really glad Arkane exists and that they're so committed to the genre. Without them I'd have fewer games to play!"
Spector's not the only one who'd mourn their loss. Arkane is still around, but there's this uneasy feeling in the air that there's now some reason to worry. Not about Arkane, necessarily, but the immersive sim in general, this genre held up as the shining example of PC gaming at its most smartest and most complex. None of the last three big-budget immersive sims-Prey, Dishonored 2, and Eidos Montreal's Deus Ex: Mankind Divided-have broken a million sales on Steam.
It's always been a niche genre, defined by player freedom, environmental storytelling, and a lot of reading diary entries. How long can they be propped up by the fact that some designers really like making them?
Journey's End - Dev News
Posted: Aug 16, 2017, 08:02 pm by RPGWatch
Some news about the 3D side scroller RPG Journey's End on ModdDB:
Devlog #2 - Cameras
Welcome back, Journeyers!
Today, we bring you a number of engine improvements. Most of these updates aren't super exciting from a player's perspective, but they're really important to making the game look and feel great!
Why I Feel Undertale is Overrated Undertale is an adventure RPG styled game for the PC that has been extremely popular and loved for quite some time now. However, I have always questioned what makes this game so great compared to the other RPG titles out there. There are some issues I have personally found with the game that leads me to believe it is overrated for what it is.
My first issue with the game is the fact that it is considered an RPG despite the way the gameplay is. There are two routes a player can take within the Undertale: the Genocide route and the Pacifist route. Genocide is when the player kills every monster they encounter, and Pacifist is when the player spares every monster they come across. However, if the player takes the typical RPG Genocide route, there are consequences. I have a problem with this because a typical RPG would be for a player to defeat every single monster they encounter. However, Undertale punishes you for playing this game as a true RPG. Why consider this a true RPG if the player is punished for playing the game through as a typical RPG would be played?
Devs must define success for themselves Ahead of his keynote address at Pax Dev, the Deus Ex and System Shock designer warns that it simply isn't enough to "make a fun little game"
Like many entertainment sectors, the world of video games is a business. But it's a business ultimately driven by passionate and creative individuals. And that matters... a lot.
It's especially important to OtherSide Entertainment's Warren Spector, the industry veteran famous for designing Deus Ex, among other classics. Spector will be giving the keynote address at PAX Dev later this month (a conference that excludes the press), and he spoke with GamesIndustry.biz about the message he aims to deliver to his fellow developers.
At the heart of Spector's talk, called "Developer, Know Thyself", is the notion that creators shouldn't let the commercial side define their success. Moreover, developers should be making games that actually mean something to them.
"The big point I'm trying to make is that it isn't enough just to think, 'Oh I'm going to make a fun little game.' For the sake of developer sanity and also for the medium itself we need to be thinking a little bigger than that, and really think [about] what success means.
Beyond Good & Evil 2 - 7 Quick Facts
Posted: Aug 16, 2017, 08:02 pm by RPGWatch
Seven quick facts about Beyond Good & Evil 2 on Cultured Vultures:
Beyond Good and Evil 2: 7 Quick Facts You Should Know A game of almost startling ambition, Beyond Good and Evil 2 is promising a lot of wild things.
They say good things come to those who wait. If you saw Michel Ancel's reaction to the long-awaited unveiling of his Beyond and Good Evil 2 at E3 2017, you should know that a lot of patience goes a long way. There were many reveals over the three day bonanza of jumbled "exclusive" terminology, awkward YouTuber appearances, and vague promises, but not much else on display caught the attention quite like the almost mythical sequel to a cult classic getting its first exhibition after so many years of waiting.
Beyond Good and Evil 2 will be a prequel
Beyond Good and Evil 2 will feature character customisation
Crew dynamics will be important in Beyond Good and Evil 2
There will be no loading times in Beyond Good and Evil 2
Beyond Good and Evil 2 features procedural generation
Beyond Good and Evil 2 will have online co-op
Beyond Good and Evil 2 will have plenty of RPG elements
THQ Nordic - Announce Black Mirror
Posted: Aug 16, 2017, 02:02 pm by RPGWatch
@PCGamer THQ Nordic have announced a reboot of the gothic horror adventure Black Mirror.
"Even players unfamiliar with the previous games in the series can also enjoy Black Mirror," so reads a statement from THQ Nordic. "The major difference between the new and old Black Mirror, apart from the modern graphics of course, will be a new gameplay element: interaction with vision-like apparitions."
Speaking to that last part, said vision-like apparitions will help players learn more about the past of the protagonist's family as the game's eerie atmosphere echoes the style of Edgar Allan Poe and HP Lovecraft.
Not much more to go on for now, however Black Mirror is due November 28, 2017. More information can be found via its official site.
Vaporum - Development has Finished
Posted: Aug 16, 2017, 08:02 am by RPGWatch
The devs of Vaporum announced that the game is done. Normally that is accompanied with a release date, but not in this case as they are still working with some PR people on gaining momentum before the game is released, which might be somewhere in September.
We are very sorry for not posting for a while about the project, but the amount of focus we put into the game instead of writing about it was time well spent!
The game is done!
You can expect an announcement about the release date in the coming weeks.
These past two years have been a rollercoaster ride for us. We've fought on many winning fronts and it looks like the fight is nearly over. There are just a few slain foes who are here and there sticking out the fingers from their coffin:
Fixing a few remaining bugs.
Balancing the game difficulty.
General polishing of the game.
These are basically done, but we are still vigilant to possible issues that might come at us from the dark depths of quality assurance.
We are also preparing the PR for the release in cooperation with pros in the field, which is, really, a new experience for us. We want to make sure everyone who might like our game will get to know about it - this is something you can help us with by sharing information about us.
There is a lot of organizational stuff that has still to be taken care of and since there are just 4 of us in the team + some help from external contributors, we ask for your patience. We are aware that we are hugely behind schedule, but we are planning to release the game ASAP, and September looks like a promising estimation.
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