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Beyond Good & Evil - Retrospective Review
Posted: Oct 21, 2016, 06:23 am by RPGWatch
PC Gamer looks back at the action adventure Beyond Good & Evil:
Revisiting Beyond Good and Evil, Michel Ancel's original Zeldalike There's a reason fans clamour for a sequel years after release.
Sight is a recurring mechanism in Ubisoft's open worlds. Assassin's Creed has its synchronisation towers, from which you gaze out to unlock more of the map. Far Cry has its magic tactical binoculars. And cult favourite Beyond Good & Evil has its reporter's camera, a chunky old Kodak-style affair.
It may seem a minor part of the whole, compared to hover racing or thwacking aliens with a jo-staff-but it's both a key plot element and emblematic of how Ubi's open-world games have gone on to sacrifice sympathy for scope and density.
And then there's the game's most obvious triumph, Jade herself. She's notable in part as an early practitioner of Ubisoft's now-proven 360 degree, context-sensitive combat, switching gracefully between targets to the front and rear. But more than that, she's a female protagonist whose right to the starring role is never questioned, the odd avuncular remark from Pey'j aside. A leading lady who is simply allowed to get on with things. For this and for the feelings the act of photography kindles, that much-promised, borderline mythical sequel can't get here soon enough.
Civilization 6 - Review @ PC Gamer
Posted: Oct 21, 2016, 12:12 am by RPGWatch
PC Gamer has reviewed Civilization 6 and they really like it:
Civilization 6 Review
Civilization 6 is the ultimate digital board game. More than ever in the series, the board-the world-is the soul of every opportunity and challenge. As usual for Civ, I build empires, compete for a set of victory conditions, and fend off warmongering leaders like that scoundrel Peter the Great. But I'm also playing for, with, and against the board. Forests and deserts and resource-rich tundras each influence the flow of my civilization, granting us boons and burdening us with lasting weaknesses. Bands of barbarians put my farms in crisis, but also open up opportunities to speed the development of my military techs. The glorious, challenging dynamics that emerge from Civ 6's redesigned maps left me with no question that the storied series has crowned a new king.
Sight, sound, and systems harmonize to make Civilization 6 the liveliest, most engrossing, most rewarding, most challenging 4X in any corner of the earth.
Mount & Blade II - Steam Page is Up
Posted: Oct 21, 2016, 12:12 am by RPGWatch
The Steam page for Mount & Blade II: Bannerlord is up. The release date has yet to be announced but there is a fair bit of material to look over.
Mount & Blade II: Bannerlord on Steam
20 October - Captain Lust [TaleWorlds]
Welcome to the official Mount & Blade II: Bannerlord Steam group. We'll be posting news and updates here ourselves, from here on, so stay tuned and invite your friends!
The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.
Mount & Blade II: Bannerlord is now visible on Steam! What does that mean? Well, you can now follow the game, and get news and announcements delivered directly to PC's most popular gaming platform! You can also add the game to your wishlist, which will make sure you don't miss when the game releases.
We know you're hungry for more Bannerlord news. Right now, we're working hard on the game to put it in your hands as soon as possible, so stay tuned for more updates in the near future!
Tahira - Review @ PowerUpGaming
Posted: Oct 21, 2016, 12:12 am by RPGWatch
PowerUpGaming has reviewed the tactical turn-based RPG Tahira: Echoes of the Astral Empire:
Tahira: Echoes of the Astral Empire Review - The Light is Calling
Tahira: Echoes of the Astral Empire follows the adventure of a young woman, who's forced to grow up very quickly and ultimately lead her people against a genocidal force. The story stems from revenge, leadership, and rebellion, slightly hinting at society today. We all know these kinds of conflicts serve as great motivation to do something, and the primary plot line builds off of that foundation. Narrative aside, what you will find in Tahira: Echoes of the Astral Empire is a polished, complex, and somewhat addicting tactical RPG; however, it lacks incentive to return once completed, and ultimately fails to provide a genuine emotional attachment.
Tahira: Echoes of the Astral Empire gives players a rich world to investigate, rewarding combat, a great score and wonderful design - yet ultimately falls short with the development of its characters.
Editorial - Long Games: Appealing or Intimidating?
Posted: Oct 20, 2016, 11:53 am by RPGWatch
If a game has a long playtime, does it put you off? Or do you invest in games hoping for as much epic storyline and adventure as you can get? RPS examines the subject.
The Witcher 3 [official site] is the longest game I've played for years, or at least the longest game that I've actually come close to completing. There was a time when I'd be thrilled to hear about a new fifty or sixty hour epic adventure, very much subscribing to the policy "the more the better", but now I'm more likely to flinch away from the screen when a game's sprawl is revealed.
I've realised that my aversion to enormous games has been growing for a while, but the announcement of Red Dead Redemption 2 brought it into sharp focus. Do I really want yet another massive open world game? I'm not sure that I do.
I'd started to think that shying away from long games had a lot to do with working as a games critic, which does tend to make me hungry to get to the heart of a thing, understand it, and then move on. I'm the same way with books though - ten years ago, I didn't think a fictional world was worth investing any time into if it didn't exist across the span of at least six brick-sized volumes. These days, if a story takes more than three hundred pages to tell, I expect a lot from it. If an author or designer is going to make demands on my time, I demand quality and (preferably) variety in return.
Wasteland 3 - The Ranger Base
Posted: Oct 20, 2016, 11:53 am by RPGWatch
This update is about the Ranger Base and what to expect from it in Wasteland 3.
In Wasteland 3, the Ranger Base is not something we want you to be constantly micromanaging. This isn't going to be a real-time strategy game; you won't be sending peasants to go chop wood or mine coal, or building settlements. How your base changes will be tightly tied in with the game's narrative and will be uniquely Wasteland.
Instead, we are envisioning the Ranger Base as more of a quest hub that you can return to throughout the game, where interesting events and incidents will arise for you to resolve. You can think of our goals as something along the lines of de'Arnise Hold from Baldur's Gate 2. Far from being a game system where you need to look at graphs, charts, and numbers to balance your budget, the HQ in Wasteland 3 will present you with events, ethical dilemmas, and quests based on your choices, and those choices can have world-spanning consequences.
During the game, you might return to the Ranger Base after a long trek, only to find representatives from two different factions - the Servants of the Mushroom Cloud and the Gippers. Both have recently discovered a disused oil refinery which dates from before the apocalypse, and blood has already been shed over control of it. The Servants want to make use of the space to start developing explosives, hoping to entrench themselves in the area, but their fanaticism means they are eager to keep the area free from nonbelievers. The Gippers, on the other hand, are interested in taking over the plant to refine their oil reserves, convinced it will help them provide power and fuel to the people in the area.
In both cases, there might be some common benefits (such as access to an additional source of income or a new ally for the Rangers), but your decision will ultimately depend upon what you value as a leader. Do you want to better keep the people in the area secure by granting control to a heavily armed faction, knowing that it also comes with the risk of the Servants introducing the populace to the Great Glow? Or do you value the improvements to quality of life and trade the Gippers might provide, at the risk of making the refinery a tempting target for savage warlords from the Plains?
You'll have to make decisions and deal with the consequences arising from such situations. These consequences will affect the story, but there may also be considerations that are more material. For example, putting the Servants in charge of the refinery might grant you easier access to explosive weaponry, while the Gippers might give you a discount towards fuel and services for your vehicles. And given the tensions between the two groups, you can safely guess that there might be more violence later - with the Rangers now caught in the crossfire.
The Ranger Base is also a core part of our multiplayer gameplay loop. It will be your common hub for you and your buddy to refill your supplies, and it will also be where companions are managed... but we'll save that topic for another day.
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ELEX - Will be released on GOG
Posted: Oct 19, 2016, 11:13 pm by RPGWatch
THQ Nordic will publish several upcoming games - ELEX included - on GOG:
UPDATE - Coming Soon: ELEX + Spellforce 3 + The Guild 3 + Battle Chasers: NightwarA cool selection of upcoming hits! The cold winds of winter are rising, and with them, a snowstorm of great THQ Nordic games is about to arrive, DRM-free on GOG.com. Put on your coats and let's go meet them!
ELEX introduces a unique post-apocalyptic fantasy setting, crafted by the creators of the beloved Gothic series. Control of a mysterious resource that grants people magical powers is being contested between warring factions. Will you allow magic to dominate the planet or will you harness Elex to power machines which will rule over Magalan? Move around the open world with your handy jetpack, fight terrible creatures, and witness the land change based on your decisions. Spellforce 3 blends RTS with RPG, magic with raw swordfighting, and hero development with massive-scale battles. Shape the incredible world of Eo during the volatile years leading up to the events of SpellForce: The Order of Dawn by customizing your character and leading your armies to victory using advanced tactics and spellcraft.
The Guild 3 transports us back to the dark middle ages, when our family sets out to build a trading dynasty in a society dominated by the rich, the powerful, and the superstitious. Balance the historical events, the economics, and the politics involved in your dynasty's well-being and consider becoming a member of a secret society because you'll need someone to have your back when the challenges start piling up.
Battle Chasers: Nightwar is a story-driven, turn-based RPG, with a diverse cast of comic book characters making their way through randomly generated dungeons. Traps, puzzles, secrets, and plenty of bloodthirsty monsters are waiting to bite, slice, and blast you to bits, so you better pick your heroes' skills and equipment carefully, if you want to survive down there.Wishlist THQ Nordic's upcoming offerings and prepare for some intense and magical adventures -- DRM-free on GOG.com.
PC Patch notes for Deus Ex: Mankind Divided Patch build 592.1 We have just released another PC patch for Deus Ex: Mankind Divided, v1.10 build 592.1_P10. This patch focusses on fixes for a couple of gameplay and DirectX 12 related issues raised by the community.
This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.
The following gameplay changes are in this patch:
Fixed regression that was introduced in last patch: Walking speed is now fixed properly.
Fixed regression that was introduced in last patch: Talos Rucker no longer spawns twice.
AMD intro video now has a lower volume.
Fixed an issue where clicking on some interactive objects, such as computers or keypads, could cause Jensen to unholster his weapon.
Fixed an issue where some users had to create a new Windows account to be able to start the game.
Fixed a crash when loading a savegame.
Fixed an issue where SSAO could introduce some graphical artifacts.
Fixed an issue in Breach where the Booster Pack open button would not be shown, even though the user had Booster Packs to open.
Fixed issues with the dialogue selection wheel.
The following DirectX 12 changes are in this patch:
Tyranny - The Skill System @ PCGamesN
Posted: Oct 19, 2016, 11:13 pm by RPGWatch
PCGamesN interviewed the game director of Tyranny about the skill system:
Tyranny's game director on its new skill system and creating "different shades of bastard"
Tyranny is a deceptive kind of game. At first glance, it looks like yet another entrant in the "what's old is new again" revival of classic RPGs that seem to be all the rage these days. But the time I spent with it at a preview event this weekend has proven that, underneath that layer of Infinity Engine nostalgia, Tyranny is a very different type of RPG. With a skill system reminiscent of Skyrim and a story that shrugs off the heavy mantle of fantasy tropes, Tyranny feels like a wolf in sheep's clothing.
During the event, I got to preview Tyranny's unique Conquest mode, which introduces you to the world by letting you conquer it. I also sat down with game director Brian Heins to talk about how Tyranny isn't here to pay tribute to an older generation of RPGs and what it means to be good in a kingdom ruled by bad.
Obviously that's super telling in Tyranny's skill system. Can you run me through how that works?
This is something I wanted to do differently because I love skill-based systems for games, it's my favorite type of game to play. The way it works in Tyranny is you have different weapon, magic, and support skills. As you use those skills you gain experience, the more experience you gain the higher they rank and the more your character levels up. People who've played Oblivion or Skyrim will be familiar with that type of skill system. As you go up in level on your character, you can purchase attribute points that make your character more powerful, learn new talents that give you new abilities, and new passives that make your character more specialized.
So with the old class system so deeply ingrained in this type of RPG, why abandon it in favor of more freeform character progression?
It's my favorite type of RPG system to develop and it's like coming home for me to work on that type of game.
What do you love so much about it?
Class systems are great because you have defined roles that you know-if I'm playing a fighter, I know it's going to play a certain way. But oftentimes I want to make the hybrid, I want to make the fighter-cleric hybrid. I love living in that grey space in between the defined classes which is one of the things that a skill-based system allows you to do. You can create your own character. Whatever concept you have, by just focusing on the right skills, you can really make that character for yourself which allows you to roleplay the character the way you want to.
Vigilantes - Greenlit!
Posted: Oct 19, 2016, 11:03 am by RPGWatch
Vigilantes has been Greenlit on Steam and has made $3,566 out of a 5K goal with still 18 days to go. The latest update details additional weapons added to Vigilantes.
We've got some good news: Vigilantes has just been accepted on Steam Greenlight! Thanks very much for your help in making this happen! This will allow us to focus a little more on development - our intention is to launch the most substantial update to Vigilantes to date, shortly after the Kickstarter ends.
You can expect another update in the near future to showcase the voiced character video for Cuda, but for now, we have added 5 new weapons to Sam's arsenal:
Starpoint Gemini Warlords - Core Gameplay Changes
Posted: Oct 19, 2016, 05:02 am by RPGWatch
Starpoint Gemini Warlords has gone through a big mechanics change and added some new content as detailed on this changelog.
New skill system
We've purged the old skill system from the game and introduced a brand new one. You will retain all your skill points from your existing saves, but you'll have to distribute your skill points anew. Progression is still similar as in you gain a skill point each time you level-up and you can then use these points to upgrade skills. Each character class has four unique skills (the fourth is unlocked on higher levels), but also a special passive class-specific bonus.
Enter the Gladiatrix
The first Gladiatrix arena is in! It's nicely located in Phaehana, between Phaeneros and Concordia. If you've played Starpoint Gemini 1, then you more or less know what the deal is. Simply talk to the arena Quartermaster to get in on the action. If a picture is worth a thousand words, what does that mean for a video?
Rounding up the Outerlands
Two new Outerlands ships are added to finalize their fleet. You can obtain these in several places, but to make things easier, we've greatly expanded on what ships are available for purchase both on Concordia and on Phaeneros. This is a temporary measure to make it possible for you fine ladies and gentlemen to give each ship a go. You still have to purchase them of course.
Scattered around Gemini are the so-called Artefact vaults. If you scan these, you'll get a nifty prize. Existing saves will work without a problem since the vaults are added in.
All of this is our first iteration of those changes and we are looking forward to your feedback to improve upon those changes or change the direction entirely if needed. After playing for awhile with the new system please go to the discussion board and share your feedback and opinions, if you wish of course.
The affected areas of change are:
NPC AI behaviour
ship acceleration and speed
power core, cloak and various other subsystem tweaks
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