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

» Dead Island 2 - Why isn't Techland Making it? - September 14, 2014, 4:50 am
» Shadow of Mordor - Gameplay Video Peview - September 14, 2014, 4:50 am
» Pantheon - New Screenshots Released - September 14, 2014, 4:50 am
» Gamasutra - MP Alternatives in RPGs - September 14, 2014, 4:50 am
» Skywind - Bitter Coast Preview Trailer - September 14, 2014, 4:50 am
» Shroud of the Avatar - Update of the Avatar #90 - September 14, 2014, 4:50 am
» The Mandate - Operation Reclamation - September 13, 2014, 4:40 pm
» GOG - Indietastic Game Sale - September 13, 2014, 4:40 pm
» Earthlock - September Progress Report - September 13, 2014, 4:31 am
» Fable Anniversary - Released on Steam - September 13, 2014, 4:31 am


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Dead Island 2 - Why isn't Techland Making it?
Posted: September 14, 2014, 4:50 am by RPGWatch

Robert Purchese of Eurogamer took the time to interview Techland Game Designer Maciej Binkowski about why Yager is developing the game instead of Techland.
Why isn't Polish developer Techland making Dead Island 2?

Dead Island wasn't fantastic but it was successful - very successful. In February 2013 the game passed the five million sales mark. Five million sales! And for a new IP! Techland clearly did something right.

But what it didn't do was retain ownership of the IP.

"Right from the start, the IP was theirs," Techland game designer Maciej Binkowski told me, referencing publisher Deep Silver (Saints Row, Homefront). It was Techland's game, Techland's idea, but it wasn't a strong enough entity as a developer to argue.

"At that point we weren't really in a position to negotiate," he said, "so that was the best deal we could get. It's like playing poker: you have to make a decision with the information you have now. If you play the game thinking that something might happen, you're going to lose the game. At that point, that was the best decision we could do."

Techland made two Dead Island games for Deep Silver: Dead Island, and standalone expansion Dead Island: Riptide. Riptide wasn't brilliant but again it wasn't awful.

But a month after Riptide's April 2013 release, Techland announced a new zombie-killing game called Dying Light. A year later, at E3 2014, Dead Island 2 was announced - a game made by Spec Ops: The Line developer Yager.

What happened - did Techland and Deep Silver fall out?

"Well, you know, we had our ups and downs," Binkowski said. "There's always tension between the publisher and developer.

"For us it turned out well, because being forced to come up with a new IP... We can't just make a Dead Island 2 and change the name; it's got to be something fresh, it's got to be something unique.

"It was a bit tough," he added. "I would love to make a direct sequel, but at some point a decision was made."
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Shadow of Mordor - Gameplay Video Peview
Posted: September 14, 2014, 4:50 am by RPGWatch

GamesHQMedia has a new eight minute video preview of Middle-Earth Shadow of Mordor with some commentary from the game's developers.



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Pantheon - New Screenshots Released
Posted: September 14, 2014, 4:50 am by RPGWatch

Visionary Realms Brad McQuaid posted a new update for Pantheon: Rise of the Fallen this week that shares a few more screenshots on the game.
Bah, why wait a couple of days? I looked through the various zones being worked on and grabbed some graphical goodness. As always, please remember this is work-in-progress, and that the different areas shown are at different points in terms of being finished. So, for example, lighting and sky will look better in some shots vs. others. That said, I think it shows our world building team is NOT fooling around and we are building the world of Terminus!!
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Gamasutra - MP Alternatives in RPGs
Posted: September 14, 2014, 4:50 am by RPGWatch

Gamasutra is hosting a new article from Zack Wood who writes about MP alternatives in RPGs, and no it doesn't stand for multiplayer. He means Magic Points.
We've all played a game or two (or twenty) with this system: each character has a finite amount of MP used for spells, more powerful ones cost more MP, and if your MP runs out you need items (or "rest") to replenish it.

I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, its just plain boring when so many games do the same thing.

Now I happen to think there's still a lot to learn from older games, so let's look back at some alternatives to the typical MP system and imagine exciting future possibilities. (Let's just define "magic" and "MP" broadly as "special moves" and the "special points required to use them.")
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Skywind - Bitter Coast Preview Trailer
Posted: September 14, 2014, 4:50 am by RPGWatch

The developers of the new Skywind mod for The Elder Scrolls V: Skyrim have released a new trailer that shows the modders' progress on the Bitter Coast.

An exclusive look at the latest work on the Bitter Coast. As always, many models are placeholders and everything is subject to change. Please enjoy!
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Shroud of the Avatar - Update of the Avatar #90
Posted: September 14, 2014, 4:50 am by RPGWatch

The 90th Update of the Avatar from Portalarium has been posted this week, and as usual it contains news, items, and a few more videos. Here are the details.
Here's what we have for you in this week's edition of Update of the Avatar:
  • Darkstarr Training Montage
  • New Designers Join SotA Dev Team
  • Founder's Developer Blog: Daily Standup Notes and Developer Q&A
  • Baron's Cloak
  • Knight's Cloak
  • Creature Spotlight: Elves
  • Alienware Sponsors $20 Pledge Upgrade Coupon
  • Upcoming Events
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The Mandate - Operation Reclamation
Posted: September 13, 2014, 4:40 pm by RPGWatch

Perihelion Interactive has finally posted a new update for The Mandate about your crew in the game and mentions the topics of future updates.

Operation Reclamation Time for another update! Today we start by outlining a schedule for the next few updates:
  • Update #42 boarding combat (this update)
  • Update #43 space combat
  • Update #44 (tentatively) status of development

When discussing the boarding combat it makes sense to first talk about some of our goals for the boarding operations.

The Mandate focuses on the crew inside your space ships and the marines are an important part of your crew. We want boarding combat to come alive with drama and action. These interactions will be more high-paced than space combat, with ample explosions, memorable characters and the occasional acts of heroism or stupidity. After a firefight, the corridors should look banged up with bullet marks and bodies.
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GOG - Indietastic Game Sale
Posted: September 13, 2014, 4:40 pm by RPGWatch

GOG has a new sale for the weekend called the Indietastic sale. The sale contains quite a few games, and one RPG game called Inquisitor. Here are the full details.
Battle Worlds: Kronos, Ether One, Blazblue Calamity Trigger, and more Indietastic titles up to 80% off!

You know GOG.com has a lot of affection for the indie scene and for plenty of reasons. Some devs take on risks that none of the big AAA powerhouses would dare to consider, introducing original, untried concepts into their games. Others look to the past to re-create the feel and mood of the finest titles in the history of gaming, the ones that still give gamers a warm and fuzzy feeling, while adding their personal touch to create something fresh. To give you a sample of what we consider Indietastic this weekend we have a selection of 31 games on sale. Let's take a look at some of those titlesyad, a one-of-a-kind shooter, is a psychadelic trip at warp speed and straight into the audio-visual nirvana.
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Earthlock - September Progress Report
Posted: September 13, 2014, 4:31 am by RPGWatch

Snowcastle Games has posted the September update for Earthlock: Festival of Magic.
Progression - Combat Gameplay It feels like we have had a slow progression this last month, but we have not been idle. It's just that we have spent a lot of time working on the combat gameplay and some of the things we tried out did sound like a good idea at the time, but after playtesting we did not get the right vibe, so we rolled back and tried some of the other ideas.

We finally got to a point where we feel we have some cool combat gameplay. It feels new and familiar at the same time. Our programmers are working on getting this combat design implemented properly in-game and we have decided to wait until the next update before we show how it works.

Story and Quests Meanwhile Magnus, our story writer has polished the main quest line and he has also made several side quests.

Here is a little message from Magnus:

"I really believe that the magic of the story, together with the world itself, comes from the characters. Our main narrative and our main quests firmly lock the characters and the world together, of course, but I also wanted the primary sidequests to have a strong bearing on character and reveal more about our heroes. These sidequests aren't mandatory to completing the game, obviously, but they are designed in a way to really give you the player a stronger connection to the characters, to the world and its history, and also heighten the gameplay. We have given our heroes a lot of personality and a rich, meaningful history, and we hope you'll take them on all the adventures you find throughout Umbra to get to know them as you know your friends. But, like in real life, friends have secrets too..." - Magnus

Concept Art - Artwork
Fridtjof and Fredrik have been creating a bunch of character designs that we will be sending over for 3D modelling and animation soon. We've boxed out a bunch of new areas in the game engine, and they are hard at work designing and making projection maps for those areas as well. If you missed our last post where we talked about projection mapping, it can be found here.
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Fable Anniversary - Released on Steam
Posted: September 13, 2014, 4:31 am by RPGWatch

Fable Anniversary is now available on Steam with three new DLC packs.
Fable Anniversary is launching on Steam today! We've been working hard since February to not only bring the game to PC but to also make it sound better, look better and most importantly play better than ever before.

With updated sound design, advanced graphics settings and the all new Heroic Mode, we've crammed as much spit* and polish into the game as possible. (*not real spit)

*WARNING* - Heroic Mode is really hard! Lionhead are not responsible for any swearing, tantrums or table flipping that may occur during play.

Finally one of the most exciting features we have just announced is official modding support. Shipping with a version of the UE3 Editor, everyone is going to be able to edit any of the existing art and animation in the game. This means that anything our artists and animators can do, you can to. (Can someone please create robot chickens just so we can shut Craig up?!)
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The Scoundrels Guild - Relationships & Friendships
Posted: September 13, 2014, 4:31 am by RPGWatch

Adam Mayhem posted a new Kickstarter update for The Scoundrels Guild with information on how Relationships & Friendships work in in his game.
Relationships
Dating can be fun, rewarding, and exciting if you and your partner are equally interested with each other. However, if you suddenly start to change your attitude and make choices that conflict with your partners interests, dating can soon become a nightmare.

In the game you will occasionally have the opportunity to ask someone out for a drink, or a midnight stroll around the courtyard. You will be presented with several options as to how you want your date to go. If you choose the right options then the other person may want to see you again, but if you choose the wrong options then you may get a slap in the face.

You will quickly learn about the their interests by inquiring more about them. They may like wine over ale, perhaps they prefer to sit in a quiet corner of the room opposed to dancing on the floor. Once you know more about them it's up to you to decide how you wish to talk to them.

If you form a strong bond with your partner, you will unlock more options. These options will depend on the type of person they are.

Friendships
Forming an strong friendship can unlock a number of great opportunities, but these things take time, don't rush it. The bouncer at the pub might not like your face when you first meet him, but over a period of time you guys just might become best buds, trading old war stories and enjoying a mug of ale.

You can't befriend everyone in The Scoundrels Guild, because you just can't please everyone. Sometimes folks will get into arguments and it will be up to you decide who you agree with more. In such an instance the party you disagreed with might be more inclined to dislike you after that. Tough choices will arise and you can't always stay neutral. You might even cause a conflict requiring a good punch in the face, but that's entirely up to you. Sometimes violence is the answer and cannot be avoided.

Just remember, keep your friends close and your enemies closer. It won't be long before you find yourself building a reputation in the guild and weather you decide to be the good guy or the bad guy you're going to make some enemies either way.
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Pillars of Eternity - Video Preview @ Nilsor's Vault
Posted: September 13, 2014, 4:31 am by RPGWatch

If you want to watch a video preview of Pillars of Eternity that acts more like a history lesson then head on over to Nilsor's Vault. Just beware the narrator's voice.
"Pillars of Eternity 101" is a series taking a closer look at the lore and features of the game by Nilsor. Subtitles available in English and French
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Might & Magic Heroes VII - Sylvan Faction Won
Posted: September 13, 2014, 4:31 am by RPGWatch

Thanks to the vote for what faction gamers wanted in Might & Magic Heroes VII it seems the Sylvan Faction will now be added to final game. Here are the details.
So, the time allotted to the vote is now coming to an end. The response was overwhelming, and it quickly became pretty clear that within our Shadow Council a majority believes the Elves of Irollan would make adequate allies for Ivan.
You can now vote on what units get added to the faction now.
Our game designers have offered us a choice regarding the composition of the Sylvan Army. Three different line-ups have been suggested and it's your voice that will make the difference. Don't hesitate to share the news with your friends to put your favorite alternative in the lead!

Even if they have some similarities, those three line-ups are different, more oriented on defense or offence, or in-between. These three line-ups are meant to be of equal strength, and be balanced with the power of the other Factions present in the game.

This vote will define the soul and heart of the Sylvan armies and what play style will suit them, so choose wisely!

Remember that you can change your vote at any time, so listen to the other members of this council, hear their arguments and offer your own. The Sylvan Armies will be a great help in the battles to come, but you still have to decide how.
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Star Traders 2 - Ship Design & Competition
Posted: September 13, 2014, 4:31 am by RPGWatch

The Trese Brothers Games latest update for Star Traders 2 goes into detail about how you can design your spaceship, and mentions a new faction competition.
Ship Design
In the years following the end of the great Exodus, the new colonies of the isolated quadrants lacked large shipyards. Most Star Trader Captains made do with heavily modified and upgraded vessels that were a hundred years old or older. Over the years, some of the quadrants found their footing and grew in power and wealth and they began to construct great shipyards to build the ships of the new era.

Your craft's hull will determine its basic design and allow you to slot components of your choice into its modular structure. Your ship's blueprint sets the layout of the decks, cargo bays, bulkheads, compartments, and primary engines. Each deck of a ship will have empty compartments that can be filled with upgrades of all kinds -- crew cabins, weapon magazines, gunnery pods, medical bays or hundreds of other options. With enough Credits, you can upgrade or replace every compartment to build your ship to your exact specifications. At capable shipyards, you'll also be able to pay for major upgrades such as improving the engines, outer armored hull and solar sails.

Faction Competition Update
The Faction competition is still roaring along with votes coming in every hour. I've totaled up the votes again before the last 24 hour push to Saturday at midnight (US, EST). Every Faction is still within striking distance of the 30 vote threshold to get the minor bonus in ST RPG and 4X Empires. Thulun has pulled farther into the lead with 20 votes! Get out and support your Faction!

If you're interested in learning more about the 6 Factions of Star Traders RPG, read about them here in the original Star Traders RPG manual. The manual is 4 years old, but it has a great description of each Faction. Even if you're a newcomer to Star Traders, check them out and then vote for the one you think you'd enjoy the most!
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Mass Effect - Retrospective @ CGM
Posted: September 13, 2014, 4:31 am by RPGWatch

CGM's Reid McCarter posted a new retrospective for Mass Effect.
Discovering that we have a greater appreciation for a work upon revisiting it is probably a pretty common experience. How we judge any kind of media is inherently personal and so dependent on the nearly infinite minor joys and irritations that colour daily life, it's a wonder people's opinions ever line up. It's worth keeping this in mind when encountering a game that disappoints despite months of pre-release hype.

It's also a good thing to remember after dismissing a work of art or entertainment because of a poor first impression. Barring the kind of deep, fundamental issues that can make a game completely irredeemable-offensive or problematic content, say, or outright bad design-there's often something positive to discover in a title that was previously dismissed. This obviously can't be the case in every instance, but taking the time to see if there's more to apparently disappointing games than first appeared can definitely be worthwhile.
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