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» Game Informer - The Other Half of Gaming - May 30, 2016, 10:42 am
» Dishonored 2 - Harvey Smith Q&A - May 30, 2016, 10:42 am
» No Man's Sky - Death Threats Over Delay - May 30, 2016, 10:42 am
» Phoenix Point - Raising Funds - May 30, 2016, 10:42 am
» Stygian - Greenlit on Steam - May 30, 2016, 04:33 am
» Non-RPG General News - Mafia III Trailer released - May 30, 2016, 04:33 am
» Fabular - Kickstarter Update - May 30, 2016, 04:33 am
» Witcher 3 - Gwent Update in 1.20 - May 30, 2016, 04:33 am
» Weekly Wizards of the Coast News Round-up - May 29, 2016, 11:07 pm
» Spy DNA - Combat System - May 29, 2016, 10:12 pm
» Madman - Is Greenlit - May 29, 2016, 10:12 pm
» Fallout: NV - Superhot Mod - May 29, 2016, 10:12 pm
» Outcast - Second Contact Coming 2017 - May 29, 2016, 10:12 pm
» Opinion - Saying Goodbye to Bethesda - May 29, 2016, 10:12 pm
» Copper Dreams - Greenlit on Steam - May 29, 2016, 04:12 pm

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Game Informer - The Other Half of Gaming
Posted: May 30, 2016, 10:42 am by RPGWatch

[​IMG]A Game Informer editorial takes a look at the myth that video games must live apart from the non-digital games that spawned them.

Growing up, I loved any video game rooted in my favorite genre of fantasy. I would rent and buy all the video games with a passing relation to dragons and wizards, regardless of quality. Like many of you, as my taste in games grew, I began to recognize how much I was limiting my own fun. While I never lost a love of classic fantasy tropes, a whole world of other video games beckoned, inviting me into other interactive settings of action, mystery, horror, science-fiction, sports, racing, puzzles, and more. Why had I spent so long with an artificial barrier that kept me from such great entertainment?

In the back of my head, that's always the memory that comes to mind when I hear that someone loves video games, but has never dipped their toe into the other half of the gaming hobby that lives on your home tabletop. It feels like declaring that you love Italian food, but for some reason you just don't want to try Mexican cuisine. Sure, some people just don't like guacamole, but how would you know until you try?

Prevailing opinion suggests that tabletop and video games are fundamentally different hobbies, and I certainly acknowledge that they each branch in separate directions. But they share the same roots, and much of the same appeal. While the form of presentation and interaction is different, many of the tenets of game design are in common, whether you're talking about the need for balance in competition, the appeal of growth and progression over the course of the game, or the link between mechanics and narrative that make a game feel cohesive.

Anecdotally, I can't count the number of video game developers I've visited who trace their gaming roots back to role-playing games like Dungeons & Dragons, or early board games like Risk. Before the constraints of technology allowed for complex digital gaming, the only place to discover rich and nuanced gaming projects was on the tabletop. As both disciplines have matured, they've moved in often parallel and intersecting lines, and each reveal new facets of the way gaming can entertain, educate, and enrich our social interactions.​

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Dishonored 2 - Harvey Smith Q&A
Posted: May 30, 2016, 10:42 am by RPGWatch

[​IMG]Harvey Smith opens up and answers fan questions in a Game Informer Q&A about Dishonored 2.

For the last month, we've been rolling out features in our hub to go along with our recent cover story on Arkane Studios' Dishonored 2. For the final entry in that hub, we Skyped in Dishonored 2's co-creative director Harvey Smith and asked him dozens of the community's burning questions. Check out the interview below to learn more about the existence (or lack there-of) of dinosaurs in Dishonored's world, the role of sexuality in the game, and what sort of games Smith might like to create in the future.

You can watch the video below, subscribe and listen to the audio on iTunes, or listen to the full episode on SoundCloud.​

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No Man's Sky - Death Threats Over Delay
Posted: May 30, 2016, 10:42 am by RPGWatch

[​IMG]No Man's Sky developer Sean Murray has received numerous death threats since his announcement that the game's release would be delayed until August.

After the news this past week about No Man's Sky being delayed seven weeks, creator Sean Murray has been the target of numerous death threats.

Originally set to release in June, Hello Games' No Man's Sky has been pushed to August 9. Sean Murray gave insight in his PlayStation Blog post, explaining that the "extra polish" is necessary, and that it was a "tough choice to delay the game."

Sean Murray took to Twitter to send an apology to fans, and further explained that due to legal and external reasons, he couldn't speak of the delay sooner. These attempts to soothe and reassure fans, however, didn't hit home with everyone. As Murray pointed out on Twitter, he has since been sent hostile threats because of his decision to delay the game:

I have received loads of death threats this week, but don't worry, Hello Games now looks like the house from Home Alone #pillowfort

- Sean Murray (@NoMansSky) May 28, 2016
The space exploration game No Man's Sky was first announced in 2013. Its expansive, procedurally generated universe has been one of its biggest draws and curiosities for many fans. With the immense popularity surrounding the title, it's not surprising to see frustration from the news of a delay, but death threats are an extreme approach.​

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Phoenix Point - Raising Funds
Posted: May 30, 2016, 10:42 am by RPGWatch

[​IMG]@Linkedin Julian Gollop published a post about Phoenix Point. In it he outlined Snapshot Games history and a quick pitch for the project. Snapshot will be at E3 in June so expect to hear more news then.

We are in the process of raising finance for funding the project and I am interested in talking to:

Investors - who can enjoy a share of the revenue
Publishers - who can support the game's release
Games Journalists - who want to know more about the game

Please get in touch. Both myself and the president of Snapshot Games, David Kaye (founder of Gaming Insiders) will be at E3 in June - so let's hook up!​

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Stygian - Greenlit on Steam
Posted: May 30, 2016, 04:33 am by RPGWatch

[​IMG]Stygian: Reign of the Old Ones has now been greenlit on Steam. Expect the Kickstarter to launch soon.

Stygian has been Greenlit!
28 May - Lord General Yavuz

Thank you for all your support!
Our next goal is to answer all of your questions directly.
And one more thing: We're going to launch our Kickstarter campaign soon.


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Non-RPG General News - Mafia III Trailer released
Posted: May 30, 2016, 04:33 am by RPGWatch

[​IMG]The Open-World Shooter Mafia III should be fun for RPG fans, too:

Mafia III - Bringing a City to Life

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Fabular - Kickstarter Update
Posted: May 30, 2016, 04:33 am by RPGWatch

[​IMG]The 2D space rogue-like Fabular has been Greenlit on Steam:

We have fabulous news fellow Fabularians, and since a picture speaks a thousand words.

Huge thanks to everyone who voted for us!

We've spent less than two weeks in Greenlight and climbed into the top 100 games very quickly. Big thanks to everyone who voted on us, and also for the appreciative and sometimes even moving comments you've made!

This means that we can publish Fabular on the Steam platform when it is finished and ready to go. Now there is only one thing left to do: we have to get this Kickstarter funded! :)

So please get out there and use this new momentum to share the Kickstarter and the game with your friends and colleagues, or even complete strangers, heck, they might like it.

Let's make more members of the Fabular Family! <3​

-> Kickstarter

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Witcher 3 - Gwent Update in 1.20
Posted: May 30, 2016, 04:33 am by RPGWatch

[​IMG]Hey, Gwent fans. Update 1.20 for The Witcher 3 will include an item that tells you which cards you're missing...and where you can find them. You can't put a price on something like that. Other fixes and additions are included.

CD Projekt has released the patch notes for the coming 1.20 update to The Witcher 3: Wild Hunt, which makes a number of improvements and fixes to the game, including one that will be a big boon for Gwent card collectors: A new book called "A Miraculous Guide to Gwent," which displays the number of cards missing form your base-game deck, and information on where to get them. New players can get the book from the Gwent scholar in the prologue, while those of you already deep into the action can pick it up from the merchant near St. Gregory's Bridge in the Gildorf district of Novigrad.

Other big changes include the addition of optional enemy "upscaling," which will make low-level enemies more challenging (but won't affect experience points, loot, or quest rewards), and an increase in the incidence of certain monster-based ingredients required for high-level alchemy. The inventory and journal have been improved to make them easier to use, automatic drawing and sheathing of swords can be disabled, and-this is a big one-there will be a fix for a bug "whereby Geralt's clothing was not properly restored after sex scenes."

Oh, Geralt.

There are quite a lot of other fixes and tweaks, most of them for the base game but some specific to the Hearts of Stone expansion. A rollout date wasn't announced, but CD Projekt Community Lead Marcin Momot said on Twitter that it will be out after this weekend, but "shortly before" the Blood and Wine expansion goes live on May 31, and Tom Senior's review says that it's very good indeed. Full patch notes can be found here, and the relevant discussion of the update on the CD Projekt forums is here.​

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Weekly Wizards of the Coast News Round-up
Posted: May 29, 2016, 11:07 pm by Taluntain

[​IMG]» Nathan Stewart on What’s Up at Meltdown (05/26/2016)
» Watch D&D Live From Meltdown Comics! (05/25/2016)
» Mike Selinker on Betraying D&D (05/19/2016)
» Errata: May 2016 (Sage Advice - 05/16/2016)
» Wolfgang Baur on Kobold Press (05/12/2016)
» May Dungeon Masters Guild Review (Unearthed Arcana - 05/09/2016)
» Dr. Raffael Boccamazzo on D&D and Autism (05/05/2016)

Note: You can purchase most of the books, manuals, accessories etc. mentioned in the news here via Amazon's online stores (US, CA, UK or DE).

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Spy DNA - Combat System
Posted: May 29, 2016, 10:12 pm by RPGWatch

[​IMG]Some interesting info about the combat system of Spy DNA:

Combat in Spy DNA
This is Jason with an update on the Spy DNA combat system. We've been making some graphics and demo videos for our Kickstarter pitch, and I thought we should share some of them with you. In today's post, I'll start with our new gunsight, that we use for aiming, and then move on to the combat system.

In Spy DNA we have put a lot of thought into making combat feel as real as we can. One of the areas that's often disappointing in games is the critically important mechanism you use to attack the enemy.


After a lot of experimenting we have settled on a system where the game focuses on a character when it is their turn to start their next action. So while combat is ongoing, the game engine cycles though characters as their turns come up. In this way it feels like a traditional turn-based game. There is one very important difference. While the game is progressing to the next player turn, every character and object in the game moves.

This was not a decision we took lightly. We made this decision to avoid the time quantization problem that traditional turn-based games have. Think of the frustration where near the end of the player turn you move a character and trip one or more enemies. Now your character (or whole party) just sits there helpless while the enemy takes a turn (or full round) worth of actions. This is a side effect of games trying to map combat to a mechanism that doesn't exist on a battlefield.


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Madman - Is Greenlit
Posted: May 29, 2016, 10:12 pm by RPGWatch

[​IMG]Dr. Dungeon's MADMAN will be available on Steam soon, because it got enough Greenlight votes on Steam.

Congratulations Dr. Dungeon!

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Fallout: NV - Superhot Mod
Posted: May 29, 2016, 10:12 pm by RPGWatch

[​IMG]@dsogaming Xilandro Axeuora has made a mod for Fallout: New Vegas that introduces SUPERHOT's gameplay mechanics to Obsidian's game.

To start, you need to get the "SUPERHOT" perk, available at level 3. There are four SUPERHOT perks right now, and to activate\deactivate SUPERHOT mode you'll have to press the Q key (MCM configurable).

Here are the key details of this mod:
  • The more you move - the faster time will go and bullets will increase in speed as well. Go slowly, plan your moves, think before you act.
  • If you look around (move your mouse rapidly) - time will speed up slightly. But enough to kill you if you don't pay attention!
  • You can HOTSWITCH only with hostile NPCs.
  • If you jump and hold your jump key - time will go faster, but it will still be slow enough for you to dodge bullets. So you can crush your enemies mid-air in glorious slow-motion. True to original game.
  • On your death - SUPERHOT will be deactivated.
  • If you just killed everybody around (ie you won) with SUPERHOT active and you are not in combat - famous "SUPER HOT" announcer will kick in (re-recorded) and SUPERHOT mode will be deactivated. You won't be able to activate it while announcer is active.
  • While you're in SUPERHOT mode - you won't get level-up menu pop-up, so nothing distracts you from gameplay. Level-up menu pop-up is re-enabled once you're out of SUPERHOT mode. Doesn't effect XP gain in any way.
  • SUPERFOCUS, bullet slashing and deflection works only if you have Action Points. HOTSWITCH is available only if your AP bar is at least 95% full. HOTEQUIP will work only if your AP bar is at least 50% full.
  • Saving and\or loading the game during SUPERHOT mode is active - NOT RECOMMENDED.I mean it. If you do - don't report any bugs about it, I won't respond, in fact, I will delete any such reports immediately. You have been warned. If you want to save the game, or load (except after death) - turn off SUPERHOT first. And only then save\load.I made some precautions for quicksave and quickload. If you quicksave (pressing F5) during SUPERHOT, mod will be deactivated, and only then - game will save. If you quickload (pressing F9), SUPERHOT will be deactivated first, and only then game will load. If you save or load the game via menu\console\CASM during SUPERHOT mode - there will be consequences like all bullets still having red tracers. Maybe more side effects.
  • The word "SUPERHOT" was used 23 times in this description. Yikes!
  • If this mod doesn't work for you, or you're having compatibility\performance\any other issues, please go and try out SuperHot (Redone) mod by TommInfinite, it might be a lot more stable than this one.
Those interested can download the mod from here.

Have fun everyone!​

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Outcast - Second Contact Coming 2017
Posted: May 29, 2016, 10:12 pm by RPGWatch

[​IMG]@dsogaming The classic Outcast is being remade and will be called Outcast: Second Contact. Expect the game at the start of 2017.

Bigben announced that it has signed a license agreement with the studio Appeal to publish the video game OUTCAST - Second Contact, a remake of the cult PC game Outcast. This expanded and updated version of the 1999 game, currently being developed by the team behind the franchise, will be released at the start of 2017.

Yves Grolet, co-founder of APPEAL, said:

"Outcast succeeded beyond our hopes and we take great pride in seeing that it remains a classic for many players today. We're now using the same team and passion to work on the remake that fans have been demanding for years. Our objective is to show just how modern the game is with cutting-edge graphics and improved gameplay, while retaining the charm of the original which won over so many players."​

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Opinion - Saying Goodbye to Bethesda
Posted: May 29, 2016, 10:12 pm by RPGWatch

[​IMG]A Vice op-ed discusses how Bethesda's once irresistible charm has faded for one gamer.

For the past ten years, Bethesda games have sculpted how I think about games. Aged 14, I picked up my first Xbox 360 and a copy of The Elder Scrolls IV: Oblivion. I still have that same disc today, in its case, the receipt tucked behind the hundred-page manual.

After putting thousands of hours of playtime into Oblivion, Fallout 3 and Skyrim, as well as all every expansion released to support those main games, Bethesda has even influenced what I want from other titles - in terms of gameplay features, design ideas, and that inimitable sense of freedom that few other open-world productions master so well.

When Fallout 4 was announced midway through 2015, just six months before it came out, I, unsurprisingly, lost my ****. Not only was a new Bethesda game on its way, guaranteeing a massive world to get invested in, but I only had a short while to wait for it. This so-brief period between announcement and availability was as good as unprecedented in our modern period of games publicity - but it's something I think will influence other developers' future projects and their own release plans, given how well it worked.

And when it came out, I really liked Fallout 4. I went as far as saying, on this site no less, that it was an unmissable open-world experience. Its world is truly magical to explore, and for me it features the best storytelling of any of Bethesda's games so far, even if its ideas, of fractured families and fizzing revolution, are familiar. This is a studio that places its strengths in building a universe rather than fleshing out character development and creating narrative complexity, but nonetheless it felt like a marked improvement on what preceded it. Most notably, though, it played like a proper sequel, something I had never felt with other Bethesda releases. Whereas Oblivion and Skyrim were two very different beasts, Fallout 4 sits comfortably, thematically and aesthetically, beside 2008's Fallout 3.

But the charm faded. It took a while, 60 hours of play and change, but having put over 300 hours into Skyrim I was expecting Fallout 4's amazing early game impressions to develop into a compelling whole, to last for a near-infinite future. And yet, that compulsion disappeared. The urge to explore everywhere, to see everything, just vanished. Which was pretty disappointing, to say the least.​

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Copper Dreams - Greenlit on Steam
Posted: May 29, 2016, 04:12 pm by RPGWatch

[​IMG]Copper Dreams has been greenlit after 15 days which has prompted a Kickstarter update. Killscreen Daily also has some more information on Copper Dreams.

Thank you so much to everyone who voted for us to be on the Steam platform.

Some folks have asked about DRM-Free options as well. GOG has expressed interest and we'd love to have our next game on there as well. We will be talking with them more throughout the year. Besides that, one way or another we'll have the game DRM-Free.


"How would syndicates abuse their power without the oversight of a government?" asks Hannah Williams, one half of Seattle-based Whalenought Studios. That's one of the many questions that Copper Dreams, the studio's second RPG, looks to answer.

While RPGs are often set in vast fantasy worlds, Copper Dreams' cyberpunk world takes place on an isolated island called Calitana. It's a place where the uncivilized aspects of humanity can be drawn out, where food is scarce but copper is cheap, resulting in an economy based on the metal, and a culture obsessed with technological body alterations. "We thought it would be interesting to explore what happens if the citizens of that prosperous world are given a one-way ticket to a secluded frontier planet, then more or less abandoned for several decades," Williams said.​

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