NWN - Enhanced Edition Coming Soon
Posted: Nov 21, 2017, 06:52 am by RPGWatch
@GameInformer Beamdog will soon release Neverwinter Nights Enhanced Edition with some new features.
Return to the Forgotten Realms in this bestselling Dungeons & Dragons roleplaying game. Combines all the content of Neverwinter Nights Diamond Edition with all-new enhanced features! Find out more at nwn.beamdog.com!
Improved Display: Your portrait, combat bar, inventory, and other UI elements adjust in size based on your chosen resolution including 1080p and 4k.
Advanced Graphics Options: Pixel shaders and post-processing effects make for crisper, cleaner visuals. Enable contrast, vibrance, and depth of field options as preferred.
Community Endorsed: Original developers have teamed with key members of the Neverwinter Nights community to curate important fan-requested improvements to support players, storytellers, and modders.
Backwards Compatibility: Works with save games, modules, and mods from the original Neverwinter Nights. A galaxy of community created content awaits.
Total War: Warhammer II - Whats Next
Posted: Nov 21, 2017, 12:43 am by RPGWatch
The Total War: Warhammer IIblog outlines what's next for the game.
November has been announcemageddon for CA, to be sure. With the Empire Divided Campaign Pack for ROME II plus our first Total War Saga title Thrones of Britannia both in the works, it would be easy to think we're in some way sidelining WARHAMMER II, but nothing could be further from the truth.
As we've said many times before, we have different teams working on different games, plus the updates and content packs for those games. The core WARHAMMER II team is currently working hard on the Reprisal Update, which will integrate the content changes from the Foundation Update for WARHAMMER 1 into Mortal Empires, and more besides.
This work is nearly complete, and we expect to offer the update as an opt-in open beta very soon. Here's what you can expect to get with the Reprisal Update:
Empire Startpos overhaul (full province ownership at start of campaign)
New skill trees and campaign effects for Old World Legendary Lords
Over and above the Foundation Update changes, you can also expect:
5 New skill-tree skills for Helman Ghorst
Immortality skill added to Old World characters
Bordeleaux now begins at war with Mousillon (yay!)
Plus a handful of bugfixes
This means more content changes for Old-Worlders than the original update, which should be welcome news for your Mortal Empires campaigns. We'll bring you more news on the open beta timing in the coming days, so keep an eye on the forums, the TW subreddit and our social media channels.
There's plenty more to come beyond the Reprisal Update of course. Wulfrik, Throgg and the Norscans will also be raiding southwards into Mortal Empires in a future update. This in itself is proving a Troll-sized task, hence the fact we're doing it separately from the Reprisal Update - but we figured everybody would prefer those changes first, as they affect so many of the Legendary Lords already in the game. Also still to come for Mortal Empires are the 30th Anniversary Regiments of Renown of course, and we're also looking into giving all the Old World Legendary Lords their own unique start-positions.
We're not ready to put dates on any changes beyond the Reprisal Update - they'll be done when they're good and ready - so we'll talk more about them closer to the time, likely sometime in the new year. So that's it for now, other than to reassure you that just as we did WARHAMMER 1, we're hugely committed to evolving, improving and adding new content to WARHAMMER II and Mortal Empires as time goes by.
If the combat were just a touch more dynamic, Hand of Fate 2 would be essential. As it stands, it's still a great sequel and perfect for anyone wanting the thrills of an RPG without feeling loss. Defiant constantly prod players into the unknown and the results are always fun and rewarding.
I cut down samurai after samurai, ninja after ninja. My uchigatana is a whirl of death as I spin around, dismembering my unfortunate foes. And then a huge demon walks out of a doorway and kills me with one swing of his axe. This is the more-or-less the Nioh experience at its finest.
Nioh is an action-RPG produced by Team Ninja, known for the Xbox classic Ninja Gaiden. You take control of William, an Irishman who finds himself in 1600 Japan to stop the exploitation of a mystical resource called Amrita by Queen Elizabeth I to gain an upper hand in the Anglo-Spanish war. He then becomes a samurai-ninja because... Well, he's in Japan.
The PC port of Nioh is a bit sloppy: It almost entirely lacks a mouse and keyboard control set, making using a controller mandatory - fortunately, I prefer to use a controller for games like this. Moreover, the graphics settings can be hit-or-miss, and I had to set the game to 1080p multiple times before it changed to my desired resolution.
In summary, Nioh makes you feel like a ninja warrior god when you succeed, before humbling you and making you want to cry with frustration when you fail. It is sincerely one of the most brutal games I have ever played, but I keep going back to it to try and try again. Its story is mostly forgettable, but its combat is truly excellent, very fun, and does indeed set it aside from Dark Souls.
Outcast: Second Contact - Review @ PC Gamer
Posted: Nov 21, 2017, 12:43 am by RPGWatch
PC Gamer has reviewed the open world adventure Outcast: Second Contact:
Back in 1999, Outcast was arguably as close to the PC's answer to Legend of Zelda as we've ever seen. Effortlessly charismatic. A huge open world that invited free exploration. The absolute latest in graphics technology, at a time when something as simple as ripples in water was a sight to behold and huge sprawling worlds weren't simply majestic, but outright magic. For the five people who could run it, it was an unforgettable, glorious adventure.
Seventeen years later, it's a little clunkier than remembered. The good news is that the magic still lingers. Our dimension-jumping hero still has the laughably '90s name 'Cutter Slade', but the world of Adelpha in which he finds himself remains a gorgeous land full of life and varied biomes to explore, with a surprisingly deep culture to befriend in his quest to save their world and our own from a science experiment gone wrong. Think Stargate, only without every new adventure conveniently taking place in a woody part of Vancouver.
For new and returning players though, Outcast still has its most important quality-that deep charm. It covers up the often awkward combat and movement, and adds immeasurably to just running around and exploring and learning Talan culture in a way James Cameron can only wish folks wanted for the Na'vi. Adelpha remains a wonderful world to spend time in, and its story knows exactly how long you'll want to do so. It remains a shame we never got the planned sequel, but at least its legend and legacy now live on in style.
A fine remake of a game that deserves to be played as much as it gets fondly remembered.
Civilization - The complete History
Posted: Nov 21, 2017, 12:43 am by RPGWatch
PC Gamer penned down the complete history of Civilization:
The complete history of Civilization
26 years of conquest, building and Montezuma being a bit of a dick.
Welcome to the history of Civilization, a series that has been keeping us up until silly o'clock in the morning since the release of Sid Meier's original game in September 1991. Civ turns all of human history into a playground that you can exploit, turn by turn, to bring your chosen nation to glory. It's a fascinating series because it has been interpreted by a new lead designer in each iteration, including Alpha Centauri's Brian Reynolds, Mohawk Games' Soren Johnson, and of course Sid Meier himself. In the following pages we talk to all of them about how the series has evolved from Civilization through to Civilization VI.
CD Projekt RED - Worry Not
Posted: Nov 20, 2017, 12:23 am by RPGWatch
CD Projekt RED tweeted that they will not be taking the path of EA for Cyberpunk 2077.
.@PrettyBadTweets Worry not. When thinking CP2077, think nothing less than TW3 - huge single player, open world, story-driven RPG. No hidden catch, you get what you pay for - no bullshit, just honest gaming like with Wild Hunt. We leave greed to others.
Unknown Realm: The Siege Perilous - Kickstarter Update
Posted: Nov 19, 2017, 12:03 pm by RPGWatch
The November Kickstarter news for the C64-RPG Unknown Realm: The Siege Perilous (Chris Huelsbeck has agreed to do the full soundtrack for Unknown Realm!):
Unknown Realm November Update
Greetings from the Stirring Dragon Lair!
It's been awhile since our last update and we know at least some of you have been craving an update about Unknown Realm! We had hoped to post this sooner, but there were a number of details that we needed to finalize before sharing some of the news items in this update. It's been an interesting few months with a lot of ups and downs. We're pretty much in full crunch mode around here, so if you don't see us, it's only because we're focusing our efforts where they're most productive to making this game a reality.
State of the Realm
Production on the game has been going strong. Here are some highlights about our progress and some of the challenges we've been facing as we work to bring you Unknown Realm.
Music development for Unknown Realm has its own set of unique challenges, partly because nothing quite like this hybrid in-game soundtrack has been done before. For every track in the game, we have to have multiple arrangements of each song to accommodate the PC and C64 versions of the game as well as the final soundtrack version. Working with outside contractors adds a new layer of complications including tool support, documentation and communication that takes a lot of extra time. The development on the music has been slower than we planned, but we're making good progress. One member of the Unknown Realm backer community has stepped up in a big way by writing a tool to streamline the music conversion process. This was a huge help! It's so cool to have the support of backers who are passionate about the project and want to be part of the effort to bring this game to life.
And here's some really great news: Despite the fact that we did not quite make our soundtrack stretch goal during our campaign, we're excited to tell you that Chris Huelsbeck has agreed to do the full soundtrack for Unknown Realm! We're working with Chris to make a one-of-a-kind soundtrack that will be a treat for both Chris Huelsbeck and RPG fans alike. This sound track will feature 8-bit chiptune versions of songs found in the game, as well as their modern arrangements.
Over the last few months, we've been chasing down all of our in-game content from backers. After many reminder emails, we're still waiting on some backers...If you pledged for a reward that includes in-game content like a mercenary NPC or Tombstone and have not replied to your survey yet, pretty please, check your email and look for the survey from Stirring Dragon Games. Even though it's a little extra work on our end, it's been a lot of fun to have backers participate in creating in-game content, especially for NPCs in the game. We love hearing the ideas our backers come up with and we're taking a lot of care to fit these ideas into the game world in a way that is respectful of the story and hopefully exciting for players to discover.
Our pen & ink artist had a lot going on this summer but he's back to work now creating the last few illustrations for the 64 (yes, 64!) monsters that will be in the game. It's been two and a half years since we started creating this bestiary with him and we're excited to see this part of the project near completion.
Speaking of bestiary illustrations, here is one of our backer-designed monsters, called a Tigoth, which was designed as part of the "Create-a-Monster" reward on Megafounder. The Tigoth is a large, nocturnal, saber-toothed cat with a long, whip-like tail ending in a sharp blade of hardened bone.
Each monster illustration and their description can also be viewed in the in-game bestiary, which brings us to the Frontend (main menu) of Unknown Realm...
Frontend Sneak Peek
No respectable RPG should be without a nice frontend presentation and an authentically 8-bit RPG like Unknown Realm is no exception. Every element of this game, from our feelies to our user-interfaces has been carefully designed to keep your imagination immersed in the game from the moment you start it up. From the beginning we put a significant effort into designing a fun, interactive, and most importantly, immersive frontend filled with various things for you to explore. It's chalk full of so much content and music that you may get lost in it for hours.
Here is a sneak peek of one of the features you will find in our frontend, the "Pixel-Ink" in-game bestiary that mirrors the beautifully illustrated pen & ink art of our physical bestiary book...
Game Production Status
At this point, we still have some outstanding assets that need to be created and integrated into the game including music and some portraits. If all goes well, we'll be on track for the game to hit an Alpha state in December. We are looking into finding one additional pixel artist to help out. If you are a pixel artist and interested in working with us, please contact us via email.
There are a lot of other details we want to share with you about this journey, but in the interest of saving time, we're reserving a lot of those for the Making-Of book. Rest assured, the book will have a healthy dose of behind the scenes drama - everything from technical challenges, dealing with troublemakers, lessons learned the hard way, unexpected life issues and of course, the hazards of going into business with your spouse. ;-)
The Road Ahead
By this point, you have probably figured out that our release plans need to change somewhat from our initial estimated delivery dates and schedule. What we originally hoped to do was release the physical and digital editions concurrently. However, because of the nature of the project and the exhaustive testing required to ensure a bug-free game on cartridge, we're shifting our focus slightly in favor of a conventional digital-first release. This will not be an early access/beta release. Testing of the cartridge version will be going on concurrently with the digital release. Since we cannot patch or re-flash the cartridge once it's shipped, the digital release will give us one last opportunity to weed out any missed bugs or potential balance issues before we finalize the cartridge ROM. It's an extra precaution we feel we need to take to get this project right.
Our current plan is to release the game digitally in Spring 2018 and we anticipate shipping out physical rewards a few months after that. We considered trying to ship PC physical rewards separately to align with the digital release, but due to the high number of rewards shipping internationally, the freight costs for shipping C64 and PC separately would not be feasible for our budget. This was a really hard choice for us to make because it's not in line with what we originally wanted for this game, but sometimes compromises are necessary to make the product better.
As frustrating as it is to miss our original estimates, it would be so much worse to release a game that wasn't ready to live up to the experience we've promised you. The important thing is that we will continue to put everything we have into developing this game and making it the game we all want to play.
That said, adjusting our schedule isn't all bad, we are taking advantage of the extra time to make your rewards even better than we originally planned. Which brings us to...
Old School RPGs Need Epic Traditional Art
We searched high and low to find an artist who could bring the Unknown Realm cover art to life in a manner worthy of its old school roots and now we're thrilled to announce we are working with one of the best traditional fantasy art painters around to make this happen! Ted Nasmith is a world-renowned illustrator and traditional artist who has created illustrations for projects associated with The Hobbit, Lord of the Rings, and Game of Thrones.
We are so excited to have him paint the Unknown Realm cover art for you guys because his unique style and dedication to the craft of traditional art are perfectly suited to bringing back all of those old school RPG feelings. This cover art will be used across all our digital formats and appear on the physical editions of Unknown Realm. Every backer ($19+) will be receiving a digital wallpaper version of the cover art and we'll have posters available in the future as well.
Bringing back the authentic 8-bit RPG experience takes time, persistence and a lot of optimism in the face of tough odds. It wouldn't be possible without you and we're eternally grateful to each of our backers for your support, encouragement, understanding, and patience too!
Special thanks to those of you who've taken the time to comment with your support and understanding: you guys brighten our day and help us push through challenges (and fatigue). :-) We see how much you care about this game being done the right way and it means a lot to us! We've backed close to 50 Kickstarter projects ourselves over the years, so we've been in your shoes and we appreciate your understanding. We're excited to be making this game for you, and we'll keep fighting with all we have to make it worth the wait!
Walking Heavy is, on the face of it, a basic isometric stealth game, elevated by its presentation. Its graphics are simple, but elegantly so, conveying a wealth of information while also creating a real sense of place with little more than square buildings and a few ambling stick figures.
The story, such as it is: after a long holiday, you're back on the job, eliminating rival drug suppliers whose trade in a new product, "Hype." They've been interfering in your boss's good old fashioned cocaine trade. Each procedurally generated level, then, opens with your train arriving in another indistinguishable British suburb. Find your man, sort him out, and make it back to the train station before the coppers find you, and Bob's your uncle.
Simple but tense stealth action, grimy British neighborhoods, and gritty ambient music? Can't go wrong, and the developer is already at work adding new game modes to increase its lifespan. Give Walking Heavy a butcher's, and you'll be proper chuffed.
90's Old-School Looks Call of Saregnar features a 90's inspired low-poly 3D look with detailed handcrafted textures, while the characters you'll encounter are made of thousands of frames of real photographed actors!
A Believable World Saregnar lets you role-play through a deep and engaging story filled with murder, mystery, intrigue and suspense. The world is low in fantasy and magic is uncommon. You'll be pleased to find that giant rats and slimes have been evicted from this universe.
Grey Matter(s) Call of Saregnar challenges you to think and pay close attention to everything you read, because often that's the only way to complete sidequests or even main objectives. There are no quest markers or objectives, only a quest log with your past conversations for reference.
Prepare for The Journey
Be sure to prepare for the journey ahead; Food and water, a good pair of boots, also blankets for those cold nights are essential. Also take care of your weapons by oiling the bowstrings, sharpen the swords and fix those dents in your armour. Preparation is the key for survival.
Freedom to Explore
Despite being a story-driven RPG, the world is always open for exploration, so there is nothing stopping you from exploring the whole map in the very first chapter!
While your characters' attributes rarely change, their skills advance on a per-use basis. Skills can also be learned from a trainer or by reading a book.
In a land as rich as Merrentar, you will run into enemy ambushes, discover unique places, meet traveling merchants or bandits, perhaps wild creatures, a set of game tracks... all of these events are carefully hand-placed. We believe no RNG should ever replace the designer.
Battle through groups of intelligent enemies, each with its own strengths and weaknesses. Take your time and evaluate each enemy for the best tactical winning strategy.
Magic From The Gods
There are 12 gods to please and gain their favour, each god being a source of unique magic spells. To gain divine favour, pray and give offerings in the form of money, food or other valuables, but mind you, not every deity can be easily pleased.
Although the game has fewer weapons and armours than the average RPG, each item is that much more detailed and fleshed out. Finding new equipment brings significant benefits as the difference between the old and new is now actually noticeable.
A Nostalgic Lo-Fi Soundtrack Saregnar features a fantastic trip into nostalgia with music composed specifically for a Roland Sound Canvas SC-55.
Inspired by The Classics Call of Saregnar is greatly inspired by the classic RPG Betrayal at Krondor, while also taking hints from Daggerfall, Might & Magic VI, RoA: Star Trail and other titles of the 90's.
Nioh - Mod Enables Custom Resolutions
Posted: Nov 19, 2017, 12:03 pm by RPGWatch
DSOGaming reports on a mod for Nioh that enables custom resolutions. Useful if you have an ultra wide monitor.
All you have to do in order to enable custom resolutions is download the mod and place the NiohResolution.exe to the root of the Nioh: Complete Edition game-directory. By default this would be CProgram Files\Steam\steamapps\common\Nioh. You should then launch NiohResolution and follow the on-screen instructions.
Those interested can download the NiohResolution mod from here.
THQ Nordic - Acquires Experiment 101
Posted: Nov 19, 2017, 12:03 pm by RPGWatch
@Gamasutra THQ Nordic has acquired Experiment 101 who are currently working on Biomutant.
The deal includes the development studio and all intellectual property rights to Biomutant, a post-apocalyptic action RPG scheduled to release on Xbox One, PS4, and PC in 2018.
THQ Nordic was already working with Experiment 101 as Biomutant's publisher, but the company said it couldn't ignore the "significant potential" shown by both the game and its development team.
"After the strong reception Biomutant received at its announcement at Gamescom 2017, we are excited to have been able to acquire Experiment 101 and Biomutant," explained THQ Nordic CEO, Lars Wingefors.
"Our aim is to build Biomutant into one of our major franchises. The recruitment of Stefan Ljungqvist and his talented team brings important new power to THQ Nordic.
"In addition to continue leading the Biomutant franchise, Stefan will advise on our strategy, future acquisitions and further game development projects."
Command your ship and crew as a space pirate, merchant, bounty hunter, and more in Star Traders: Frontiers - an epic space RPG from Trese Brothers Games. Venture forth into a massive open universe, rich with adventure and the lore of the Star Traders. Choose your path by assembling and commanding your custom crew and spaceship in a constantly evolving galaxy torn by internal strife, political intrigue, and alien threats. Will you fly as a pirate terrorizing shipping lanes, join the solar wars as a military captain, or track targets across the stars as a fearsome bounty hunter?
Explore a rich, open universe: Discover endless procedurally-generated galactic maps, meet unique characters, and take on enemies to conquer the galaxy!
Become an intergalactic captain: Take on the role of a spy, smuggler, explorer, pirate, merchant, bounty hunter, and more (21 jobs total)!
Customize your own spaceship: Choose from more than 300 upgrades and build your very own vessel to venture across the vast reaches of space.
Assemble and tailor a loyal crew: Assign talents and equip specialized gear for every spaceship crew member.
Experience an ever-changing narrative: Decide to make friends or foes with other factions and influence political, economic, and personal vendettas.
First there was the Exodus - when survivors of a great war left the ruins of the Galactic Core behind in search of a new home in the stars. Scattered worlds were claimed on the fringe of the galaxy. Each pocket of survivors held on to an isolated set of worlds while trying to rebuild under the great law of Shalun. Three centuries later, technology has brought them back together again. Discovery of the hyperwarp has bridged what was once an unimaginable distance between far-flung colonies, long-lost families, and political factions.
With that reunification has come great economic prosperity. The hyperwarp reestablished the transportation of cargo, goods, and technologies between the quadrants - but it has also brought great strife. Political rivalries have been rekindled, blood has been shed in age-old feuds, and the fires of war have been stoked. Amidst the political infighting, a ruthless revolution is rising - and the fervent explorers of the hyperwarp have awoken something that was better left asleep.
Our very first game, Star Traders RPG, took hundreds of thousands of gamers on an interstellar adventure. Star Traders' success and overwhelmingly positive reception helped to launch Trese Brothers Games. It was the adventures of our community's star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams.
We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It is with great pride that after releasing four other games in the Star Traders universe, we've created a sequel to the original Star Traders RPG.
Step onto the bridge of your starship, take to the stars, and create your own story in Star Traders: Frontiers.
The Surge - A Walk in the Park Teaser
Posted: Nov 18, 2017, 11:53 am by RPGWatch
A teaser trailer for the DLC A Walk in the Park:
The Surge: A Walk in the Park - Teaser Trailer
The Surge: A Walk in the Park expansion showcased in a brand new Teaser Trailer
Survive raging mascots, insane exoskeleton workers and broken attractions across a corrupted theme park on December 5.
Hardcore action RPG The Surge is about to receive brand new content with a major new expansion! A Walk in the Park is coming December 5 to PlayStation 4, Xbox One and PC. Watch today's Teaser Trailer to get a first glimpse of the amusement park-gone-wrong, CREO World!
The Surge brought players deep into the high-tech CREO industrial complex, overrun by deadly machines, rogue AI and deranged exoskeleton workers. A Walk in the Park gives players a breath of fresh air by taking them to an environment that's more open and colorful, though no less deadly. CREO World is an amusement park built by CREO for its employees and their families. Forget your cravings for cotton candy - CREO World was not spared from the Surge. The entire park is a deadly trap, where roaming rescue teams have gone insane and robotic mascots patrol freely, patiently waiting for new visitors to offer a deadly welcome.
CREO World presents a wealth of fresh challenges for players. Originally created to celebrate CREO and its mission, the park is a radically different setting from the rest of the complex, full of branching paths and secrets to discover. Survive the raging mascots and explore the park's attractions, before taking on a fearsome boss in the devastated park. Through technical and spectacular fights, you will face this new threat, cutting and equipping 16 all-new weapons, sets of armor, and new implants to upgrade and further customize the way you want to play.
New players will also be able to embark on the ultimate The Surge experience with the Complete Edition, which will include the full game and all its DLCs, including A Walk in the Park. The Surge: Complete Edition and A Walk in the Park will be available December 5 on PlayStation 4, Xbox One and PC. Preorders for the DLC and the Complete Edition are available on Steam right now, and on PS4 on November 21. The A Walk in the Park DLC will also be available for preorders on Xbox starting November 21.
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