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

» Dragon Age: Inquisition - First look at the PC UI - August 31, 2014, 6:50 am
» Dragon Age: Inquisition - Wired Interview #2 - August 31, 2014, 6:50 am
» Shroud of the Avatar - Update of the Avatar #88 - August 31, 2014, 6:50 am
» Dragon Fin Soup - Gamescom & PAX Prime - August 31, 2014, 6:50 am
» That Which Sleeps - Development Log #1 - August 31, 2014, 6:50 am
» Heroes of a Broken Land - Review @ Chalgyr - August 31, 2014, 6:50 am
» Pantheon - Progress Update & Video - August 31, 2014, 6:50 am
» State of Decay - Year One Survival Edition - August 31, 2014, 6:50 am
» Pillars of Eternity - Video Preview @ Polygon - August 31, 2014, 6:50 am
» Transistor - The Art of Transistor - August 31, 2014, 6:50 am


Latest Active Threads on Boards o' Magick:
BG EE mods (Baldur's Gate: Enhanced Edition post by Vhadin)
Initial Gameplay Difficulty (Featured Polls & Comments post by SlickRCBD)
IWD:EE (Icewind Dale: Enhanced Edition post by DarthMuffin)
Beta Demo tomorrow 08/18 (Pillars of Eternity post by Marceror)
IWD:EE (Icewind Dale post by Taluntain)
Dragon Age: Inquisition - Wired Interview #2 (Game/SP News & Comments post by RPGWatch)
Dragon Fin Soup - Gamescom & PAX Prime (Game/SP News & Comments post by RPGWatch)

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Dragon Age: Inquisition - First look at the PC UI
Posted: August 31, 2014, 6:50 am by RPGWatch

Hrungr on the DA:Inquisition's forums point to new tweets from Mark Darrah where he reveals how the PC UI will look in this game. You can see the PC UI here - you'll need to scroll down a bit.

And from Hungr's post about this in the DA:I forums over at Bioware here are some quotes about the PC UI tweeted from Mark Darrah.
Mike Laidlaw @Mike_Laidlaw
PC question 1: 8 Ability slots?

A: Yes, per character. Changeable between combat.

Mike Laidlaw @Mike_Laidlaw
PC Question 2: What is that TAB thing?

A2: Highlight stuff in the world.

Mike Laidlaw @Mike_Laidlaw
PC Question 3: Why 8?

A: 32 abilities (along with passives/upgrades) across the party provides a broad spectrum of tactical options.

Mike Laidlaw @Mike_Laidlaw
Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.
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Dragon Age: Inquisition - Wired Interview #2
Posted: August 31, 2014, 6:50 am by RPGWatch

Kantr at the DA: I forums points us towards the second part of the Wired interview where they talk to Mark Darrah and Mike Laidlaw. This time they discuss how the DA:I will make sure the story from the other games carries over to the next gen consoles. They also discuss how the reception of DA2 has changed they way the team decided to make DA:Inquisition.
The reaction to Dragon Age 2 was perhaps not what you would have wanted. What have you learned from or responded to most from that.

MD: Criticisms of weight is one. Weight is a big, huge thing we've changed. Now you're not swinging a six foot foam mallet, you're swinging six feet of steel when you're a two handed warrior.

ML: It has a lot more impact. We've tried to keep the pacing and responsiveness of the second game, but some things are deliberately a bit slower. Being able to cast a fireball and have it go bang, but then having your enemies run away from the area of effect before it hits -- that all works really well. Talent trees were very well received from DA2, whereas in the original it was like "here are four dots and you can buy rank four after rank three". People were bored by that.
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Shroud of the Avatar - Update of the Avatar #88
Posted: August 31, 2014, 6:50 am by RPGWatch

The next Shroud of the Avatar update from developer Portalarium has been posted. As usual it's more items, and news mixed together with a few new videos.

In celebration of the PAX and Dragoncon conventions this weekend, we are excited to announce that Release 9 is re-opening from 10:30 am CST Aug 29 thru 10:30 am CST Sep 1. Richard Garriott and Starr Long are representing SotA at Dragoncon while Chris Spears, Brandon Cotton, and Finn Staber are representing SotA at PAX. In the spirit of friendly rivalry, we've temporarily renamed the opposing teams in the PvP Castle Arena to PAX and Dragoncon. So, log into the game, make your way over to the PvP Castle Arena (at the starting point in Braemar), and join the side of your favorite convention. We'll report which convention was the overall winner in next week's update! Here is an updated version of the SotA Trailer that we prepared for PAX and Dragoncon.
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Dragon Fin Soup - Gamescom & PAX Prime
Posted: August 31, 2014, 6:50 am by RPGWatch

The Grimm Bros' next Kickstarter update for Dragon Fin Soup has information about the game from Gamescom & PAX Prime. Here are the details.
Gamescom & PAX Prime Madness! Apologies for the delayed update, it's been an incredibly busy time for us this entire month. Grimm Bros just wrapped up presenting Dragon Fin Soup at the debut IndieMEGABOOTH at Gamescom in Cologne, Germany, and now we are back in the United States hustling to get our booth ready in time to present at PAX Prime!

Gamescom Report
Gamescom is one of the largest gaming conventions in the entire world. This 2014 convention hosted over 400,000 attendees (holy crap)! The Grimm Bros team had over 40+ meetings with European press featuring hands-on demos and interviews, including 2 video interviews! We were booked non-stop for five days from 10am-8pm with not only press, but fellow backers, devs, and our amazing gaming community.

Our time at Gamescom was a mix between a collaborative and inspiring experience presenting amongst cool indie devs who share a common love of games. We were able to exchange ideas, talk shop, hang out, and have a bit of fun as well. There was a great feeling of all of us being a part of the indie collective and helping one another out.
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That Which Sleeps - Development Log #1
Posted: August 31, 2014, 6:50 am by RPGWatch

King Dinosaur Games gave notice of a new Development Log video for That Which Sleeps.



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Heroes of a Broken Land - Review @ Chalgyr
Posted: August 31, 2014, 6:50 am by RPGWatch

Chalgyr's Game Room has posted one of the few reviews available for Heroes of a Broken Land and he came away enjoying the time he spent playing the game.

The score was 7.5/10 , and site calls the game good.
A stronger narrative coupled with better presentation values could have made Heroes of a Broken Land an absolutely unforgettable experience, but what is there is still really, really good. It blends genres beautifully and creates a unique-feeling experience in the process, which is capable of being played time and time again due to its randomized world.
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Pantheon - Progress Update & Video
Posted: August 31, 2014, 6:50 am by RPGWatch

Visionary Realms Brad McQuaid released a new work-in-progress video for Pantheon.

Video showing latest development progress, including database-driven NPC population, polished zones, and original music. Make sure you set it to 1080p!
He also released a new progress update a day after the video.
Wasn't that video update fantastic? This team we have built is composed of some awesome and very hard working people. Please give a big round of applause to all the team members who have poured out their time, their energy and sacrificed a fair amount of sleep to make this happen. They are doing such a great job and giving so much of themselves to bring this game together and we are ever thankful for the time they have contributed to this project.

We have had a lot of new additions to the team, so many that we have now closed applications to the Lore team nor we are seeking any more music composers presently. We are only accepting applications for exceptionally talented (ie: extensive experience with) Unity 3D programmers, worldbuilders, and 3D artists. If you or someone you know qualifies in one of these categories please send us a PM here on the website or send us an email and we will proceed from there. Thank you to everyone who has expressed interest. We are so thankful to each one of you for your passion and dedication to helping us create Pantheon.
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State of Decay - Year One Survival Edition
Posted: August 31, 2014, 6:50 am by RPGWatch

Undead Labs announce a new Year One Survival Edition of State of Decay that will be released for PC and Xbox One. It's supposed to have more content & features.
Man, it felt good to write that. There's a huge difference between "We think it's a good idea and we're seriously considering it", and "Hell yes, we're working hard on it right now." It's generally a good idea to wait until you can say "hell yes", because until then, Things Can Change, but we've crossed that threshold for State of Decay on Xbox One.

State of Decay is coming to Xbox One via the State of Decay: Year One Survival Edition. While we're still very much in development, here's what I can tell you today.

First, we're remastering the game in glorious 1080p, with sharper textures, a refined user interface, and more environment detail. We're also taking advantage of the more powerful hardware by remastering and adding new environment effects, and increasing the fidelity and smoothness of character and zombie animations throughout the game. And along with these visual enhancements, we'll ensure the game runs at a rock-solid frame rate and polish out a few glitches along the way.

Next, we're creating some new content - not an entire DLC's worth, but a few cool new mission types, new weapons, vehicles, and perhaps a hero or two. We'll also be making some of your favorite characters from Lifeline (yes, Sasquatch) available as playable characters in Breakdown, and taking some of the new base options from Lifeline and making them available in Breakdown and the core State of Decay game. And then we'll throw in half an hour of new music from State of Decay composer Jesper Kyd.

Finally, we're bundling both Breakdown and Lifeline DLC releases into the game to create the ultimate State of Decay experience.
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Pillars of Eternity - Video Preview @ Polygon
Posted: August 31, 2014, 6:50 am by RPGWatch

Polygon has posted a new fourteen minute video preview for Pillars of Eternity.

Griffin and Chris brave the bugs of Pillars of Eternity's early beta build to see how the CRPG genre has evolved.
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Transistor - The Art of Transistor
Posted: August 31, 2014, 6:50 am by RPGWatch

Suzanne Verras of Cliqist has a new article where she talks about the art of Transistor.
I've played Bastion and I enjoyed it, but I had not taken a peek at Transistor yet. I knew I had to, even if it was only for the watercolor painted style that I had also love about Bastion. Even if you don't like action RPG's, you should really try Transistor, because the art style, the story and the music are amazing. I'm not going to go into all those things because we already have, I'm just here to show you how incredibly stunning this game looks.

All the scenes are a simple build up out of three layers; the background layer, central layer (where you run, shoot and experience everything), and the foreground layer. When running around the background and foreground layer move with you and add some life to the environment. Sometimes you come across a flock of white doves who fly up if you come near them. Together with the bright colors it makes for a festive eyesight.
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Dragon Age: Inquisition - Video Roundup
Posted: August 31, 2014, 6:50 am by RPGWatch

GamerHubTV has a new video interview with BioWare Developer Cameron Lee.

BioWare developer Cameron Lee discusses the latest details about Dragon Age Inquisition in this exclusive gameplay preview interview from Gamescom 2014 in Cologne, Germany.
Next Bioware posted a new video FAQ about the new Dragon Age Keep.

Narrated By Fernando Melo, Director of Online Development at BioWare Edmonton.

** REMEMBER THIS IS NOT THE FINAL PRODUCT! THIS IS STILL IN BETA

*** AND TO YOU KEEP BETA TESTERS OUT THERE, YOUR NDA IS STILL ACTIVE, THIS REVEAL DOES NOT CHANGE THAT!
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Neo Scavenger - Test Build 0.9936b Released
Posted: August 31, 2014, 6:50 am by RPGWatch

Blue Bottle Games released another Beta build for Neo Scavenger players to test this week and here is the information straight from the game's website.

Looks like the game is slowly reaching 1.0 status.
Updates Included in the Test Beta

Test beta 0.9936b includes the following changes:

  • Added recipe for lit smudge stick.
  • Added code to prevent AI looting important hex objects.
  • Changed "Search" move to start weak, and to stack effects over time.
  • Changed UVDs to degrade silently.
  • Changed "Reveal Self" move to require AI Intelligence, so animals don't do it.
  • Changed confiscation box to have more space and arrange items largest-first, to reduce lost items.
  • Fixed a bug that caused Blue Rot 2 recursion.
  • Fixed a bug that prevented bags from going into travois.
  • Fixed a bug in Creature.DropItem that re-added same object instead of remainder.
  • Fixed a bug that caused overflowing item stacks to sometimes be missing overflow item sprite.
  • Fixed typos in Merga Wraith/Realm encounters.

Most of these changes were to stabilize issues found in the most recent build. In particular, infinite Blue Rot 2 and hiding/searching taking too many turns to work. These changes should hopefully smooth out that roughness.

As always, let me know what you think of the changes, and if you notice any issues with the new build!
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Icewind Dale: EE - Announced at PAX
Posted: August 31, 2014, 6:50 am by RPGWatch

Beamdog announce their next remastered game is Icewind Dale: Enhanced Edition.

Beamdog and Wizards of The Coast announced at PAX today that pre-orders have begun for Icewind Dale: Enhanced Edition ahead of its upcoming release.

Originally released in 2000, Icewind Dale is hailed as a classic Dungeons & Dragons adventure based in Wizards of The Coast's legendary Forgotten Realms campaign setting. The Enhanced Edition will allow new and experienced gamers alike to enjoy this epic adventure as never before. Available on PC, Mac, iPad, and Android tablets and phones, the game will retail for $19.99 on desktop and is available for pre-order now.

Icewind Dale has been enhanced with new kits and character classes, dozens of new items and spells, and restored quest material cut from the original game. The redesigned user interface features Zoom capabilities and a Quickloot Bar, among numerous other improvements. Up to six players can simultaneously enjoy Icewind Dale with the new cross-platform multiplayer mode.
They also have a new FAQ with some answers about the game.
Q: When will Icewind Dale: Enhanced Edition release?
A: Icewind Dale: Enhanced Edition has entered beta and will release "when it's ready" to ensure the best experience for players, likely within a month.

Q: What specific enhancements does Icewind Dale: Enhanced Edition offer over the original game?
A: Icewind Dale: Enhanced Edition features the following enhancements:
  • Six expanded quests, featuring content cut from the original game
  • 60 new items
  • Heart of Winter and Trials of the Luremaster expansions
  • 31 new class and kit combinations from Baldur's Gate II: Enhanced Edition, well as the half-orc playable race
  • 122 new spells carried over from Baldur's Gate: Enhanced Edition
  • Cross-platform multiplayer
  • A new "Story Mode" difficulty setting to allow players to experience all of the story with none of the Game Over screens
  • Available for Windows, Mac, iOS, and Android
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Risen 3: Titan Lords - CG Environments
Posted: August 30, 2014, 6:50 pm by RPGWatch

Click the link for various images of Risen 3: Titan Lords CG Environments from 3D Artist Sascha Henrichs.
Some environment screenshots from our current game Risen3 greetings to the best art team, this was a good time!Enjoy.
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Mount & Blade II - Developer Update #7
Posted: August 30, 2014, 6:50 pm by RPGWatch

TaleWorlds Entertainment has finally posted the next development update for Mount & Blade II: Bannerlord. This time the topic is Imperial Declines.
Mount&Blade II: Bannerlord Blog 7 - Imperial DeclinesHi, all! For our seventh installment of the Bannerlord developer blogpost, we'd like to talk a little about our plans for factions, and how this fits into our evolving thinking about Mount&Blade as a sandbox game.

Warband's factions were based on existing medieval societies. We added a few in-game details about their backgrounds, but we didn't try to create an over-arching story. The factions' semi-historical nature meant players could use their imaginations and historical knowledge to fill in the details of these societies and make their own stories -- as we saw in many great AARs. A player who liked the Vikings, for example, might have chosen to fight for the Nords, maybe even model the character on a fictional or historical Norse warrior. However, many players felt Mount&Blade would be more immersive if the factions had more background and the game had an emotionally grabbing narrative hook, so we're going to try do that while still keeping the sandbox spirit.
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