Galaxy of Pen & Paper is a turn-based meta RPG about a group of players rolling dice in the year 1999! Create your own game master and RPG party, as they roleplay, explore distant planets in their imagination, fight weird aliens and save the galaxy in the era of dial-up internet and floppy disks!
Lost Sphear - Followup to I Am Setsuna
Posted: Jul 27, 2017, 11:02 am by RPGWatch
@DSOGaming Lost Sphear is a new RPG from Square Enix that follows on from I Am Setsuna. Polygon captured some 15 minutes of gameplay footage from a demo. The game is expected to release January 23rd 2018.
Check out 15 minutes of gameplay from the demo for Lost Sphear, Square Enix's charming new RPG and the follow-up to last year's I Am Setsuna.
Torment:ToN - Review @ Harcoregaming101
Posted: Jul 27, 2017, 11:02 am by RPGWatch
Hardcore Gaming 101 has reviewed Torment: Tides of Numenera and compared it to Planescape: Torment in the process.
Note: the review is rich on spoilers.
Numenera is a victim of its own hype: it is a good game but it's simply not as good as the thing people imagine when they hear 'record-breaking Kickstarter campaign', and 'spiritual successor to Planescape: Torment' while at the same time looking at the amazing concept art. Paradoxically, it is too much like Planescape: Torment (when it comes to story and themes) to be judged on its own but to little like it (when it comes to mood and atmosphere) to be a worthy follow-up. Many of those sins could have been forgiven though if the game had a bigger emotional impact - but unfortunately and ironically, Torment isn't good enough at tormenting the player.
Bloom - July Development Update
Posted: Jul 27, 2017, 11:02 am by RPGWatch
The demo for Bloom is still on schedule, so it should be just a few weeks more before it is available. The team is also looking for extra help in order to get them to be able to release the game in the not too far future. To get the funding for that they have started a Patreon page and will be doing another Kickstarter campaign in parallel to the release of the demo.
Futhermore they have also made a video available, which is a parody showing their journey so far using footage from Lord of the Rings.
The Combat Log - It's how we roll!
Battles are essential to the experience of Pathfinder: Kingmaker. Some of them are quite easy while others are very challenging. Many systems, such as character generation and leveling up, equipment and spells are part of the decisions you make about every character, and combat is where you feel the results of these decisions. It is the place to put your heroes to the test and understand what went right and what went wrong. For that, combat needs to have a very clear feedback about every aspect of the game mechanics. In order to solve this we are (as many other games in this genre) using a combat log. Our usual disclaimer applies to all of the pictures here, it is work in progress and does not represent the final state of the product, all specific names are used only as reference to the original Pathfinder Roleplaying Game (R) entities and could be subject to change in the Pathfinder: Kingmaker CRPG.
Every action in combat has a representation in the log: initiative rolls, to-hit, and damage rolls, saving throws or any appropriate checks. Each has its own line in the log. And for each of the lines, you will be able to see detailed information in the tooltip. For example, if you are attacking a wolf you will be able to see all of the bonuses and penalties for the to-hit roll and their sources. Starting from a simple bonus, like the strength modifier, and up to temporary effects, like being shaken. And you will be able to see your roll for this attack. Additional information will also appear in the tooltip if circumstances call for it. For example, on a critical threat roll, a confirmation roll will appear with same detailed information, or if a target has concealment there will be a mention of the miss chance.
All the information mentioned thus far is about your party's actions. But of course you will also want to know about how your enemies do. We have thought of two options here - one we will definitely have, the other one is an idea right now, and currently in discussion and development. We are not promising the latter will appear in the game, but we are very interested to hear your opinion about it. The first option is providing all the information about the enemy - AC, saving throws, the battle log will show it all. This is clear and concise and gives you all the information you need to understand what happens in battle and what changes you need to make to tip this fight into your favor.
The second option does not provide you with this information for free; it is based on the party's knowledge and lore checks. If you are successful, some information is provided, better results lead to more stats revealed. But if your fail those rolls - you will learn that information in the same way you do on the table. If you hit 34 AC and missed against 18, the creature's AC in the tooltips will be shown as ?19-34 - meaning, that your highest miss was against AC 18 and 19 could be hit, while your lowest hit was 34, so in the worst case scenario that creature's AC is 34. Same goes for other statistics, like showing that you dealt damage, but some DR was applied to it. Along with this goes showing the creature's health condition only after a successful check. This approach is a bit more hardcore and a bit more faithful to the tabletop experience.
But back to the log. Not only combat needs to have detailed information presented, but we also have dialogs and special events, kingdom and exploration. So we are expanding the log (as a lot of games before us) into those areas of the game as well. And to make it more readable, we separate information into several tabs: combat will have everything we discussed above, while a dialogue tab will have a history of all conversations as well as special events, along with choices and checks you made. Events tab will summarize everything that happens while skipping on detailed information on combat and dialogue represented in other tabs. There you will find information on the traps you encountered or items looted, orders you have made during a kingdom turn or new areas discovered on the global map. And all of these events will have additional and detailed information available via tooltips, with some information hidden if you so desire (like hiding DCs of the skill checks).
This concludes our approach to the log in Pathfinder: Kingmaker. While our solution may be similar to a lot of games in the genre, we are trying to provide even more information to you, and make it a bit more interesting and closer to the tabletop experience.
New Dragon Age Game - Expectations
Posted: Jul 26, 2017, 10:43 pm by RPGWatch
PC Gamer has some expectations for a new Dragon Age game:
What we want from a new Dragon Age game
Bioware's epic fantasy RPG series is returning, and we're hungry for more.
Something new is being made in the Dragon Age universe. We don't know if it's going to be another huge hundred-hour RPG or something a little different. We do know that Sunless Sea's Alexis Kennedy is involved in some capacity-here's hoping for a little Sunless Sea oddness in the new game. Naturally, when news slips out of a new entry in a big series we start to comb over our experiences with the games we've played so far. Then, wishlists start to form. What should go? What would we like to see more of? Why is Dragon Age 2 definitely the best one? Here's what we want from a new entry in the series.
I don't expect BioWare to reprise Origins' combat-that just isn't how big publishers make RPGs now, for better or worse. It would be nice to see a little more fine tuning when it comes to customising your party's tactics, though, which was streamlined in Inquisition with a system that wasn't quite as intuitive or useful as Origins' was. Origins let you program very specific conditions for when your characters use abilities. I'd like to see the next game offer that mastery. Players who want an easier time of it can just carry on playing Dragon Age like an action game, which is honestly how I've played it since the first game came out.
I don't mind that too much-Inquisition is more than serviceable as an action game and I can only see BioWare getting better at that in the years since its release-but offering more optional ways to strategise would please some parts of the series' fanbase.-Samuel Roberts
Less extraneous sidequests
We thought Mass Effect Andromeda would learn this lesson from Inquisition, but it sadly didn't. Low quality fetch or grind quests may pad out an open world, but they also slow down the structure of the game's story, and some players may obliged to complete all of them before moving onto the best parts of the game. Inquisition had that in particular-hence Phil's cry to leave the Hinterlands in Inquisition.
I love the open world environments of Inquisition, and the party banter is so good that you enjoy the sense of journey, and the tension that comes when you know a dragon fight is approaching. But you can have that sense of journey without tasking the player to do a bunch of extra stuff.-Samuel Roberts
Mount & Blade II: Bannerlord Preview | Beware the Limitations
Alongside Kingdom Come: Deliverance, another game in a medieval setting is making its way to players everywhere. Mount & Blade II: Bannerlord is an action role-playing game developed and published by TaleWorlds Entertainment, and the prequel to 2010's Mount & Blade: Warband. However, while Kingdom Come: Deliverance follows the tale of a particular, preset character, Mount & Blade II: Bannerlord allows players to create their own character and form individual stories. Gamers may become whoever they wish, including a lord, mercenary, merchant, or anything in-between. OnlySP took the opportunity to preview TaleWorlds Entertainment's current five-year project, and the experience was nothing, if not unique.
In a demo offering a taste of four different battle options (two of which are the same battle on different difficulties), Mount & Blade II's current state depicts a game ripe with unprecedented sandbox potential. Brandishing mostly-realistic gameplay (down to some of the most minute details), TaleWorlds has something special on its hands. Playing through the first battle-where gamers take control of a captain responsible for leading a unit of cavalry within a lord's army-awakens within the user a deep sense of wariness. Limited to a long spear and a shield, players must follow their lord's orders and lead their cavalry in a charge that accomplishes specific objectives, such as protecting allied infantry from enemy cavalry or breaking the enemy's lines to soften them up for friendly troops' charges. However, this battle merely serves as a stage on which Mount & Blade II's features are unveiled.
So far, 2017 has been filled with blockbuster announcements, such as Assassin's Creed: Origins, Call of Duty: WWII, Star Wars: Battlefront II, and Far Cry 5. Meanwhile, promising games are overshadowed by the popstars of the video game industry. Mount & Blade II: Bannerlord is proof that a company does not have to be as popular as the most well-known AAA producers to develop a unique, quality product. Still in development, TaleWorlds Entertainment's innovative game offers mostly-superior graphics, outstanding audio, and gameplay mechanics that are riveting and challenging. Hopefully, TaleWorlds will improve upon the current design and fix the minor flaws present within the title between now and the game's unannounced release date. If the polishes are made, Mount & Blade II could sneak up on the industry's standouts and compete with the best.
Fighting Fantasy Legends - Interview
Posted: Jul 26, 2017, 10:43 pm by RPGWatch
The Adventure-RPG Fighting Fantasy Legends will be released tomorrow - here's a GameWatcher interview with Nomad Games' Carl Jackson:
Fighting Fantasy Legends: An Interview With Nomad Games' Carl Jackson
Even before Warhammer existed, Games Workshop Co-Founders Ian Livingstone and Steve Jackson were working on another beloved series in the form of Fighting Fantasy. This clever book series blended reader choice and dice rolls together into a fascinating series of player-driven stories that has captured the hearts of fans since 1982.
Now, as Fighting Fantasy approaches its illustrious 35th anniversary, wonderful things are afoot for the series. Ian Livingstone is gearing up to release a new book in the series in the form of Fighting Fantasy: The Port of Peril in early August, and has teamed up with Nomad Games to create a new card-based role-playing video game based on the popular series with Fighting Fantasy Legends. Players will journey through events from three full books and challenge a deck of fortune or folly as they make choices and take on quests to save the lands of Allansia.
In anticipation of the release Fighting Fantasy Legends in July 2017, GameWatcher reached out to Nomad Games Design Director Carl Jackson to have a chat about the game. Jackson answered the call and thoughtfully shared more than a few details on what newcomers and old fans alike can expect. Highlights of the in-depth discussion included which books Fighting Fantasy Legends covers, how they are utilitzed, and how Nomad Games is blending the classic Fighting Fantasy elements with a few new systems.
Create your own adventures in a dangerous land of monsters, treasures and traps. From renowned authors Steve Jackson and Ian Livingstone (co-founders of Games Workshop) and Nomad Games, Fighting Fantasy Legends is a role-playing card game set in the world of Fighting Fantasy.
Travel across the land of Allansia with just a sword and some gold to your name and rise up to Legendary status. Play through the stories of three iconic gamebooks - City of Thieves, The Warlock of Firetop Mountain and Citadel of Chaos.
Each location has a shuffled deck of cards which includes fiendish creatures, powerful objects and dramatic events. You must build up your collection of powerful treasures and level-up your dice to have any chance of surviving the dangerous streets of Port Blacksand, the murky depths of Firetop Mountain or the looming shadows of The Citadel.
The world needs a Hero... you will give them a Legend.
Based on the multi-million selling series of Fighting Fantasy Books.
A card-based role-playing game with Roguelike elements.
Thousands of choices ensure that no two games are ever the same.
Uses the classic Skill/Stamina/Luck attributes.
Take on powerful adversaries, such as Balthus Dire, Zagor the Warlock and Zanbar Bone.
Kill monsters and add them to your Creature Codex.
Travel across the region of Northern Allansia.
Introducing a dice combat system unique to this game, where the player can upgrade their dice as they level-up.
Meet iconic characters, such as Nicodemus the Wizard, Gareth Yaztromo and O'Seamus the Leprechaun.
Earn Titles based on your deeds.
Three difficulty levels.
Permadeath mode - not for the faint hearted.
Play exciting dice games, such as Runestones, Knifey Knifey and Dwarf Dice.
New screenshots and progress report
Hello everyone! Today we will show you some new in-game screenshots and give you more information on where we at right now.
Much of our work these days consists of testing of all the new game levels and especially the combat system behaviour, light and sound effects (radio, loudspeakers music etc.).
We continue to add unique content such as in-game rewards for backers and also work on balancing the craft system (as you might remember you will need resources to craft stuff and we are heading towards lack of those to make the whole process more complex and rewarding).
We also started the process of scripting the cut-scenes for the end of the game and lets say there will be quite a few of those. Other than that we are expanding on boss fights which means adding new types of enemies and all necessary animations.
Plus we have finally started to work with the publisher who is helping with translating all the text content of the game at the moment. We still have to solve a few legal questions before starting a full-fledged cooperation and as soon as it's done you'll be the first one to know all the details.
Other than that the process of character development and achievement system testing has also started. These achievements will not only add some cool looking icons to your Steam account but will also slightly affect the gameplay itself (and not always in a benefiting way).
Generally we feel quite good about the current state of InSomnia and will be able to finish the biggest chunk of development by the end of September. We will continue to tune the balance and improve each and every aspect of the game until it's humanly possible. So it's safe to say we will be ready to name release dates for different versions of the game (closed beta, Steam EA, final release) in September.
We do realize the game release has been postponed far more than anyone could expect but we are moving forward to this goal each day. We are very happy to have you as our backers and will do everything possible to satisfy you with the final game.
Orpheus is a Skyrim Mod that continues the Gothic storyline:
Today I wanted to present to you one of biggest projects ever made for skyrim. The mod is called Orpheus. It'll be a mod set in the universe of the famous German game, Gothic. It'll be total conversion of the game so you'll be able to see a lot of famillar things from Gothic implemented into the mod. The story starts a couple of years after death of the main hero. You'll be able to visit famous location from Gothic 1 and 2. The storyline itself will be based on the fall of the Myrthana. Scattered towns of the kingdom are weakened after the civil war, but that's not the most prevalent danger. Massive hordes of orcs have started roaming and pillaging lands of Nordmar. Your story begins when you're caught by orcs and forced to sail with them to the nearby islands of Khorinis, where you wait for execution. The game will run on skyrim engine with a couple of tweaks and fixes. We"ll do our best to recreate the dark climate of Gothic.
Iron Harvest RTS Survey Results
In April 2017 we conducted our big real-time strategy game survey among RTS fans. Over 15,000 players told us what they like, what they don't like and what they want to see changed. These are their answers.
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