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

» Dead State - Beta Patch #1 Released - September 16, 2014, 6:31 pm
» Shadow of Mordor - Live Action Trailer - September 16, 2014, 6:20 am
» JA:Flashback - Early Access Impression - September 16, 2014, 6:20 am
» The Tale of Three - New Action-Adventure Game - September 16, 2014, 6:20 am
» Battle Brothers - Mercenarys & Greenlight - September 16, 2014, 6:20 am
» Shadow Realms - New Preview/Interview Video - September 16, 2014, 6:20 am
» Ken Rolston - Joins Hinterland Games - September 16, 2014, 6:20 am
» Hartacon Tactics - Summer 2014 Trailer - September 16, 2014, 6:20 am
» Worlds of Magic - First Impression @ Space Sector - September 16, 2014, 6:20 am
» Hellraid - New Stream Tomorrow - September 16, 2014, 6:20 am

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Initial Gameplay Difficulty (Featured Polls & Comments post by SlickRCBD)
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Scottish Independence, Yay or Nay? (Alley of Lingering Sighs post by Tarrasque)
The Hardest Dragon (Baldur's Gate 2: Throne of Bhaal post by Blades of Vanatar)
Experience with D&D before playing BG2 (Baldur's Gate 2: Throne of Bhaal post by Blades of Vanatar)

Dead State - Beta Patch #1 Released
Posted: September 16, 2014, 6:31 pm by RPGWatch

Double Bear released the first patch for the new Dead State Beta, and posted a new update with more information on the Kickstarter page.
Beta Patch #1 Released
Hi everyone! I hope you've been enjoying playing the Beta. We're super grateful for all the feedback and bug reports that have been pouring in - you guys are totally awesome! You also did a fantastic job working together to identify potential causes of a couple major bugs, which helped us track them down and resolve them a lot quicker.

This first update addresses the biggest issues you guys reported, fixes various miscellaneous issues, tweaks balance, and extends a couple of features.
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Shadow of Mordor - Live Action Trailer
Posted: September 16, 2014, 6:20 am by RPGWatch

Seems a new live action trailer for Middle-Earth: Shadow of Mordor was released today.

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JA:Flashback - Early Access Impression
Posted: September 16, 2014, 6:20 am by RPGWatch

Gabriel Mejia posted a short Early Access impression for Jagged Alliance Flashback on Two Dash Stash. Unlike the other previews he says Full Control is making progress.
Currently, the game is available through Steam's Early Access program is still a ways away from an official release. Nonetheless, the Early Access build of the game is playable, without any game breaking bugs or issues, and shows that the team at Full Control is making steady progress on the game. Of course, with some minor bugs, a spartan UI, and missing assets the game is far from perfect, that being said, combat, which was my main focus, was enjoyable and fun.
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The Tale of Three - New Action-Adventure Game
Posted: September 16, 2014, 6:20 am by RPGWatch

The Tale of Three is a new Action-Adventure Game from a developer called gameDNA studio. They also have a webpage on Steam Greenlight that has more information.

The Tale of Three will be an action-adventure game with some RPG elements, but we won't hold your hand throughout the story. There will be a lot to discover but nothing will be given on a plate. We focus on a maximum immersion and high level of difficulty like in the old-school games.
If that got you interested they have a campaign on Indiegogo that needs funding.
Welcome to our crowdfunding campaign for The Tale of Three, which is a third-person perspective video game with three playable characters whose fates get tangled up with each other.

If you haven't already seen the trailer, don't wait anymore - you must see it! The video contains actual in-game footage from the pre-alpha version. We realize that it looks pretty raw without some assets, textures, or parts of gameplay but keep in mind that it's the beginning of the development and in the end it will look much better.

Our goal is to create a game that will allow you to take part in an epic adventure with unforgettable characters in the mysterious world. We hope that it will stand out by its original gameplay and high level of difficulty - like in old good games, but with a modern twist.

Among the inspirations we have to mention fables and tales from our childhood like those by the Brothers Grimm, Hans Christian Andersen, Charles Perrault, and many, many others. When it comes to games, we take pattern from Hype: The Time Quest (it's quite old but still charming), the Gothic series, Fable: The Lost Chapters, The Witcher series, and Dark Souls.

So what we want to achieve is to create something that will make us feel the same magic we felt when our mothers and fathers read us stories in childhood, and then when we played games as teenagers. Sometimes contemporary productions look pretty but finishing them no longer makes such pleasure like in the old ones. We would like to return to the roots, drawn from the DNA of classics and make for you something that you will want to play again.
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Battle Brothers - Mercenarys & Greenlight
Posted: September 16, 2014, 6:20 am by RPGWatch

Overhype Studios' next update for Battle Brothers on Steam has more information on mercenary contracts and talks about the game on Steam Greenlight.
It's been one week now since we launched on Greenlight, and what a ride it's been! We're now at 63% on the way to the top 100. Not too shabby for one week, but still a long way to go before being greenlit.

Thank you all for your support so far! Only with your help can we get the game on Steam, which would allow us to work on it full-time and make progress much faster. If you know others who might be interested in Battle Brothers, please do share the link!

So, that's that. For now, let us take a look at contracts, which in Battle Brothers work much like quests do in other RPGs, and how they shape the game.
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Shadow Realms - New Preview/Interview Video
Posted: September 16, 2014, 6:20 am by RPGWatch

GamerHub TV has a new Preview/Interview video with Bioware about Shadow Realms, and it also includes some new gameplay footage.

BioWare details its new 4 vs 1 online story-driven action RPG in this exclusive interview from the Electronic Arts booth at PAX Prime in Seattle.
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Ken Rolston - Joins Hinterland Games
Posted: September 16, 2014, 6:20 am by RPGWatch

Gamasutra has news that veteran RPG designer Ken Rolston has joined Hinterland Games to help with some new games. Lets hope it's not more MMO's RPGs.
Ken Rolston, previously known as the lead designer on The Elder Scrolls titles Morrowind and Oblivion, has joined Hinterland Games, the team behind survival game The Long Dark.

Rolston is a 25 year industry veteran, whose credits extend beyond his work in the video game sphere, to pen and paper RPGs such as Paranoia and RuneQuest.
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Hartacon Tactics - Summer 2014 Trailer
Posted: September 16, 2014, 6:20 am by RPGWatch

Hartacon Tactics has a new Summer 2014 Trailer released this week.

Hartacon is an online RPG game developed with XNA that allows players to challenge each other in online battles. Battles take place in 2D isometric maps with 4-angles view and zoom. A player can create one or more parties of characters of different classes, each with peculiar stats, skills and weapons. By winning battles, parties gain Upgrade Points (UPs), used to recruit new characters and buy equipments, while individual characters gain Growth Points (GPs), used to learn new skills and increase stats. The battle system is tactical, turn-based, and features traditional RPG elements such as elements and altered states. Players can play against each other or team up in alliances.
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Worlds of Magic - First Impression @ Space Sector
Posted: September 16, 2014, 6:20 am by RPGWatch

Space Sector's Keith Turner posted a new preview of the Early Access version of Worlds of Magic that gives his first impression of the game.
I spent a few hours with Worlds of Magic this weekend in order to provide some brief first impressions to those who may be wondering about the state of the game as it stands "right now". It is important to keep in mind that the "right now" status of a freshly launched Early Access game is elusive, and daily updates and changes can resolve or create issues that ultimately lead to a different experience than I have had.

Worlds of Magic, more than any other title I've played in recent years, feels like a game from my past. More specifically, it has a very similar feel to Microprose's classic, Master of Magic. This should come as no surprise, given their stated goal to be a true spiritual successor. While bringing this beloved game back to life is in many ways a positive thing, this reunion isn't without its negatives. In some aspects, I think this is by design, but in others, I am almost certain it is because the game is still in a late alpha stage. I'll be comparing Worlds of Magic and Master of Magic a lot, for reasons that will soon become very obvious, so I'll be using the abbreviations WoM and MoM respectively throughout this impressions piece.

Worlds of Magic does a great job at recreating the Master of Magic sorcerer lord creation system. Aside from the graphical enhancements and UI changes, the system is almost identical. When creating a custom lord, you will select a portrait from one of the existing lords, as you do in MoM. You will then divide a set number of points between your desired skills, called disciplines in WoM, and your spell spheres. You then proceed to select your starting spells dependent on the points you spent in each spell sphere. While all of this sounds mechanically identical to MoM, there are some key differences primarily having to do with how magic is designed.
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Hellraid - New Stream Tomorrow
Posted: September 16, 2014, 6:20 am by RPGWatch

Techland announced they will be hosting a new Live stream of Hellraid tomorrow on Twitch at 1:00 pm EDT. Here's the information from the website.
New Incarnation of Hellraid to be Streamed Live Tomorrow

Don your best armors and sharpen your swords! Today Techland announced a new live stream for its upcoming FPP hack'n'slash title Hellraid. For the first time ever, the game will be shown publicly after its transition to Chrome Engine 6 - Techland's proprietary next-gen engine that also fuels the much anticipated Dying Light. The stream will begin tomorrow, on September 16th, at 10:00 AM PDT.
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Runemaster - Preview @ Worldsfactory
Posted: September 16, 2014, 6:20 am by RPGWatch

Here's a new hands-on preview for Runemaster at Worldsfactory.
In development by Paradox Development Studio (you may know them for strategy classics like Europa Universalis, Hearts of Iron and Crusader Kings) and coming out on both PC & PS4, Runemaster could become a surprise hit when it releases later this year. Your gender may be tied to your class, but don't expect to play the same game twice with Runemaster.
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Pillars of Eternity - Sensuki's Suggestions
Posted: September 16, 2014, 6:20 am by RPGWatch

A member by the name of Sensuki on the Obsidian forums has taken it upon himself to submit some new changes for Pillars of Eternity, and from the replies it has worked.

Greetings, all. Today we're going to talk about the Attribute system in Pillars of Eternity. Traditionally, CRPGs have suffered from certain issues with character attributes that PoE's Lead Designer, Josh Sawyer, believes detract from the character creation and gameplay experience - namely, the problem of certain classes being pigeonholed into pumping certain attributes to function properly, and the existence of dump stats. To that end, the attribute system in Pillars of Eternity is designed with a few fundamental design goals in mind:
  1. All attributes should be useful (in some way) for every class.
  2. No dump stats - that is, no stat should be overwhelmingly better or worse than the others.
These design goals aim to fix some systemic problems with the traditional D&D-based attribute systems. These design goals are admirable and worthwhile, and we believe that if realized, they will make Pillars of Eternity a richer and more rewarding experience. Unfortunately, the current attribute system fails to meet these goals. In particular, Perception and Resolve are simultaneously not useful for all classes/character archetypes, and are also very widely considered to be dump stats in most cases. However, this can be fixed. I (Sensuki) came up with a solution about two weeks ago and after many days consulting with Matt516 on the mathematical, logical, and balance issues with this solution, we have produced this paper.

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Steam - More Weekly Steam Sales
Posted: September 16, 2014, 6:20 am by RPGWatch

Here are a few more Steam sales this week; each one has a certain time limit so hurry.
Deus Ex: Game of the Year Edition -75%
Deus Ex: Invisible War -75%
Deus Ex: The Fall -75%
Deus Ex: Human Revolution: Director's Cut -75%
Starpoint Gemini -75%
Starpoint Gemini 2 -40%
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Wasteland 2 - Video Preview @ Eurogamer
Posted: September 16, 2014, 6:20 am by RPGWatch

Eurogamer has new video preview of the final build of Wasteland 2.

Playing the final release version of Wasteland 2, due out 19th September 2014. How is it different from the beta? Eurogamer writers Wesley Yin-Poole and Bertie Purchese talk you through it.
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RPGWatch - After Reset Interview
Posted: September 16, 2014, 6:20 am by RPGWatch

Last week RPGWatch had the chance to interview Mr. Nixon of Black Cloud Studios.
CouchPotato: Thanks for agreeing to do the interview Mr. Nixon, and congratulations on getting funded. To start can you give us some information about yourself, and your company Black Cloud Studios?

Mr. Nixon: Thank you, Kevin, and thank RPGWatch for being interested and for giving us an opportunity to talk about our game.

Mostly I'm a common RPG gamer like many others who are reading our interview right now. 3 years ago, as a former Dungeon Master, I began to work on the After Reset setting as a hobby, spending my own savings on elaborating it as a realistic post-apocalyptic word. When the core of the setting was complete with hard sci-fi details, I began to hire free-lance artists and musicians so that they could begin animating my vision. Then there were modelers, programmers, video editors etc. By the time of Fall of 2013, when I decided to put After Reset RPG on Steam Greenlight just for fun, I had a permanent group of free-lancers who I had been working with for a long time. After the surprising success on Steam Greenlight, they formed the core of Black Cloud Studios.
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