Gaming News - Blizzcon CANCELLED, Warhammer 40K Darktide Update, Lords of the Fallen Update 1.5
Timestamp
0:00 - Top RPG News of the Week
0:02 - Warhammer 40K Darktide Path of Redemption Update
1:16 - Unending Dawn is Heading to PS5
2:09 - Release Date of Zenless Zone Zero LEAKED by accident
3:26 - Embracer Group Splits into 3 Companies
4:54 - Metaphor ReFantazio Release Date Announced
6:09 - 7 Days to Die Ends Early Access After more than 10 Years
7:40 - Assassin's Creed Hexe Details Leaked
9:17 - Lords of the Fallen, Master of Fate Update 1.5
10:23 - Blizzcon 2024 Cancelled
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Today we'll reveal the scope of the main campaign and our progress towards the finish, with details about AI roles, ballistics & armor, zombification and RPG improvements. Next episode will detail additions to perks & learning, the stealth game, crafting changes, cars and travel, item durability & healing/pain.
AI Improvements at Play
We have mentioned the possibility of adding more specific AI roles in the previous articles, thanks to the new AI systems. As the work on the main campaign has progressed and we've started to place the actual faction on the maps, the opportunity to use such roles has materialized.
Tough enemies know new tricks
First, all bosses have received specialist bodyguards, assigned to protect them and protect them only. Most of the special "named" actors have also received medical supplies, such as bandages or boosters. And you'll notice them making good use of them, painkillers in particular being the most effective in combat. In the example shown Court Administrator Jenkins, the right hand of the Courthouse boss, takes advantage of the decent cover and medicates on his turn after being previously injured.
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A PIXELATED PERSONA-LIKE JRPG YOU MUST TRY - VIDEO GAMEPLAY
Bloomtown A Different Story - Gameplay First Look
Bloomtown: A Different Story is undoubtedly one of the most anticipated titles of 2024. This game is the result of a collaboration between Lazy Bear Games & Different Sense Games, with production overseen by Twin Sails Interactive. It features a captivating blend of storytelling, social features, and monster taming, reminiscent of the Persona series but set in a pixel art-styled 1960s America.
The game follows a group of youths dealing with a dark mystery, evoking atmospheres similar to those of Stranger Things or The Goonies.
As in the acclaimed Persona series, the social aspect is crucial. Players will need to maintain and develop relationships with NPCs and allies to unlock new bonuses and features, which will evolve based on the choices and actions made during exploration.
The narrative and social dynamics are well-integrated, and I initially feared that the combat system might be marginal, as often happens in games that mix various elements. Fortunately, this is not the case with Bloomtown.
The combat system, also inspired by the Atlus series, offers a balance of complexity and challenge. Players can exploit strengths and weaknesses, alternate skills to trigger combos, gain attack bonuses, and capture demons to accompany the Guardian that each character has.
The game's demo particularly impressed me, both for its technical level and the richness of the game world, which includes numerous NPCs to meet, homes and structures to explore, and a dynamic and challenging combat system.
One Fenix Down Interview: Dev Talks Making a '90s-Inspired RPG in 2024
In a Game Rant interview, One Fenix Down's developer talks about how '90s RPGs influenced the development, story, and world of the game.
One Fenix Down has been in development for the last eight years, and the passion project-turned 40-hour RPG is hopefully going to get a demo and Kickstarter launch in the early summer. One Fenix Down is a product of love and nostalgia for classic JRPGs like Final Fantasy and Dragon Quest, created by indie developer RC Dunn, who wants to offer linear gameplay with charming characters and a taste of the 1990s golden era of gaming.
Dunn told Game Rant in a recent interview that One Fenix Down offers new, modern options for JRPG lovers, but it's something that's still familiar to them, like "comfort food." He described his approach to the combat design, which mimics the mechanics of those old JRPGs, mentioning that the game title itself is a nod to an old Final Fantasy detail. Dunn also explained that, while fate and destiny is a "very philosophical question" that he never intended to address, it is evident in some spots of the game, especially in the personality of main protagonist Fenix. The following transcript has been edited for clarity and brevity.
Q: For our readers, can you tell us a bit about yourself and One Fenix Down?
Dunn: My name is RC Dunn. I work full-time and make games as a hobby. It's been a learning experience for me because I started around 2015 as just something to do after work. I put together some RPGs, and I've been working on One Fenix Down now for about eight years. It's really turned from a little side hobby into an actual full-fledged 40-hour RPG Adventure.
I would describe One Fenix Down as a retro-inspired classic turn-based RPG, and what that means is it's basically designed from the start to feel a lot like the games that a lot of us played in the '90s like Final Fantasy and Dragon Quest. Like them, it is a slower-paced, 2D grand epic adventure where you have your protagonist and some epic story about saving the world-maybe it's a little generic story-wise-but I think it's like comfort food. It's a comfort game. A lot of people enjoy that sort of story and the characters that you can cherish.
Q: One of the first things that caught my attention, and probably others as well, is your art style in the game. I was immediately reminded of my favorite games from the '90s. What influenced you to use this kind of art style?
Dunn: My biggest influences were those Final Fantasies, so Final Fantasy 4 and Final Fantasy 6. Those are the ones that got me into not just playing RPGs, but playing games in general. I really want to go back and do justice to that 16-bit graphical style and have a lot of pixel art in my game. When you're running around the world, it's 16-bit SNES-era-style graphics. When you get into combat, you have some really beautiful pixel art battlers that I got from a well-known Japanese artist. He's making those and several other artists are working on the Pixel art enemy battlers.
New Obligation Call heist and storyline, improved firing mode display, fixed Overwatch bugs, improved post-Carnivore end
have a new storyline and heist to pull with exciting new set of objectives. The new storylines focuses on an Obligation Call - a short cycle, high difficulty mission to complete the Obligation you've sworn to a Contact. Keep it in mind, if you're making promises, you'll have to pay the piper eventually.
We've also added a nice improvement to weapon display to show their firing modes, fixed a sneaky bug with Overwatch that had crept in and fixed some inconsistent behavior with timeline events around medical and injury time healing. So - let's take a look!
We're excited to be making continual progress toward the next major roadmap item. If you like our pace or the direction we are heading, be sure to leave a review on Cyber Knights!
New Heist: Obligation Call
Obligations are promises you make to Contacts in the underground. They are the reverse of how a Contact can owe you a Favor and will redeem it later for cash or to help you. So, when a Contact who you owe an Obligation calls it in, you've got a tough choice to make. Jump and do whatever they need without payment or burn the relationship to the ground and suffer the consequences.
This new heist is the first Obligation Call storyline, which gives the Casting Director a lot of free rein to find someone who you owe an Obligation and matches a wide profile of Contact. Then things get interesting. With Obligation Calls, you're almost always on a razor sharp timeline. Will you keep your Obligation? Remember that if you don't, the burning of the relationship will flow outward into the network of relationships, so anyone who liked or disliked the Contact in question will follow suit with their own Stress and Hype.
You'll need a squad about Power Level 2 and a Contact to whom you own an Obligation, but you start with a few of those - so most squads should be ready to rock on this one.
EVERYTHING TURN-BASED - WEEKLY RPG NEWS AND RELEASES - 27 APRIL 2024
BATTLESECTOR, METAPHOR REFANTAZIO, EIYUDEN CHRONICLE, AND LOTS OF ANNOUNCEMENTS, NEWS, AND RELEASES
Here we are at the last RPG Recap of April2024. Let's see what happened before we dive into next month, which also promises a slew of exciting new releases that I'll showcase on Wednesday in an article dedicated to all of May's releases.
RPGamer checked out Shin Megami Tensei V: Vengeance:
Shin Megami Tensei V: Vengeance Is a Richly Deserved Second Chance
Shin Megami Tensei V released in 2021 to a largely favorable reception, and boasting a strong 84 aggregate score on Metacritic. Despite this, a lack of post-launch staying power and a single primary flaw in its comparatively lacking narrative led to the game feeling a bit forgotten in the pantheon of Atlus RPGs. Personally, the game is one of my favorites in Atlus's RPG library, and I could not be more excited to dive back in with the release of Shin Megami Tensei V: Vengeance this June.
Shin Megami Tensei V has three incredibly strong elements. The first is its atmosphere. The desolate landscapes of Da'at mesh incredibly with the game's alien-sounding soundtrack, lending it an incredible "fear of the unknown" atmosphere that permeates the entire experience. The opening section is a great example of this, as the idea of survival in an unknown environment is brought home by not just the monsters and the desolate wastelands, but also the soundtrack and the harsh lighting.
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"*Mercy is a shield used by the WEAK. Mercy is WEAKNESS. Mercy is DEATH. NO ONE is innocent. Mercykillers slay mercy and its WHORES wherever their plague has carried them.*" -Vhailor, Planescape: Torment