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» Diablo 4 - Wishlist @Gameranx - Sep 28, 2016, 02:33 am
» Cyberpunk 2077 - Living City & Seamless Multiplayer - Sep 28, 2016, 02:33 am
» Spellforce 3 - Preview @GamePressure - Sep 28, 2016, 02:33 am
» Tale of Wuxia - Review @ CRPG Book - Sep 27, 2016, 08:12 pm
» Weekly Wizards of the Coast News Round-up - Sep 27, 2016, 06:22 pm
» Rogue Wizards - Release Day - Sep 27, 2016, 08:03 am
» Earthlock - Release Day - Sep 27, 2016, 08:03 am
» Underworld Ascendant - Bestiary - Sep 27, 2016, 08:03 am
» Masquerada - Release Date Trailer - Sep 27, 2016, 08:03 am
» Sunless Skies - Details on Game @EGX - Sep 27, 2016, 02:02 am
» Torment - Colin McComb's EGX Talk - Sep 27, 2016, 02:02 am
» GOG - 17 new Titles ready for GOG Connect - Sep 27, 2016, 02:02 am
» Pamela - Abilities, Store Kiosks, and More - Sep 27, 2016, 02:02 am
» Star Citizen - News @ PCGamesN - Sep 27, 2016, 02:02 am
» Tahira - Review @IndieGames - Sep 26, 2016, 02:02 pm

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» Diablo 4 - Wishlist @Gameranx (Game/SP News & Comments post by RPGWatch)
» Cyberpunk 2077 - Living City & Seamless... (Game/SP News & Comments post by RPGWatch)
» Spellforce 3 - Preview @GamePressure (Game/SP News & Comments post by RPGWatch)
» Tale of Wuxia - Review @ CRPG Book (Game/SP News & Comments post by RPGWatch)
» Weekly Wizards of the Coast News Round-up (Game/SP News & Comments post by Taluntain)
» Rogue Wizards - Release Day (Game/SP News & Comments post by RPGWatch)
» Earthlock - Release Day (Game/SP News & Comments post by RPGWatch)

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Diablo 4 - Wishlist @Gameranx
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]Gameranx list the things they want from a hypothetical Diablo 4.

Intelligent Stash Management

The stash in Diablo III is an unpleasant holdover from the first game in the series. It's has limited space, a hassle to manage, and discourages players from hoarding too many items. It's been derided as "inventory Tetris" for a reason.

Tabs and multiple containers partially solve the problem, but it's still impossible to automatically sort the inventory or find specific items. The addition of filters and a search function would be a godsend.

Weapons Worth Keeping

Weapons and armor in Diablo III are disposable. Players replace their gear at a constant pace-finding new loot and equipping it is what defines the game's itemization treadmill. But what if there was an incentive to keep your weapons and have them level up with you? This would only come into play in the end-game when you have the most powerful weapons.

The system could be similar to the Urshi-type Greater Rift system recently introduced in an update to Reaper of Souls. Instead of gems, you could also upgrade weapons. Items have always been a core component to the Diablo experience and Diablo 4 should bring that back.

Whatever the case, the system would have to complement existing leveling and progression systems and not introduce any degree of complexity to the casual experience, and it's doubtful that Blizzard has any intentions of turning Diablo into Path of Exile.

The Gift of Giving

For many, trading was an unpleasant aspect of Diablo II that forced the most hard-core players to spend time bartering for the best equipment instead of playing the game. The marketplace became the endgame, and players would have to spend countless hours farming-not for the "best in slot" items they wanted, but for the currency they needed to acquire these items from players who already had them. Diablo III took trading in a different direction, encouraging players to spend real money on upgrades. Just as before, the marketplace felt more important than the game itself.​

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Cyberpunk 2077 - Living City & Seamless Multiplayer
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]@GamePressure they speculate on the potential features of Cyberpunk 2077. They base this on the list of projects which submitted for grants from the Polish GameINN program. Being speculation, nothing is confirmed yet.

CD PROJEKT S.A. - head of the capital group that includes CD PROJEKT RED, developer of Cyberpunk 2077- applied for a grant for something called City Creation, which, according to the official description (as translated from Polish by GamePressure), is "a complex technology for creating a huge living city, playable in real time, which (the technology) is based on rules, AI, and automation, as well as supports innovative processes and tools for making top-notch open-world games."

Another noteworthy feature CD PROJEKT needs extra funds for is Seamless Multiplayer „a complex technology for making unique multiplayer gameplay mechanics, including the ability to search out for opponents, manage game session, replicate objects, as well as support for different game modes along with a unique set of dedicated tools". This type of seamless multiplayer seems similar to what Ubisoft is going to offer in Watch Dogs 2, in which people will be able to join another player's session at any time.​

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Spellforce 3 - Preview @GamePressure
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]GamePressure previews Spellforce 3 and asks if the mix of RTS and RPG will work in this incarnation of the series.

In the upcoming installment of the SpellForce series, the players will revisit the land of Eo, this time uncovering its past. If you had played the previous parts, you will remember that after the tragic ritual of convocation, Eo was divided into small islands, which came out untouched only thanks to the power of the main god of the land. He created great columns, in his honor called the stones of Aonir, thanks to which the chunks of land surrounding these shrines made it through the catastrophe. In SpellForce 3, we will visit Eo before this cataclysm and learn more about the events that led to it.

We know where the action takes place, and we also know who the antagonist is going to be. In the third SpellForce, the players' nemesis will be the mysterious faction of Arcane. But these are about the only things we know about the story. That, plus the fact that finishing the whole thing will take around 30 hours. However, the developers emphasized that this is only counting the time required for finishing the main storyline - additionally, the game will offer, among others, combat against AI or other players online. It's hard to tell what the end result will be - the developers spoke of co-op dungeon raids and complex social mechanics modeled on, but their words seem to suggest that they exaggerated a bit announcing this mode with such a flair.​

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Tale of Wuxia - Review @ CRPG Book
Posted: Sep 27, 2016, 08:12 pm by RPGWatch

[​IMG]Felipe Pepe released another sneak preview on his CRPG book. This time with a review for the relative unknown RPG gem Tale of Wuxia.

Felipe on Twitter:

There's a BR article on how modern games are dull circulating online. Not all, you just need to look beyond the hype. Like Tale of Wuxia.​

From Steam:

About The Game

Tale of Wuxia is a role-playing and single-player PC game, made by Phoenix Games and Heluo Studio. Added lots of new stories, gameplays and systems, it is a new version of Legends of the Wulin. The game engine used by Tale of Wuxia is U3D.

Tale of Wuxia has been dedicated to providing gameplayers with a player-defined platform, where they can customize their own Wuxia. Instead of being restricted to characters' basic properties and martial arts, in this new version, gameplayers can also choose the personalities and talents of their own. The new talent system makes characters more distinctive. For example, the hard workers are good at monotonous missions, the slyboots prefer changeable missions, while the jade trees are more popular among girls. Different talents come with different gameplays, greatly increasing the fun in playing.
  1. Stories on game maps are equipped with many new systems, picturing a more free and real Wuxia world. Furthermore, the ultimate fun lies in character progression.
  2. There are more interaction between characters, even NPCs have their own emotions.
  3. Multiple endings.
  4. Lots of hidden stories needed unlock by special conditions.
  5. Added lots of new stories.
  6. The number of girls a character can have relationship with has been increased to more than 10.
The current version contains a free DLC - The Return of Devaraja​

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Weekly Wizards of the Coast News Round-up
Posted: Sep 27, 2016, 06:22 pm by Taluntain

[​IMG]» Roll Reversal (Venture Beat Interview - 09/26/2016)
» Dungeon Mastering Birthday Parties (09/22/2016)
» Rules Answers: September 2016 (Sage Advice - 09/19/2016)
» Liam O'Brien and Laura Bailey on Critical Role (09/15/2016)
» The 24-hour Extra Life Livestream is Upon Us (Extra Life Update - 09/15/2016)
» The Ranger, Revised (Unearthed Arcana - 09/12/2016)
» Funhaus on Twits and Crits (09/08/2016)
» Acquisitions Inc. Live in Theaters (A Follow-up Message - 09/07/2016)
» Dungeons & Dragons at PAX West 2016 (09/04/2016)

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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Rogue Wizards - Release Day
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]The RPG Rogue Wizards will be released today:

The Council oversees the elam families, aristocrats who are descended from the first humans in Rilfanor, and the banlits, who were originally people born without magical abilities. The Guild has never admitted banlits because of their lack of magical capacity; and they've never admitted women because they believed women were too weak-minded to control such power.

Now, many generations later, the elam magic is weakening, and latent magic talent has reappeared among the banlit population. Many of the elam are in denial, but some of them want to take the radical step of allowing banlits, including women, into the Guild.

In your quest you'll explore randomly generated dungeons, collect treasures, master magic, avoid traps, solve puzzles, and of course cleanse the dungeons of all the evil minions within. Every dungeon is unique, no two locations will ever be the same.

It's not all dungeon-crawl. Feel at home in your very own Wizard Tower where you can enhance and customize the way you play by building a thriving town, brewing your own reagents, crafting or buying your own gear, powering up your magic, and recruiting help.​

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Earthlock - Release Day
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]The Adventure RPG Earthlock: Festival of Magic will be released today:

Snowcastle Games' four year long passion project and first major title, Earthlock: Festival of Magic arrives on Steam. A tribute to true turn-based RPG fans, Earthlock: Festival of Magic will test even the most strategic of players.

Key Features of Earthlock: Festival of Magic
  • Explore the vast and magical world of Umbra
  • Highly strategic turn‐based battles
  • Harvest magical materials and craft items on your home island
  • Talent Table: combining a classic 'skilltree' and equipment to customise your character's progression
  • 30+ Hours of gameplay
Desert scavenger Amon soon finds himself in his life's adventure when he crosses paths with a most peculiar creature back home in Zaber. Join Amon and other remarkable heroes in this turn-based fantasy RPG, on an unforgettable journey across the world of Umbra; a mysterious, beautiful but harsh planet that stopped spinning thousands of cycles ago.​

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Underworld Ascendant - Bestiary
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]The latest issue of The Stygian Sentinel for Underworld Ascendant looks at the game's bestiary and announces some new hires at the developer.

A Look Inside the Underworld Ascendant Bestiary
As mentioned before, we're holding off on showing our work on the Underworld Ascendant Vertical Slice until its far along and polished. In the meantime, we thought you'd be interested in a peek under the hood at the design work involved.

When you interact with a denizen of The Stygian Abyss in Underworld Ascendant, you're encountering many hours of work involved in bringing it to life... Modeling, animation, AI, and -- what we'll cover a bit today -- a core set of underlying design principles that dictate its role in the game.

The inhabitants come in three main forms:

CATALYSTS - Beings who possess robust behaviors, advanced combat tactics, and, if intelligent, can converse, trade, or engage with the player. (Ex: The Lizard Men.)
CONFOUNDERS - Creatures who enhance or detract in combat, like The Wailing Haunt or Lich, or act as environmental hazards, like The Ripper or Lurker.
COLLABORATORS - Inhabitants with useful behaviors that the player can exploit, like the Earth Clot, a bulky, gelatinous mass that can be prodded down hallways to break traps or act as cover.

One of the core design principles of Underworld Ascendant is to educate the player about the rules of the simulated dungeon world without overt hand-holding. The goal of "teaching players to teach themselves" underlies the game's level design, narrative, and even the combat design.

For instance, there are four tiers of CATALYSTS, whose roles in combat...

TIER 1 - Teach the player the basic moves & skills of the CATALYST.
TIER 2 - Make sure the player is paying attention
TIER 3 - Challenge the player.
TIER 4 - Provide a fight to remember.

In the Vertical Slice, the player will not only face creatures from each category, he/she will find that a mix or an entrant from a higher tier can make for a much different encounter.​

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Masquerada - Release Date Trailer
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]Masquerada: Songs and Shadows now has a release date of September 30th and a release trailer to go with it.


Navigate the masked deceptions and deadly magic of a vividly Venetian city in this fully voiced pause-for-tactics RPG.

In the turmoil-ridden Citte della Ombre, religion holds no sway. Only the songs sung of one's deeds will carry an Ombrian's legacy beyond death. Those who hold even the smallest morsel of power will make every effort to ensure their songs live on. Enter the Mascherines - masks that grant their wielders the power to channel the elements and cast destructive magic.​

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Sunless Skies - Details on Game @EGX
Posted: Sep 27, 2016, 02:02 am by RPGWatch

[​IMG]At EGX the Sunless Seas developer talked about their new game coming to Kickstarter 2017 Sunless Skies. They also talked about an expansion to Sunless Seas.

The team behind Sunless Sea and Fallen London will reveal the title and details of their new game. Plus there will be heaps of new information on Zubmariner, the upcoming expansion for Sunless Sea.​

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Torment - Colin McComb's EGX Talk
Posted: Sep 27, 2016, 02:02 am by RPGWatch

[​IMG]Colin McComb's EGX talk about Torment: Tides of Numenera.

Torment: Tides of Numenera is set in a wonderfully bizarre world filled with incomprehensibly advanced technology. Colin McComb, creative lead for the project, discusses the process for creating believable characters and responsive stories for a game set a billion years in the future.​

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GOG - 17 new Titles ready for GOG Connect
Posted: Sep 27, 2016, 02:02 am by RPGWatch

[​IMG]You can get the following titles on GOG for free if they are already in your Steam library:

  1. AI War: Fleet Command
  2. The Last Federation
  3. Baldur's Gate: Enhanced Edition
  4. Shadow Warrior (2013)
  5. Hotline Miami
  6. OlliOlli
  7. Ziggurat
  8. Dex
  9. Incredible Adventures of Van Helsing: Final Cut
  10. Cossacks Anthology
  11. Teslagrad
  12. The Masterplan
  13. Hot Tin Roof: The Cat That Wore a Fedora
  14. Two Worlds Epic Edition
  15. X Rebirth
  16. X: Gold
  17. Anno 1404: Gold Edition

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Pamela - Abilities, Store Kiosks, and More
Posted: Sep 27, 2016, 02:02 am by RPGWatch

[​IMG]In this dev-blog you can learn more about the game Pamela:

Dev Blog 50 - Pamela Abilities, Store Kiosks, and More
Welcome to the 50th P.A.M.E.L.A. dev blog from the team here at NVYVE Studios! It's been a nice sense of routine for us to put these together each Friday, and we do hope that you all enjoy checking in every week!

This has been another solid week, with everyone accomplishing some great work (except for Adam and Alayna, who were super sick and in quarantine most of the week... but are now recovered!). We've finished up our huge sprint of mo-cap work, which is kind of a huge relief as there was quite a large list to work through. To provide a highly dynamic combat experience, each NPC has almost 200 unique animations for movement, attacking, dodging, being hurt, retreating, etc. The number of animations we've done for these new characters is roughly twice the amount we used to record, which means less repetition and much more organic reactions to the player.

In art news, Mathew finished up a huge batch of awesome high-detail props for the Garrison security area, which will go a long way towards fleshing out the area's military feel. Patrick finished up a datapad model, which will be scattered throughout the world and contain lore for the player to track down, as well as almost finishing a few new shield models the player will be able to equip. Good stuff!

The programming team made some huge progress this week as well; several Pamela abilities have been implemented, store Kiosks for buying items have been created, and more which you can read through below.​

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Star Citizen - News @ PCGamesN
Posted: Sep 27, 2016, 02:02 am by RPGWatch

[​IMG]Some Star Citizen newsbits at PCGamesN:

Chis Roberts talks about the comparison with Elite Dangerous:

Star Citizen right not to ape "basic, bare minimum" approach of Elite: Dangerous, claims Chris Roberts​

More info about single player Squadron 42 and some videos:

In Squadron 42, they plan to turn out a single-player game that tells a story worthy of Wing Commander, and preserves the player freedom of Star Citizen's space sandbox.​

Drama or rather "drama" between ex-devs and Roberts about his demands:

Former Star Citizen devs claim impossible standards wasted months of development, Roberts responds​

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Tahira - Review @IndieGames
Posted: Sep 26, 2016, 02:02 pm by RPGWatch

[​IMG]@IndieGames they review Tahira: Echoes of the Astral Empire and find it a worthy game following in the footsteps of titles like The Banner Saga.

At first glance, the core game loop of Tahira: Echoes of the Astral Empire really does seem a lot like that of The Banner Saga. Where the latter puts a lot of emphasis on the toll the journey takes on the people, however, Tahira's emphasis is on its desperate fights. The Astral Empire's soldiers outnumber Tahira's people badly, which means the player absolutely must take advantage of the environment to win.

The first time I lost a battle in Tahira, it was a long, drawn-out affair. This was the second battle in a row with no break. My remaining units were tired, their injuries unhealed and their skill points unrestored. We held up pretty well for a while, but eventually I realized that if I didn't fall back, I'd be overrun. I had to sacrifice some units so the others could flee. My second line, too, fell, leaving me with only my four named heroes, the ones whose deaths would earn me an instant defeat. Clever use of positioning, abilities, and supplies let me hold out until there were only two archers left... when one miscalculation led to my defeat.

It's through such mechanics that the combat of Tahira really supports its story. Your units can get more powerful, but there are still only a limited number of them. The enemies, however, have units upon units to throw at you, which can make it feel like things are exactly as bad as the characters say it is.​

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