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» Exoplanet: First Contact - Tales from K'Tharsis - Aug 30, 2015, 10:33 pm
» Divinity: Original Sin II - Previews - Aug 30, 2015, 10:33 pm
» Divinity: Original Sin II - Kickstarter Update #3 - Aug 30, 2015, 10:33 pm
» Dark Souls III - 13 Minutes of Gameplay @ IGN - Pax... - Aug 30, 2015, 10:33 pm
» Evoland 2 - Review @ WeGotThisCovered - Aug 30, 2015, 10:33 pm
» Galactic Insomnia - Kickstarter Trailer - Aug 30, 2015, 04:12 pm
» Sword Coast Legends - PAX Prime 2015 Trailer @ PCGamesN - Aug 30, 2015, 04:12 pm
» Skyshine's BEDLAM - Preview @ theEscapist - Aug 30, 2015, 04:12 pm
» DA:Inquisition - Bioware Answers Questions about... - Aug 30, 2015, 04:12 pm
» Satellite Reign - Review @ Trusted Reviews - Aug 30, 2015, 04:12 pm
» DA:Inquisition - Tresspasser DLC video leaked - Aug 29, 2015, 10:02 pm
» Hard West - PAX Prime Previews - Aug 29, 2015, 10:02 pm
» Dragon Fin Soup - Preview @ The Escapist - Aug 29, 2015, 10:02 pm
» Satellite Reign - Launched With a Discount - Aug 29, 2015, 10:02 pm
» Hyper Light Drifter - Preview @ The Escapist - Aug 29, 2015, 10:02 pm

Latest Active Threads on Boards o' Magick:
» Exoplanet: First Contact - Tales from K'Tharsis (Game/SP News & Comments post by RPGWatch)
» Divinity: Original Sin II - Previews (Game/SP News & Comments post by RPGWatch)
» Divinity: Original Sin II - Kickstarter Update #3 (Game/SP News & Comments post by RPGWatch)
» Dark Souls III - 13 Minutes of Gameplay @ IGN... (Game/SP News & Comments post by RPGWatch)
» Evoland 2 - Review @ WeGotThisCovered (Game/SP News & Comments post by RPGWatch)
» Galactic Insomnia - Kickstarter Trailer (Game/SP News & Comments post by RPGWatch)
» Sword Coast Legends - PAX Prime 2015 Trailer... (Game/SP News & Comments post by RPGWatch)
» Skyshine's BEDLAM - Preview @ theEscapist (Game/SP News & Comments post by RPGWatch)
» DA:Inquisition - Bioware Answers Questions... (Game/SP News & Comments post by RPGWatch)
» Satellite Reign - Review @ Trusted Reviews (Game/SP News & Comments post by RPGWatch)

Exoplanet: First Contact - Tales from K'Tharsis
Posted: Aug 30, 2015, 10:33 pm by RPGWatch

[​IMG]In an update for Exoplanet: First Contact we are given a few tales from K'Tharsis.

We often mention that development of Exoplanet brings our team a lot of fun and creates many quite emotional moments. Over the last years this game became not only our hobby, passion, main job but our lifestyle. When you work that much on something, you start to see even relatively simple things differently, from a different angle. You get surprised and shocked by your own creation and you learn a lot from it. You get laughed on and trolled by your teammates. And that is great. Because this shows real friendship and camaraderie. Today we would like to share 2 stories that already became legendary in our team. We hope that these will help our backers and other players to understand what we are as persons, not just producers of game-related content. The tales from K'Tharsis await you. Here we go.

The Green Rocket.
by Alexander Pischenko, lead programmer

This story happened with me when I was play-testing our first functional sidequest in the alpha version and taught me that you never know what your own engine and tools can create. Share them with other creative members of the team, like scripters and mission designers, and prepare for the results. They can be sometimes terrifying or harmless and funny, like this little incident, and lead to an interesting idea for a cool feature of just a small but fun addition to the game.

One of the quests in the current alpha version includes catching a bitebug mutant. This creature feeds on crystals to obtain special powers. To test this quest, I set the bait, a valuable large crystal, outside of the bug-hive and waited for the mutant to come out at night and eat it. To make the waiting easier I increased the speed of time via editors hotkeys (setting the campfire and the waiting mechanics were not implemented yet). Right at midnight the green insect appeared and trotted on its six swift legs to the bait. The bug is supposed to have a preset timer in his behavior script to chew through the crystal. For about five seconds it's agro radius is supposed to have decreased so it can easily be grabbed, even by a slowpoke player. The mutant was not designed to attack the player, only to escape. But when I walked to the creature to catch it and was ready to press the "E" button, which stands for the Interaction in Exoplanet (e.g. grabbing and picking up things), the bug jumped on my character with a speed of an attacking cobra. It bit poor Jack with a high pitched predatory sound, then left with a tremendous speed leaving a green trail of particles behind.......​

More of this story and another one at the Kickstarter page.

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Divinity: Original Sin II - Previews
Posted: Aug 30, 2015, 10:33 pm by RPGWatch

[​IMG]Here are a few previews of Divinity: Original Sin 2.

Game Revolution

The rest of the demo looked familiar to the first game in the series, and for good reason. Larian crafted a fantastic combat system, and the company doesn't want to change it too much. There are some important tweaks in that area, though, namely the redistribution of action points. Characters have fewer action points in Original Sin 2, but skills typically only cost one point. This allows players to move around and experiment on a more consistent basis, which is when Divinity truly shines. The sequel also introduces skill crafting, which can result in some unusual but powerful abilities.​

The Escapist

With this much complexity and depth to a game, one has to wonder how the game will stay together at all. If there is no GM to bring the party back together, wouldn't the game deteriorate into chaos? Swen assured me that Larian invested heavily in the writing team, folks with both screenwriting and tabletop experience, to act as a virtual GM of sorts. There will be missions that naturally bring the party back together as well as difficult consequences when things go too awry. A game of such complexity is ambitious for sure, and, if successful, could really make waves in the RPG genre.​


Despite launching a second Kickstarter campaign, Vincke is aware that Larian Studios is in a much different place than it was with the first Divinity: Original Sin. For example, despite turning to crowdfunding, the studio already has the money they need to make this sequel.

"The game is funded because of the original's success," Vincke says. "We can already do a lot of things. But we'd like to expand from here. We'd like to create more origin stories. Each origin story means basically hiring an extra writer because of how far they go in affecting the game. We also want to expand the skills and spell systems. An extra race would be cool."

In other words, this will be a crowdfunding game based almost entirely around raising money for stretch goals. The sequel is happening. The pre-alpha build is already running. The game will come out, regardless of whether it reaches its Kickstarter goal. But Larian Studios wants the opportunity to make it bigger and even more ambitious, which is something that the extra funding can make room for.​

A video interview/preview on Gamespot.

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Divinity: Original Sin II - Kickstarter Update #3
Posted: Aug 30, 2015, 10:33 pm by RPGWatch

[​IMG]The third Kickstarter update for Divinity: Original Sin 2 is here with not a lot of new information, but we get a few words on them crossing the $1M mark, racial skills and a fun video from PAX.

Crossing the seven figure mark means that we will now be introducing Racial Skills to each Origin! Choosing a lizard over a dwarf will no longer be an aesthetic choice: now it will come with a range of skills, talents, and abilities that will reflect each race's background, strengths, and place in the world. The history of your race will now directly affect how you fight, converse, and move through Rivellon. It'll change how you deal with NPCs and friends alike, and will add a brand new layer of complexity and tactics to combat and your experience, letting you shape and mould your characters into the people (or lizards) that you want them to be.
Next stop: Undead Origins!​

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Dark Souls III - 13 Minutes of Gameplay @ IGN - Pax Prime 2015
Posted: Aug 30, 2015, 10:33 pm by RPGWatch

[​IMG]IGN captured 13 minutes Dark Souls 3 gameplay off-screen at Pax Prime 2015:

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Evoland 2 - Review @ WeGotThisCovered
Posted: Aug 30, 2015, 10:33 pm by RPGWatch

[​IMG]Alex Brock (WeGotThisCovered) has reviewed Evoland 2:

Shiro Games' catchily titled Evoland 2: A Slight Case of Spacetime Continuum Disorder features a story that not only traverses space and time but also almost every video game genre known to man. Everything from intense and frantic shoot 'em ups to Professor Layton-style brainteasers are featured in this charming, unique and nostalgic indie RPG that explores the history of the medium.

Released in 2013, the first Evoland is a journey that retraced the history of one video game genre in particular - RPGs. As the game progressed, the setting evolved from a retro 2D landscape to one that was rendered in HD. Evoland was well-received by critics for its innovative concept and references to video game history but faced criticism for its lack of variety and short length. There were also concerns that its original concept of journeying through video game history had potential that was not fully realized.

Upon playing Evoland 2, it's almost immediately clear that Shiro Games have taken this criticism on board for the sequel. The game presents an engaging and fairly complex plot that focuses on a party of characters as they are warped through time, with a devastating war between humans and demons as the backdrop. The past is portrayed through a retro appearance and soundtrack reminiscent of old 2D Legend of Zelda titles. The future, meanwhile, takes on a glorious and wonderful looking 3D cel-shaded art style.

Despite the more extensive narrative, the backstory and the main characters still feel a bit cliché - although, it can be argued this was done purposively to be reminiscent of old-school RPGs, such as Final Fantasy. The time travelling aspect is really well done, however, and the story features all the mind-bending confusion and complexity that messing with time entails. The ability to explore the world of Evoland 2 as it develops through time provides enough of an incentive to keep playing and ties in well with the title's ambition to journey through the history of gaming. [...]

Score: 4/5 - Great

Evoland 2 is a creative and inventive success which improves on the first in every way and accomplishes its mission to explore the history of gaming.​


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Galactic Insomnia - Kickstarter Trailer
Posted: Aug 30, 2015, 04:12 pm by RPGWatch

[​IMG]Trailer for the new Kickstarter Galactic Insomnia - a sci-fi turn-based tactical squad game with RPG elements:

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Sword Coast Legends - PAX Prime 2015 Trailer @ PCGamesN
Posted: Aug 30, 2015, 04:12 pm by RPGWatch

[​IMG]Spotted the new Sword Coast Legends Trailer at PCGamesN:

I'm quite excited for the upcoming Sword Coast Legends. It's essentially digital D&D, much like Neverwinter Nights, but designed with the idea of a guiding DM player running a co-op team through adventures. It also has all the single-player RPG goblin looting you'd expect, but D&D that I don't have to clear a big table or put trousers on for is the main draw. There's a playable build at PAX this week and, in concert with that, developers n-Space have released a new trailer.​

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Skyshine's BEDLAM - Preview @ theEscapist
Posted: Aug 30, 2015, 04:12 pm by RPGWatch

[​IMG]Janelle Bonanno (theEscapist) has previewed Skyshine's BEDLAM - the game will be released on September 17th.

"Surprises are not always good..."
As I stare at the loading screen, waiting for the game to generate my next encounter, I was confronted by these words of wisdom. "No," I say to myself as I think about my empty fuel tank and dwindling supplies even as I prepare for battle. "They aren't." But, surprises can be fantastic as well, and Skyshine's BEDLAM was my first surprise at PAX this year. Finding myself still playing it on the show floor 30 minutes past my appointment, I don't hesitate to say it was a fantastic surprise at that.

It isn't often that you pick up a new game with no expectations and find it to be everything you've been looking for. The first game to be built on the Banner Sage engine (outside of the Banner Saga franchise, of course), Skyshine's BEDLAM is part FTL, part Oregon Trail, with a dash of XCOM and Banner Saga to boot. Sprinkle that over a storyline and world reminiscent of Mad Max, and you have a recipe for a ridiculously fun and new experience that is refreshing and exciting. [...]​

Dossier on Dozers Trailer:

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DA:Inquisition - Bioware Answers Questions about Trespasser DLC
Posted: Aug 30, 2015, 04:12 pm by RPGWatch

[​IMG]GameInformer has an interview with Mike Laidlaw who answers questions about this DLC:

A quote about the narrative structure:

In terms of structure, is it like the Jaws of Hakkon DLC, which gives you another large area to explore freely? Or is it more focused?

It's much more narrative in the way it flows. There's clear goals, clear next steps to take, and it's much higher in cinematic presentation than Hakkon was. We look at the feedback, and that's something people have been looking for - something dealing more directly with the followers. We've had this cooking for quite a while; it was coming, and we knew this was there. Hakkon was a chance to refine some of what we learned about exploration, and The Descent was an opportunity for us to work more closely with the Austin team to make more of a dungeon crawl. This one is the more narrative heavy of the three.​

A quote on the characters in this DLC:

Can you give any examples of how some of the characters might have changed?

For several of the characters, depending on where you took them with their personal plots, they may or may not appear at all. One that leaps to mind: If you didn't really dig into Cole's personality - if he remained a cipher - then he won't appear in this. He won't have that connection that would draw him back to the Inquisitor two years later. It also goes beyond that - it's not just "do they appear or do they not?". One part of Cole's personal arc is whether he's more of a spirit or a human, and that's going to change his circumstances. The more human Cole is going to look and feel quite different than the Cole that was pushed toward spirit.​

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Satellite Reign - Review @ Trusted Reviews
Posted: Aug 30, 2015, 04:12 pm by RPGWatch

[​IMG]Daniel Griliopoulos (Trusted Reviews) has reviewed the recently released tactical squad game Satellite Reign:

Back in 1993, Bullfrog made a ground-breaking cyberpunk tactical combat game called Syndicate. Its 1996 sequel, Syndicate Wars, was one of gaming's lost Ur-genres, an even darker game about religion in a fully-destructible cityscape. Both were perfect recreations of grim cyberpunk worlds that you had to take over with your gang of cyborgs, by stealth, hacking or straightforward ultraviolence.

Satellite Reign (named punningly after Satellite Rain, the most indiscriminately-destructive of Syndicate Wars' weapons) is a spiritual sequel to those games. You take control of a corporation seeking to muscle in another corp that's dominating your city, using a group of four specialised cyborgs.

Despite the wealth of text in the game (or perhaps because of it), we're somewhat hazy on what the actual storyline is. It appears that the Dracogenics corporation has taken over everything, using a technology that makes people functionally immortal, and you're a rival corporation trying to break their monopoly - for your own dark purposes rather than human happiness, of course. [...]

  • Great cyberpunk city to explore
  • Welcome revival of a dead genre
  • Deep, difficult and rewarding
  • Combat is loose, combat AI buggy
  • Support agent's view mode damages atmosphere
  • Story is backgrounded compared to the combat
These quibbles aside, Satellite Reign has infiltrated our hearts. It's a handsome tribute to a much-loved game series that also functions as a unique RPG and a tactical combat game. As a revival, it takes its place alongside Shadowrun: Dragonfall and Pillars of Eternity with pride; as a tactical combat game, it runs a close second to XCOM.

Score: 8/10​

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DA:Inquisition - Tresspasser DLC video leaked
Posted: Aug 29, 2015, 10:02 pm by RPGWatch

[​IMG]A new DLC for Dragon Age: Inquisition, named Trespasser was accidentally leaked by EA Spain. There are several articles on it; here is one from Eurogamer.

EA Spain has accidentally published a trailer for Trespasser, a meaty new Dragon Age Inquisition DLC set after the role-playing game's main campaign.

BioWare has yet to officially announce the expansion and the trailer was quickly pulled offline - although not before being reuploaded by other channels.

The big news is that Trespasser will - finally - build upon the main game's shock cliffhanger ending.

If you've beaten Inquisition, you'll know the character that fans have been waiting to see return, and return they do in the trailer's closing seconds.

Trespasser will be set two years after Inquisition's main story and detail the group's fate after it succeeded in saving the world.

The trailer also includes a Qunari army, new developments with the Inquisitor's mark and plenty of appearances from the Eluvian mirror.​

Here is the video:

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Hard West - PAX Prime Previews
Posted: Aug 29, 2015, 10:02 pm by RPGWatch

[​IMG]Here are two previews for Hard West from PAX Prime.

The first is from Destructoid:

Hard West is split into two levels. The over world is represented as a map with various points of interest. While you typically have an objective and a place you could go right away to advance the story (typical Western tale of hunting in revenge), you can also explore bits in the map, engage in some light text adventuring, and set yourself up for the turn-based strategy (combat) sections.

t one point in my demo I had to rescue a man held on a cannibal farm because I needed information from him. An elixir vendor further south, when pressed about the cannibalism (information gleaned from earlier adventure), admitted some of that crew come into his shop to buy spices and things. He offered to vouch for me if I drank one of his elixirs. I did, and it was poison, which weakened me a bit.​

They also link to this video with developer commentary:

In addition PC Gamer talked to Brand Manager Blazej Krakowiak while showing some in-game footage.

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Dragon Fin Soup - Preview @ The Escapist
Posted: Aug 29, 2015, 10:02 pm by RPGWatch

[​IMG]From The Escapist.

For the uninitiated, Dragon Fin Soup is a bit of a twisted take on the Red Riding Hood fairy tale, with Red being a badass, drunken bounty hunter, rather than hapless innocent girl. She comes ready to fight with guns, bombs, and, of course, plenty of booze. The drunk mechanic is an interesting implementation of health potion restrictions, which are often simply limited to some number of potions in a specific time frame. Despite Red's affinity for hooch, even she has her limits, so if you quaff too many spirits to keep your health up, her drunk meter will fill up, which triggers a drunken rage. In the rage, you lose control of the character, and she will recklessly throw herself at enemies, regardless of the probability of success. It's an easy way to get yourself killed, but sometimes, you need that health boost, so you'll need to take the risk.

Despite relatively simple gameplay, there is a surprising amount of depth to DFS, with 27 equipment slots, as well as several action bar slots for spells and consumables. You've got a deep crafting progression system, with simple recipes being discoverable by trial and error, and more advanced recipes dropping as loot throughout the game. Recipes have levels, which aren't strict limits, but do impose harsh penalties to your success rate, if your crafting level is too far below your desired recipe level. I didn't get to see any of the craftable gear, but given the apparent depth of the system, I expect it to be a fairly robust means of boosting your survivability.

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Satellite Reign - Launched With a Discount
Posted: Aug 29, 2015, 10:02 pm by RPGWatch

[​IMG]Satellite Reign was released yesterday with a 20% discount on Steam and GOG.

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Hyper Light Drifter - Preview @ The Escapist
Posted: Aug 29, 2015, 10:02 pm by RPGWatch

[​IMG]The Escapist has previewed Hyper Light Drifter at PAX Prime.

In Hyper Light Drifter, you are an adventurer equipped with an energy sword and knowledge of certain technologies other people in the world have forgotten. You are searching for a cure for a disease you are suffering from in a world you do not know much about. The developer on hand was very secretive about many of the story elements, but here's what I saw in my hands-on time.

In addition to the energy sword, you also have guns to keep enemies at a distance, and a mechanical sidekick that floats along with your character, not unlike Navi. The demo only offered the pistol and long-range railgun for gun options, and players will find these very useful when encountering certain exploding baddies. There was an impressive variety of enemies, each with its own attack and movement patterns. Like many 2-D platformers, learning the enemy and boss patterns is the key to success. You can interact with objects in the level - computers, for example, that I was told the player would eventually discover the purpose for - which led to item acquisition or level manipulation, like raising a bridge to allow access to a new area. Eventually, I encountered the large boss scene shown in the newest trailer, which was just released a few days ago, and the difficulty was more than I had anticipated it to be. Even the developer on hand was only able to do partial damage before dying himself. It looks like there will be many a solid challenge with this one.​

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