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» Dragon Age: Inquisition - Release Date - April 23, 2014, 5:50 am
» Heart Forth, Alicia - Update#6, New Goals - April 23, 2014, 5:50 am
» Invisible, Inc - Preview Roundup - April 23, 2014, 5:50 am
» The Meridian Shard - Post-Funding Update #18 - April 23, 2014, 5:50 am
» Lords of the Fallen - New Trailer & Previews - April 23, 2014, 5:50 am
» Dragon Age: Inquisition - News Roundup - April 23, 2014, 5:50 am
» Zpocalypse: Survival - Kickstarter Updates# 4-6 - April 23, 2014, 5:50 am
» Age of Wonders 3 - Editorial @ Gamasutra - April 23, 2014, 5:50 am
» Final Fantasy VII - Retrospective @ EDGE - April 23, 2014, 5:50 am
» Pixel Noir - Update#3, Reward Tiers - April 23, 2014, 5:50 am


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Dragon Age: Inquisition - Release Date (Game/SP News & Comments post by RPGWatch)
Heart Forth, Alicia - Update#6, New Goals (Game/SP News & Comments post by RPGWatch)
Invisible, Inc - Preview Roundup (Game/SP News & Comments post by RPGWatch)
The Meridian Shard - Post-Funding Update #18 (Game/SP News & Comments post by RPGWatch)
Lords of the Fallen - New Trailer & Previews (Game/SP News & Comments post by RPGWatch)
Dragon Age: Inquisition - News Roundup (Game/SP News & Comments post by RPGWatch)

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Dragon Age: Inquisition - Release Date
Posted: April 23, 2014, 5:50 am by RPGWatch

Bioware sent a new press release with information that Dragon Age: Inquisition will be released on October 10th, and included a new trailer to go along with the news.

EA AND BIOWARE HERALD THE NEXT GENERATION OF RPGS WITH DRAGON AGE: INQUISITION LAUNCHING OCTOBER 10
Pre-Order now to get bonus content to help you Lead the Inquisition this Autumn

LONDON, UK - April 22, 2014 - BioWare™, a division of Electronic Arts Inc. (NASDAQ: EA), today announced that the highly-anticipated, epic role-playing game, Dragon Age™: Inquisition will be available in stores and for digital download on October 7 in North America and October 10 in Europe. In Dragon Age: Inquisition, the expansive, beautiful world of Thedas is being torn apart by a massive, mysterious breach in the sky. Players must assume the role of the Inquisitor and lead a team of legendary heroes to uncover the truth behind the impending devastation.

Discover all-new gameplay from Dragon Age: Inquisition in "The Inquisitor" trailer: https://www.youtube.com/watch?v=uVuKddiJLoo.

"Our goal with Dragon Age: Inquisition is to usher in the next-generation of role playing games." said Aaryn Flynn, General Manager of BioWare Edmonton and Montreal. "Players will experience the rich storylines and characters that they've come to expect from BioWare, in an expansive world with large open environments just begging to be explored."

Players can pre-order* Dragon Age: Inquisition to get special bonus content. Visit the Dragon Age website for more information on editions, including the Deluxe Edition available for pre-order and the upcoming Inquisitor's Edition.
Become a fan of Dragon Age: Inquisition on Facebook and follow us on Twitter® via http://www.twitter.com/dragonage.

Dragon Age: Inquisition is in development at BioWare in Edmonton and will be available for the PlayStation®4 computer entertainment system, PlayStation®3 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, Xbox 360® videogame and entertainment system from Microsoft and PC via Origin™. The game has not yet been rated the ESRB and PEGI; visit www.esrb.org and www.pegi.info for more information.
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Heart Forth, Alicia - Update#6, New Goals
Posted: April 23, 2014, 5:50 am by RPGWatch

Alonso Martin has posted the sixth update for his funded Kickstarter Heart Forth, Alicia with an update on the game's stretch goals.
Out with the old and in with the new (stretch goals)!Wow! Congratulations everyone. Thanks to all of you, Heart Forth, Alicia is coming to PS4! We'll have more details and get the PS4 version of the game into our tiers as we continue our talks with Sony throughout the week. New Stretch GoalsWe've torn past the PS4 port and well on our way to trouncing the Mac/Linux goal, so it's about time we talk about our next round of stretch goals!

One benefit of the attention that we've received from the campaign (thanks to all of your amazing support!) is that it's opened up new doors to us in regards to people that we can work with, and something pretty amazing has happened: our Fifth Stretch Goal involves a legendary composer whose career stretches back to the NES era, and whose music you've heard in a lot of classics that you probably still love to this day! Of course, this superstar composer has also worked on many modern, recognizable, and incredibly successful projects, so even those of you whose gaming careers don't date back to the 8-bit days will have something to love. Once we reach $135,000, we'll reveal who this mysterious composer is (we're bound by blood not to reveal it yet), and what that person will be doing for the game!

That isn't the end of it, though! We're working on our Sixth Stretch Goal already, and it's still something completely unbelievable to us! Working with this composer has led us to the incredible opportunity of working with other fantastically talented composers on a Remix Album of the game's OST. Those composers include but are not limited to:
  • Keiji Yamagishi (Ninja Gaiden, Tecmo Bowl)
  • Saori Kobayashi (Panzer Dragoon Saga and Orta, Crimson Dragon)
  • Yumiko Takahashi (vocalist of Suikoden)
  • Jake Kaufman (DuckTales Remastered, Shovel Knight)
  • Ben Prunty (FTL)
  • Chipzel (Super Hexagon)
  • Stemage (Metroid Metal)
  • Video Game Orchestra (Lightning Returns: Final Fantasy XIII)
Once we hit $135,000 and announce the identity of our mystery composer, we'll be ready to reveal the stretch goal for this Remix Album, and its full list of composers.

Please help us spread the word! Nothing would make us happier than being able to work with these incredible people.
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Invisible, Inc - Preview Roundup
Posted: April 23, 2014, 5:50 am by RPGWatch

Here are two more previews from Pax East 2014 for Invisible, Inc.

TwoDashStash
Overall Invisible Inc. was one of my favorites games at PAX East and left me wanting more. The final version of the game will feature additional characters and numerous other features that were not shown during the demo. Invisible Inc. can be pre-ordered now via the games micro-site. The pre-order will get you access to the Alpha, future Beta, and of course the final game once it is released.
Front Towards Gamer
My overall impression of Invisible Inc: I'm going to lose days to this game! Everything about this game appeals to my speed-running, high score gathering, zero-detection, and tactical sides. Concentrating on one style each time would offer the best results, and each run is procedurally generated so you'll never know what to expect beyond some minor standards. Once again, Klei has mashed multiple genres together to create a uniquely "Klei-style" Frankenstein and I can't wait to dance "Puttin' on the Ritz" (that's a Young Frankenstein reference for you kids).
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The Meridian Shard - Post-Funding Update #18
Posted: April 23, 2014, 5:50 am by RPGWatch

Ultimate Fantasy has a new update for their funded RPG The Meridian Shard that shares information on the game's development from the end of the Kickstarter to now.
Spring Update
Happy Easter and Happy Sunday to all of you! I hope you got a glimpse of the Easter Bunny last night. Better the devil you know...

I have been hard at work, adding some new features and focusing heavily on the style and presentation of The Meridian Shard. Some of the things I've wanted to update were the cover, the menu screens, and the main title screen. When I started this campaign, there was no title screen for the game and there were no custom menus beyond a blank background with some text. Now, text is fine, but I wanted to give it my own artistic touch and create something out of the hundreds of images I have stockpiled over the years.
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Lords of the Fallen - New Trailer & Previews
Posted: April 23, 2014, 5:50 am by RPGWatch

Namco Bandai Games has released a new trailer for Lords of the Fallen.

The Champion Lord has always been a bit different from other commanders of the Fallen God's demonic army. For them, it was all about honor and discipline. For the Champion it was all about the intensity of a duel and the bloodthirsty satisfaction from defeating an opponent. Where other Lords would respectfully circle around their opponent, the easily enraged Champion will charge right into the fray with his pure brute force. He always likes to get his hands dirty, so his weapons of choice need to be close to his body, allowing him to smell the blood of his victims. Of course, at close range, his boiling bloodlust and reckless charges don't leave him much in terms of defense, but who would stand against a hulking brute like him? You?
Here are a few more previews from various sites.

Game Revolution
The emphasis on Harkin's story is but one feature that sends the game apart from the Souls series. Combat is much faster, rolling does not take away stamina, magical spells like decoys seem more effective, and the lighting has a starker contrast. That said, you can also bank XP at a save point just as you would souls and a New Game+ is currently on the developer's agenda. We'll just have to see whether Lords of the Fallen will be able to satisfy fans of both action gameplay styles.
Canadian Online Gamers
All in all what was shown, what we were told, and what we could figure out on our own is just a snippet when it comes to a game of this magnitude. Scheduled for release sometime in 2014 (likely near the end of it) we'll be certain to see a lot more information over the coming months.
Gamezone
The game will pit you against difficult decisions that will and can change the outcome of the game. You'll be facing every boss no matter what, but these decisions can decide if the boss is easier and will contribute to which ending you receive. So yeah, story matters. This also leads me to believe that replayability will be high. I'm quite excited to get my hands on this game and look forward to the arcade-esque fighting elements in an RPG setting.
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Dragon Age: Inquisition - News Roundup
Posted: April 23, 2014, 5:50 am by RPGWatch

After the announcement and release of the new trailer yesterday a few sites released new articles for Dragon Age: Inquisition.

Spawnfirst - Dragon Age: Inquisition is Not the End of The Series
The Dragon Age stories have thrilled us for many years now; with their compelling plot lines, unforgettable companions, and their tough-to-beat monsters, it's no doubt Dragon Age: Inquisition will be amazing, if not better than the previous ones. But, there have been speculations that Inquisition will be the very last of the Dragon Age games. I'm here to ease your minds and tell you that it isn't true, whether or not that is a bad thing is something we'll find out together.
IGN - How Dragon Age Inquisition Improves Dragon Combat
Dragon Age Inquisition will completely change the way its players fight dragons when it releases later this year.

"When I'm attacking a dragon, I'm not just hitting all of it," producer Cameron Lee told IGN. "I'm hitting its leg, I'm hitting its wing, and that should matter. It should matter where I attack a dragon...that's something we're really trying to lean on, and when we come to E3, we'll really be able to show it in all its glory."

Dragon combat isn't changed in mechanics alone -- the types of dragons you'll take on differs considerably from previous games.
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Zpocalypse: Survival - Kickstarter Updates# 4-6
Posted: April 23, 2014, 5:50 am by RPGWatch

Greenbrier Games has been busy in the last two days and released three new Kickstarter updates for Zpocalypse: Survival.

The first update is about starting gear.
With yesterdays update about new mini-stretch goals that we are working on I thought I would explain a little more about our plans for the final game and our unlock system. This also relates to the benefits you get as a Kickstarter backer by having the option to start the game with certain items.
The second update has the promised gameplay video and the next Dev Diary.

First off, I wanted to say THANK YOU again to all our wonderful backers! We are 20% of the way to our funding goal, over 40% to the top 100 on Greenlight and the whole team is really excited about getting this funded and starting to work on our stretch goals!

There have been a few updates to the main page. We have added a "In The Media" section for news, previews, first looks and the like that we find. If you come across anything we have missed let us know. Otherwise check out what others are saying and help spread the word! Additionally, we have added the graphic for the # of backers stretch goal which is directly under the funding goal and stretch goals.

Now to the important thing you have been waiting for. The gameplay video is ready! However, before you go straight to the link and start watching here are a couple of things to keep in mind about the video.

We have said it before but we want to make sure we set expectations. This is a pre-alpha demo. As such we are only working in a small static world, with static events and stories, and static building options. We are working on our randomization systems for the full game which will include the procedurally generated world, randomized stories and events that are driven by our event manager system to keep the game engaging, and the ability to build where you want once you have set up your base rather than only specific locations we have pre-set

I am intimately familiar with the demo so this is definitely a bit of a spoiler. As such if you want to experience the difficulty of the game for the first time without seeing how it can be done I would skip watching the video for no, otherwise enjoy!
And the last but most important update is about the game's demo.
The new version of the demo is available!! We look forward to your input and feedback. Some notes about the demo below.

This is a Pre-Alpha Demo. As such every aspect of the game is still evolving. In future versions of the game please look forward to seeing:
  • Randomly generated world and events. Never play the same game twice
  • In depth story events to drive a more living (or unliving) world.
  • Unrestricted building and base advancement/crafting
  • Survivor management and task assignment
  • Character customization/advancement systems and replayable unlock systems
  • Loads of new and more complex items, buildings and enemies
  • More responsive and effective AIs
  • And lots more!
This is a proof of concept not a representation of a real playthrough of Zpocaylpse: Survival. Also, please feel free to share the demo with others and make videos of your gameplay!
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Age of Wonders 3 - Editorial @ Gamasutra
Posted: April 23, 2014, 5:50 am by RPGWatch

Gamasutra has a new interview with Lead Designer Lennart Sas of Triumph Studios to talk about getting self published for Age of Wonder III and finally releasing the game.
It's been awhile since we've seen an Age of Wonders game -- roughly 11 years, I think. What happened?

We were very busy with Overlord for a while, and we're a small studio so we can really only focus on one project at a time.

Also, the games market has really changed. In 2004-2005 the console market was really booming and the PC market -- you know, when digital distribution wasn't as developed as it is now -- the PC market was really declining. Every publisher we talked to said "give us a console game!" so that's when we started looking into making a strategy game on consoles.

When we came out of the Overlord deals we saw that the console market had drastically changed. It was late in the lifecycles of both consoles, it seemed very hard to launch new IP, and there was a financial crisis going on.

At the same time, we saw that digital distribution on PC was really booming, with lots of smaller studios and indies moving towards digital distribution and self-publishing.

So we said 'hey, Age of Wonders is an old game we always wanted to go back to,' and creatively speaking we were loaded up with new ideas after all these years off. So we decided to try and bring the game back, since we were still very fond of it: we had kept our websites alive through the years to keep interacting with the Age of Wonders community.

But we were also a bit scared of going back to Age of Wonders, because after we released Age of Wonders: Shadow Magic, we said we'd added -- how do you Americans say -- 'Everything but the kitchen sink'? It was fully complete, and it was sort of [our] zenith. We were worried about failing to meet people's expectations; we were really sort of scared of our own shadow.

But we started conservatively planning and laying out what kind of sequel we could do, depending on what kind of funding we could get, and I'm happy to say we were able to make the game we wanted to make and spend 39 months on development.

So how did you find that cash? How did you approach your inaugural attempt at self-funding?

The Overlord project was fairly successful -- we sold the IP -- but we maybe stayed a bit too long trying to chase more console deals, which didn't work, so we had to scale back the studio. It was the only time in our 17-year career as a game development studio that we had to do that, but that reduced our burn rate a lot and allowed us to invest in a prototype for Age of Wonders 3.

We didn't know how to finance it yet, but the rights for Age of Wonders sequels reverted to us in 2009 or 2010, so we were able to self-publish those games on Steam. We were quite pleasantly surprised by the revenue that generated -- of course it was a small amount, but for ten-year-old games it was still quite impressive, and it allowed us to finish that critical first prototype.

So when we reached a certain point, when we had that first playable, we went the traditional route of talking to various publishers; it was definitely a buyer's market back then so people were asking for lots of sequel potential, sequel options, that kind of thing.

And then by pure chance -- this was in 2011 I think, right before Kickstarter became really popular -- we noticed that Markus Persson had written something on the Minecraft splash screen that talked very favorably about Age of Wonders.

Of course we knew about his success, and so we figured that if he was a fan we should send him a note and see if he wanted to do something with us.

This was before Markus became super super busy, and he said 'Well, let's meet so I can see the game. Come to Sweden!'

So we flew over to present the game, and we agreed to work together on this. I mean, he didn't really work on it, but he made a significant financial contribution to its development.
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Final Fantasy VII - Retrospective @ EDGE
Posted: April 23, 2014, 5:50 am by RPGWatch

EDGE has posted a new retrospective article for Final Fantasy VII.
Final Fantasy VII's greatest moment arrives when your party acquires an airship. From Midgar, and some local travels, the world had seemed large indeed (and by this point the average gamer would have spent days if not weeks on the game). The airship blows this all away: the world is huge, and packed full of towns, ruins and places to go and explore. It takes time to simply travel from one place to the next via airship, never mind exploring what now lies before you, and as the game unfolds the party travels to the upper limits of the atmosphere via rocket and to the bottom of the ocean via submarine. There are breeds of chocobo that allow you to cross previously closed terrain, or alternately you can breed up a racer and take him to the Gold Saucer to enter competition. It's easy to forget that the world needs to be saved in Final Fantasy VII simply because, for once, it's a virtual world that's actually worth saving: the experience, and the memories, are permanent.
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Pixel Noir - Update#3, Reward Tiers
Posted: April 23, 2014, 5:50 am by RPGWatch

SWDTech Games talks about the new reward tiers, and about what's coming next in the third Kickstarter update for Pixel Noir. As for funding the game still needs $78,000.
Reward Tiers & What's Coming
Before we kick off this update, I just want to thank everybody who pledged, commented, liked, shared, upvoted, blogged or did anything else to support Pixel Noir! You guys are awesome--thanks for your continued support!

What's Coming
As promised, here are the topics we'll be tackling throughout the rest of the Kickstarter campaign. Stick with us, we've got some very cool things that we can't wait to talk about and show off!

We also need everyone to share the Kickstarter EVERYWHERE! Post it on your Facebook, talk about it on reddit, Tweet about it to friends and people you think might be interested. We've already gotten some great media coverage, but every little bit helps! If you know somebody in the video game press, tell them about Pixel Noir!
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Serpent in the Staglands - Update#7, Combat
Posted: April 22, 2014, 5:50 pm by RPGWatch

Whalenought Studios has posted the next update for Serpent in the Staglands with more information about the game's map, monsters, and a new combat video.

Maps, Monsters, and Combat Skills
THE LAST WEEK!

You all did a fantastic job helping us spread the word so far, and hopefully we can make it to the next stretch goal! We were interviewed recently by Cliqist and were asked some fun questions - check it out!

We wanted to give you all some more details on combat, and made another video previewing it like we did with Aptitudes. We are playing around with a lot of the art for effects and still putting in the skill images. We plan to showcase more of these skills in future updates and on our dev-blog as we are implementing them.
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Van Helsing II - Preview @ RPGFan
Posted: April 22, 2014, 5:50 pm by RPGWatch

RPGFan has new preview of The Incredible Adventures of Van Helsing II based on the released early Beta you can purchase on Steam if you pre-order the game.
NeocoreGames seeks to please its fans by keeping everything they loved about the first game - the absurdly high enemy count, the bombastic attacks, the quirky, humorous story, the tension between magic and science, and plenty of loot - and making it all bigger and better. The full version of Van Helsing II ought to be a familiar, yet more potent experience than the first for fans of the series. Newcomers might want to go back and visit the first game or simply skip to its sequel. If you've exhausted Diablo III and Torchlight or seek something a little less sanitized and commercial than some of the big hack 'n' slash titles, you might want to seek out The Incredible Adventures of Van Helsing II upon release.
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Matt Chatt - Brenda Romero Interview #5
Posted: April 22, 2014, 5:50 pm by RPGWatch

Seems Matt isn't done interviewing Brenda Romero as he released the fifth part of his interview today where they talk about teaching and learning with video games.

In this episode, Brenda talks about using videogames and board games to teach kids about history. Then she talks about how crazy it is that hardly any of us--including pro game developers!--knows anything about the people who actually made our favorite games. Thankfully, there's always Matt Chat
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Apexicon - Kickstarter Successfully Funded
Posted: April 22, 2014, 5:50 pm by RPGWatch

The developers of the Word Puzzle RPG Apexicon Actos Games share news that the game is now funded, and they talk about the game's stretch goals. Here are the details.
WE MADE IT!
Happy Sunday to you all! We've passed our goal, and Apexicon is now funded!

What does this mean?
  • A portion of the funds will go to Kickstarter and Amazon, as usual
  • The rest of the money will be thrown into development of Apexicon, slated later this year!
  • Once the KS is over, we'll be handing out rewards (as we can) and getting forums set up so you can continue assisting us on development
  • Special backers that have NPC and Character rewards will be contacted after the KS to get setup on their entries into the game!
Stretch Goals!
We hope these goals are worth going after, and as always, we appreciate your feedback!
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Darkest Dungeon - Post-Funding Update #19
Posted: April 22, 2014, 5:50 pm by RPGWatch

Red Hook Studios has posted the next post-funding update for Darkest Dungeon that shares a recap of their time at Pax East 2014, and it talks about future developments.
Boston & Beyond!
What's up everyone, we're back! PAX East 2014 was our first public, hands-on exhibition of the game, and we couldn't be happier with the results! We got a chance to meet backers, fans, the press, and our fellow developers, and the response to our game was overwhelmingly positive.

Press!
Here's some of the great coverage we got following the show:

Destructoid, EGM, PC Gamer, Kotaku, & Game Informer

We also won mmorpg.com's 'Best RPG' Award, got called out in the Giant Bomb Panel (@58min), and picked up a coveted medal from bigsushi.fm!

Next Steps...
This Thursday, April 24th @6pm pacific, we'll be streaming a complete run of the PAX demo, with commentary from Tyler, Keir and Chris! It will be archived after the stream, and we'll post it to YouTube. If you couldn't make it to the show, this is a great chance to check out what we had on offer, and ask questions live as we play.

BackerKit checkout will happen very shortly, maybe even later this week! Keep an eye on your email During the checkout process you'll get a chance to verify your shipping address, confirm/buy add-ons, and more.

What's Next: We're entering a period of hardcore development focus. The response from PAX validated many of our core systems, and affirmed that we are on the right path, but we've got a ton of work ahead of us. Other than the upcoming BackerKit update, expect another backer update towards the end of May, but naturally, we'll be checking comments in the meantime and eagerly anticipating Twitchblade's next installment!

As always, we thank you for your support and enthusiasm for the project - I think we're onto something here...

-Chris, Tyler, Keir, Kelvin
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