Brian Fargo - Launching Robot Cache
Posted: Jan 17, 2018, 01:33 am by RPGWatch
@Venturebeat Brian Fargo and other game industry veterans are creating a new cryptocurrency called Iron that is an alternative to the app stores like Steam and GOG, through a new company called Robot Cache.
Veteran game publisher Brian Fargo and other game industry veterans hope to change the PC industry by creating a new cryptocurrency that serves as an alternative to the app stores.
Fargo's new company Robot Cache will create a digital PC games platform, just like Valve's Steam digital distribution service, but it will give game publishers and developers about 95 percent of the proceeds from game sales, rather than just 70 percent as Steam and others do. Robot Cache will compete directly with the likes of Steam and GOG, and it hopes to sign up the major competitors.
That's one of the things that Robot Cache founder Fargo said will empower developers and publishers, and take away some of the arbitrary power over game distribution from the platform owners, Fargo said in an interview with GamesBeat.
Cyberpunk 2077 - Rumor: Playable at E3
Posted: Jan 17, 2018, 01:33 am by RPGWatch
A rumor on PC Gamer that Cyberpunk 2077 will be playable at the E3 this year:
Polish website says Cyberpunk 2077 will be playable at E3
The rumor comes from two independent sources.
The Cyberpunk 2077 Twitter account sputtered to life last week with a single, solitary "beep"-the first (and so far, only) word to come out of it after four full years of silence. Now a rumor has surfaced on Polish site GRYOnline (via Google Translate) that a new trailer for the game will be shown at this year's E3, and that it will in fact be playable-although only behind closed doors.
BattleTech - State of the Game Update
Posted: Jan 17, 2018, 01:33 am by RPGWatch
A new update for Battletech discusses the state of the game.
Happy New Year Everyone!
We're excited to report that the team hit their end-of-the-year goals and are on track for a great launch this year. While we don't have a release date to announce yet, we definitely feel good about the state the game is in.
It's an amazing feeling to have all the pieces in place and to finally play the game we imagined over two years ago! During the week between Christmas and New Years, we took a step back to review our progress and look for areas that need more attention and now we're back in the thick of it, fixing bugs, balancing the game, PLAYING the game, and taking action to improve the experience day-by-day.
By and large, BATTLETECH is surprisingly close to the vision we originally pitched in the Kickstarter in September 2015. As anyone who's made a video game can tell you, it's incredibly rare to finish a game with all the features you envisioned when you start making it. So while we're surprisingly close, we're not perfect.
With release in sight in the next few months, we want to tell you about a few features that were part of our Kickstarter Campaign, but need to be delivered post-launch in order to focus development and testing as we move towards release.
Legendary 'Mechs and MechWarriors
Ability to play different types of missions in Skirmish mode (The campaign itself still has plenty of mission types though.)
Some Valhalla-tier reward items (specifics TBD)
Famous character cameos in the campaign (a Social Mission Bonus from the Kickstarter Campaign.)
Famous AI Lances in Skirmish mode (another Social Mission Bonus from the Kickstarter Campaign.)
Rest assured that we are still committed to delivering these features after the game's initial launch and at no additional charge to Backers.
One other change - instead of a multiplayer experience focused around competitive tournaments & leagues, we've opted for a more friend-focused model of multiplayer functionality. Players can invite each other to matches via Steam/GoG, create private games, and browse public games from the lobby.
Because of this change in direction, we also won't be delivering a Solaris-themed multiplayer experience at launch. Instead, the game will ship with a diverse set of multiplayer maps across all the game's biomes to battle on. We recognize that Solaris VII is a great setting for BattleTech experiences, and in success, we still hope to explore different ways to bring Solaris VII to life.
And finally, a feature that wasn't a Kickstarter commitment but that we talked about online a bunch is Ironman Mode. Unfortunately, that won't make it in for launch but we'd love to add it later.
Before we go, we want to thank everyone who came out to Mech_Con 2017 last month. We had a blast hanging out with everyone and hope you did, too. There's really nothing more invigorating for us than meeting you face-to-face and sharing our mutual excitement for BATTLETECH.
The highlight of the evening for us was watching Jordan & Mitch go head-to-head in an epic (though tactically challenged) Battle of the Gray Beards™ with McCain doing color commentary. The two combatants fought a Trial of Honor with the loser kneeling before the winner and pledging to be his Bondsman for one horrible week. You can check out the duel between Jordan and Mitch at this link around the 5:56 mark.
Okay, back to the grindstone. We're starting back up our Livestreaming Dev Q&As on Wednesday, February 14th hosted by our friends at No Guts No Galaxy. See you then!
Final Fantasy XV - Releasing March 6th
Posted: Jan 16, 2018, 01:23 pm by RPGWatch
@PCGamerFinal Fantasy XV will release March 6th on PC. The Steam page is here.
After my hands-on at last year's Gamescom, I declared Final Fantasy 15's Windows Edition a sight to see in 4K, if you've got the PC to handle it. Now, publisher Square Enix has revealed the hardware you'll need to make this happen, and has announced when we'll visit Eon on desktop: March 6, 2018.
Back in October, FF15's minimum and recommended system specifications appeared on its Microsoft Store page, which Sam Horti rightly described as "surprisingly accessible". The game's 4K HDR specs are expectedly more demanding. Here's an overview:
OS: Windows 10 64-bit Fall Creators update
CPU: Intel Core i7-7700 (3.6GHz and above), or AMD Ryzen 5 1600X (3.6GHz and above)
GPU: Nvidia GeForce GTX 1080 Ti
Main memory: 16GB
Hard disc free space on SSD: Over 155GB
Space Delver - Space RPG with turn-based Combat
Posted: Jan 16, 2018, 07:22 am by RPGWatch
Space Delver is a space RPG inspired by classic Fallouts currently in development. It features turn-based spaceship and land battles, rich and interconnected storyline, customizable player spaceship, trading, randomly generated sub-locations and so on.
NeocoreGames has released the biggest content update for Warhammer 40,000: Inquisitor - Martyr to date, adding a new terrain setting, a playable class and the first chapter of the Single Player Campaign. According to the press release, the first chapter of the Single Player Campaign marks the beginning of this epic tale and also serves as a tutorial - it's an introduction to the unique gameplay mechanics of the game and to the cruel and unforgiving world of Warhammer 40,000.
Ironward and the Humble Bundle are currently offering The Red Solstice for free to all PC gamers. As with most Humble Bundle giveaways, this offer will end in 48 hours and players will be able to keep this game in their Steam inventory forever.
The Red Solstice is described as a tactical 8 player co-op survival game set on Mars in the distant future. The game features hardcore survival and player interaction in dark science fiction setting.
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Capital Wasteland Mod - Fallout 3 in Fallout 4
Posted: Jan 16, 2018, 01:22 am by RPGWatch
The Capital Wasteland mod seeks to recreate Fallout 3 in Fallout 4.
Welcome back to the Capital Wasteland, a large scale mod that recreates the world, quests, and experience of Fallout 3 in the updated Creation Engine brought to you by the Road To Liberty modding team.
Wccftech's Best Roleplaying Games of 2017 - It Just Never Gets Old
It just never gets old to play roleplaying games. Adventuring in an often fictional, foreign land while making companions and foes along the way. Embarking on an epic (more or less) quest to save and protect people and places. Growing in power, skill set and understanding of oneself and the surrounding world.
It's no coincidence that all genres have adopted bits and pieces from roleplaying games, chiefly character progression. RPGs have never been more popular than they are today and 2017 was another great year for roleplaying games, as outlined below in our best of list. 2018 is looking good too, in case you were wondering!
When the original Hand of Fate dropped onto the Xbox One almost three years ago, it came out of nowhere. The intriguing concept of being an action-RPG/card game hybrid was enough to draw me in, and seemingly many others were drawn in too as its success has lead to a sequel. Even though Hand of Fate is a good game, there's plenty of room for improvement and Hand of Fate 2 hopes to build upon that. Have Defiant Development dealt us a better hand in Hand of Fate 2, or will we be hoping for a redraw?
So overall, the surprise success has spawned a fitting sequel in Hand of Fate 2, with deeper RPG elements, interesting lore and some really great challenges which all feel different. The tabletop side and the new action elements blend together well to keep the excitement levels high, as do the new mini-games to test your nerve, skill and luck. The only things holding it back are the lame character customisation options, the annoying Dealer, and the amount of luck needed to succeed. It could also do with some additional enemy types thrown into the mix.
That still hasn't stopped me going back for one more hand though, because I'll show this mystical bloke that I am the master of my own fate. You should take the plunge and purchase Hand of Fate 2; it's your destiny.
The relentless march down our dev roadmap carries on with tonight's major update. Over the last few updates, we've been putting cracks in the wall that is the starport rebuild, but this update knocks a serious hole through it. We're not done by far, but we've made the first major strides toward completing this dev roadmap item on the v2.1.x family.
As we round the corner to Update #23, we're excited to continue to tune balance, connect more systems, and improve the layering of politics, conflicts, reputation and all the rest.
The improved starport upgrade experience follows the same flow as before but allows you to compare components during replace, see the active list of filters on your list of components, get an exact price for the component you are trading in, as well as seeing the individual sources of discounts (Talents / Contacts) listed out.
In addition, we've rebuilt the display for ship components in generally, which you'll see in the starport and main status. Every modifier, bonus and stats for ship components is visible and listed and we've swapped a lot of the displays over to icon pairs to make them easier to scan quickly.
There is a lot more coming in this area before we can knock this officially off the dev roadmap, but we're on our way.
Encounter and Conflict Improvements
This release includes the first update to ship encounters -- changing the XP amounts granted for all types of ship encounters to clearly mark the incentives down the chain of options -- from victory as the best down to surrendering as the lowest.
We've also upped the Reputation granted by Solar and Trade Wars in ship victory to further reward chasing these conflicts and throwing your strength behind one Faction or the other.
Railguns were the only weapon sporting both Void and Radiation Damage, and we've simplified the weapon type down to just Void.
This release continues the work from last release including buttons to navigate and set waypoints for missions and the next mission steps quickly and easily as you move through them. You can now complete missions potentially without ever opening the Mission List which helps move things along and reduce overall clicks.
Whenever you recruit an officer from a Contact, they now recruit with Rank 1 in their primary Job, which gives you all the freedom to assign the rest of their ranks as you please.
v2.0.61 - 1/13/2018
- Improved Starport Upgrade experience -- compare components, see active filters, see trade-in price, discount sources
- Improved ship component display on all screens -- engines, weapons, skill bonuses, component damage
- More Starport and component upgrades coming!
- Officer recruits from Contacts only starts with 1 Rank in primary Job -- increased freedom to assign Jobs
- Rebalanced Experience rewards for all results in ship encounters -- Victory, Draw, Defeat, Surrender
- Balanced Reputation gained by defeating enemy ship in Solar or Trade Wars
- Mission Summary now offers an immediate Navigate Now button under valid step
- Mission completion now offers a Waypoint option for the next mission step
- Slight increase in Intel Record counts from Spying to help Trait / Talent / Component % bonuses make impact
- Fixed issues with Officer skill bonuses (Tactics / Command) in ship combat
- Increased cooldown for Makeshift Repairs to match Port Maintenance, clarified log message
- Fixed issue where ship combat was not correctly ending after striking down enemy Captain while boarding
- Fixed issue where some orbital missions were ghosting after completion
- Fixed issues where victory in ship combat from damage over time effects was delayed by 1 turn
- Removed redundant Radiation Damage from Railguns
- Prevented running Exploration with less than 6 crew
- Prevented running Orbital operations with less than 6 crew
Opinion - Games with the Nemesis System
Posted: Jan 15, 2018, 01:13 pm by RPGWatch
The PCGamer staff share their opinion on how the nemesis system could be used to expand the gameplay possibilities for different series.
James Davenport: Assassin's Creed 4: Black Flag
Because I'm an idiot and chief of all Moby Dick fan-fiction, I'm thinking a whaling sim set in the Dick Universe that uses something like Black Flag's sailing tech would be a fin-tastic use case for the nemesis system. First, you spec out your mad captain, pinning down their particular fears and origins, from which Nemesis Whales™ will be generated to harass them during the workday. I have no idea what you'll do between whaling ventures, but in combat scenarios, I imagine something like Shadow of the Colossus encounters, but with a Mass Effect party system in which you can stop time and switch characters to queue up specific attacks. Queequeg might be in a smaller boat circling the big bugger with handheld harpoons, while the Ahab archetype stands behind the wheel and issues dodging or ramming commands for the Pequod.
Whales will resemble the colossi in that they'll come in all species and sizes-everything from porpoise to those big blue ones I've come to fear-and they'll require unique tactics to take down. Also, the name generation system will combine short adjectives indicating size with simple nouns. Tremble in fear, for Great Forearm swimmeth.
Jarred Walton: Fallout
The Nemesis System is such a great tool, and it generates some awesome stories, so it's difficult to imagine a game where it wouldn't improve it in some fashion. Imagine dropping it into just about any true RPG world and the results would be glorious. Fallout with Nemesis could end up with battles against raiders that actually mean more than yet another generic shootout. You go into a city where the raiders have been happily picking off passersby for years, wipe them out, and discover one of them lived and now holds a grudge against you and your settlements. Or what if one of the thousands of ants, radscorpions, or bloatflies was to come back with his friends? Even better, a deathclaw nemesis that comes back stronger and uglier each time you defeat it would be terrifying! Please, Bethesda, make it happen.
The Mercury Man - Due Q1 2018
Posted: Jan 15, 2018, 01:13 pm by RPGWatch
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements due to release Q1 2018.
About This Game
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements.
In this game you will be in the mercury hunter's shoes. "Mercuries" are people who have subjected themselves to an illegal medical procedure for the sake of curing all diseases.
The Mercury Man organically combines a staid point-and-click adventure and tactical fights, a thoughtful gameplay and a fascinating atmospheric plot.
As the events unfold, you will be able to gather a complete picture of gloomy world of the future.
- A unique world from the Mehsoft team
- Classic turn-based combat system
- Stylish hand-drawn graphics
- Original music
- Breathtaking plot
- Black humor, which skillfully fits into the dark and depressive mood of the game
Unlike small villages that are sparsely populated and slow growing, adventurers can do much more in prosperous big cities: more formal adventure gear stores, more exciting wondrous item shops, and temples that selling various potions and scrolls.
Low Magic? High Magic?
As the name implies, the main story of Low Magic Age occurs in a low-magic world, at least in the early and middle stages of the adventure. But this does not mean that we must forbid the use of potions, scrolls and other relatively high-magic items. Especially the Potion of Heal and Scroll of Resurrect, they are essential for a smooth adventure. So, in normal and easy game difficulty, we'll allow players to obtain and use these items relatively easily.
This is a typical example of balancing reality and gameplay. Of course, in the meanwhile we will provide more challenging difficulty options that limit the use of these items to bring different adventure experience.
Carrying Capacity and Trading Goods
In the Arena mode, players only need to think about the load condition of the character himself. In the Adventure mode, we added two additional concepts about the load:
1. Carrying capacity of party backpack: All the unused equipment and other adventure gears are stored in the public party backpack. The carrying capacity of party backpack is the sum of party members' carrying capacity.
2. Carrying capacity of trading goods storage: The trading goods storage is an independent space for storing and delivering trading goods. Different from common retail items, trading goods are for wholesaling only. The total weight of goods is often unexpected. So the carrying capacity of trading goods storage must be considered carefully.
Every adventure party is initially equipped with the default trading goods delivery method that provides the carrying capacity usually ten times the base carrying capacity of party. With the adventure goes on, the party can obtain or upgrade to bigger storage and supporting delivery methods.
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