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» ELEX - First Reviews - Oct 16, 2017, 11:33 pm
» General News - Thinking outside the Loot Box - Oct 16, 2017, 11:33 pm
» Skyrim - Skyrim Together Gameplay - Oct 16, 2017, 05:33 pm
» Prey - Real Lights Plus Ultra Graphics Mod - Oct 16, 2017, 05:33 pm
» Opinion - Rising Costs and Mid Tier Studios - Oct 16, 2017, 05:33 pm
» Cyberpunk 2077 - Progressing as Planned - Oct 16, 2017, 05:33 pm
» Assassin's Creed Origins - Free DLCs and Season Pass - Oct 15, 2017, 05:03 pm
» Archmage Rises - Making Babies - Oct 15, 2017, 11:02 am
» Seven - Interview - Oct 15, 2017, 11:02 am
» Code Vein - Dev Interview - Oct 15, 2017, 11:02 am
» Sunless Sea - About Writer Alexis Kennedy - Oct 15, 2017, 11:02 am
» BattleTech - History of the Lawsuit - Oct 15, 2017, 11:02 am
» Total War: Warhammer II - Mortal Empires DLC - Oct 14, 2017, 10:52 pm
» Griftlands - A Pirate Sandbox - Oct 14, 2017, 04:42 pm
» Selling Sunlight - Kickstarter almost funded - Oct 14, 2017, 10:32 am

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» Cyberpunk 2077 - Progressing as Planned (Game/SP News & Comments post by RPGWatch)

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ELEX - First Reviews
Posted: Oct 16, 2017, 11:33 pm by RPGWatch

[​IMG]Some pre-release reviews for ELEX:

Gamespace: ELEX Review - Clunky But Surprisingly Addictive

The Nerd Stash: ELEX Review

Gamereactor: We've been exploring a world where sci-fi and fantasy blend together

Gaming Bolt: ELEX Review - Not Very Exciting

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General News - Thinking outside the Loot Box
Posted: Oct 16, 2017, 11:33 pm by RPGWatch

[​IMG]Gamesindustry has an article about the current game creator - consumer relationship:


Thinking outside the loot box

Business model innovation is necessary despite the friction it causes - but the industry needs to recognise when it's overstepping a line

When future historians of videogames come to write their accounts of the 2010s, I sincerely hope that they don't forget to mention the creativity, artistry and innovation that has blossomed in this decade - but I already know that won't be the main focus of the chapter.

If the present decade of the industry's development is ultimately remembered for anything at all, it will, sadly, be the often ugly tug of war between game creators and consumers over how to make game development pay for itself. An optimistic perspective might speak of the flurry of innovation in business models that we've seen in recent years; a more realistic one would point to the frequency with which the industry has ended up at loggerheads with its own consumers over various business tactics.

The standard narrative that's become embedded in the consciousness of many consumers - especially, unfortunately, those whose primary source of information is YouTube, where this narrative is absolutely prevalent - is that game companies are grasping and avaricious, and spend more time sitting around plotting new ways to gouge money from set-upon consumers than they do actually making new videogames.


Figuring out how to make enough money from games to meet their accelerating development budgets is undoubtedly tricky; it's a delicate and ongoing negotiation between game creators and consumers, and each side steps on the other's toes or elbows their ribs every now and then. It's important, however, that the industry not become hardened to the complaints or concerns of its own consumers.

The background noise of people who irrationally despise the commercial aspects of an industry they claim to otherwise love should not deafen game companies to genuine warning sounds that suggest a mark is being overstepped.

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Skyrim - Skyrim Together Gameplay
Posted: Oct 16, 2017, 05:33 pm by RPGWatch

[​IMG]A mod for Skyrim that allows you to play with a friend called Skyrim Together.


Skyrim TogetherPublished on Oct 15, 2017
Us devs gathering together to try out the current state of the mod. As you can see, it looks like we're getting there but there are still some minor things to address. Here we demonstrate some new features, such as:

- Disabling of pausing in menus

- Staffs, ingredients and scrolls working

- Improved cell changing

- Plenty of crash and bug fixes (and still more to go)

Some clips did not record my voice, apologies for that.

Feel free to use the video material in any way.

Credits, shoutouts and linking to us would be appreciated.

A big shoutout to our Patrons supporting the development of this mod!

Check out our subreddit:

Chat with us on Discord:

Consider backing this mod:

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Prey - Real Lights Plus Ultra Graphics Mod
Posted: Oct 16, 2017, 05:33 pm by RPGWatch

[​IMG]Prey has a new graphics mod called Real Lights Plus Ultra Graphics over on the Nexus. The mod is currently at 90% complete so expect some bugs.



This mod aims to improve the graphics and realism on Prey:
  • All the lights cast shadows (incl flash light)
  • Corrected shadows for the original light sources
  • Ultra view distance for everything (incl space station!)
  • Improved particles
  • Improved AO+IL (Via Engine and Reshade)
  • Darker Atmosphere avoiding crushed blacks (Via Engine and Reshade)
  • No more pop-in! (texture, shadows, objects, particles)
  • Improved reflections
  • Prevents medium size objects become transparent when carrying
  • All decals (blood, gloo, bullet holes, broken papers, broken glasses, etc) stay almost forever (only disappears when you leave the level)

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Opinion - Rising Costs and Mid Tier Studios
Posted: Oct 16, 2017, 05:33 pm by RPGWatch

[​IMG]Gamesindustry ask Brian Fargo and Jeff Pobst about rising game development costs and how they are putting the squeeze on mid-tier studios such as inXile and Turtle Rock.


Rising game dev costs put squeeze on mid-tier studios

inXile's Brian Fargo, Hidden Path's Jeff Pobst and Turtle Rock's Steve Goldstein weigh in on the growing gap between gaming's haves and have-nots

Making games is expensive. Let me rephrase that: making games is really, really expensive.

Obviously, that's no secret, but the numbers involved are even surprising to those of us who follow the industry every day. Last month, Kotaku reported many studios budget around $10,000 per person per month to cover salaries plus overhead. Considering that many of the more polished games on the market can take years to create, budgets can spiral out of control very easily and this has a impact on the entire ecosystem.

Moreover, that $10,000 figure is actually lower than many studios spend, industry veterans Brian Fargo (inXile Entertainment) and Jeff Pobst (Hidden Path Entertainment) tell me.

"I used $10,000 per man-month [for budgets] when I was a producer for Sierra online in 2000," Pobst notes.

Fargo concurs: "I would say [$10,000 is] on the low side. I think Tim Schafer pointed out a couple of years ago that this is why these things cost so much to make. There's a big difference between small developers cutting their teeth that have no overhead versus a team of people who've been in the business for two decades. They have families and expect medical insurance, and so it's not going to be something that costs less than $10,000 on average for my people.

"That's on the low end by maybe 20% or 30%. I don't think we're seeing double that, but certainly it's the trajectory we're all going towards. I think that's a fair number. It's always been a funny disparity. We talk about making a game with a budget of, say, $10 million and the smaller developers tend to look at it and go, 'How do they waste so much money?' And then the triple-A guys say, 'How do they do it for so cheap?'


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Cyberpunk 2077 - Progressing as Planned
Posted: Oct 16, 2017, 05:33 pm by RPGWatch

[​IMG]@PCGamesN CD Projekt RED have responded to rumors generated when some staff members left Cyberpunk 2077. They say things are progressing as planned and individual departures have no great effect on the project.




They explain that individual departures do not have a significant impact on the project. They also say that the reason for some departures is that "every role-playing game we ever developed seemed impossible to achieve at the moment we set out to create it." In essence, the studio is extremely ambitious, and has a culture of reinventing everything they do to stay out of their comfort zone and "make the magic happen."

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Assassin's Creed Origins - Free DLCs and Season Pass
Posted: Oct 15, 2017, 05:03 pm by RPGWatch

[​IMG]Gamepressure has some info about the post launch content of Assassin's Creed Origins:


Assassin's Creed Origins Season Pass and free DLC revealed

Ubisoft has revealed details on Assassin's Creed Origins post-launch content, including the Season Pass and free DLC.

Ubisoft has shared details on the post-launch content coming to Assassin's Creed Origins. This includes both the paid Season Pass as well as several free add-ons, some of them available on day one. Those latter include the Nomad's Bazar, featuring a wandering merchant giving players daily quests, completing which earns them mysterious exotic rewards. The other DLC available for free on the launch day is the photo mode, letting you take and edit photos of ancient Egypt and share them with the community.

What's also free is the so-called Trials of the Gods, a series of boss battles during special timed events. The first one of those is starting 15 days after the release of Assassin's Creed Origins. And there is also the Discovery Tour mode coming early next year.


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Archmage Rises - Making Babies
Posted: Oct 15, 2017, 11:02 am by RPGWatch

[​IMG]The latest on Archmage Rises concerns making babies.


Through the power of Pair Programming we've completed the first step of integrating in the new world simulator. In this short(er) video we show how NPC settlers marry, move in together, and start making babies. And how you can visit the happy newborn family.

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Seven - Interview
Posted: Oct 15, 2017, 11:02 am by RPGWatch

[​IMG]Twinfinite interviewed Seven's director, Jakub Rokosz and its composer, Marcin PrzybyƂowicz:


Seven: The Days Long Gone Director Talks Game Design and Life After AAA Development; Full Q&A

The World of Vetrall: Immersion, Lore, Game Design

After several years of development, Seven: The Days Long Gone is closing in on its launch day - it was announced last week that the open-world role-playing game will be launching Dec. 1 for PC via Steam and GoG.

The collaborative effort between studios IMGN. PRO and Fool's Theory has attracted attention for its unusual blend of exploration, parkour, and stealth played from an isometric perspective. And not least because the latter team is largely comprised of former CD Projekt RED staff who opted to leave the studio following the release of The Witcher 3: Wild Hunt. Seven: The Days Long Gone is their debut title, the brainchild of two teams newly armed with the creative freedom to imagine their own fantasy epic.

Twinfinite had the chance to speak with the game's director, Jakub Rokosz (Fool's Theory), and its composer, Marcin PrzybyƂowicz, to find out a bit more about the world of Seven and the depth we can expect from its mechanics and design. We were also keen to better understand the inception of the studio, and hear Jakub's thoughts on trading AAA for independent development.

Alex Gibson from Twinfinite: CRPGs have been using the isometric perspective for years, and there are well-established franchises that have continued this trend in modern gaming. Do you feel that the parkour and stealth elements to Seven's gameplay are enough to make it stand apart from popular titles such as Divinity Original Sin and Diablo III?

Jakub Rokosz: We understand that Seven will be compared to games like that because of its isometric perspective, but we believe that our game is original enough to stand out from the crowd. We always wanted to respect the isometric RPGs that we're so fond of, but see Seven as being a breath of fresh air within the genre. The main way we do this is by giving the player freedom of movement and choice in the game world.

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Code Vein - Dev Interview
Posted: Oct 15, 2017, 11:02 am by RPGWatch

[​IMG]A Code Vein developer interview at Dualshockers:


Code Vein Interview - Developers Talk Open World, Difficulty, Companions, and More

Code Vein's Producer and Director give more information on what players, including fans of the Souls series, can expect from the game.

Code Vein is certainly one of the most interesting projects in the upcoming line-up by Bandai Namco, and in order to learn more about the game, DualShockers sat down with Producer Keita Iizuka and Director Hiroshi Yoshimura during a group interview at the publisher's headquarters in Shinagawa, Tokyo.

First of all, we get the confirmation that the game has an open world similar to the Dark Souls series, with every area connected. Players can freely choose where they want to go.

On the other hand, the most relevant difference with the Dark Souls series is the NPC companions that can follow the playable protagonist. They can come along in dungeons, and they can cooperate with players, so that they can experience dramatic dungeon exploration.


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Sunless Sea - About Writer Alexis Kennedy
Posted: Oct 15, 2017, 11:02 am by RPGWatch

[​IMG]PCGamesN interviewed Alexis Kennedy - the writer of Sunless Sea:


How death influences Alexis Kennedy's writing on Dragon Age 4 and other games

Alexis Kennedy is afraid of the sea. His best-known game, Sunless Sea, is about a dangerous Lovecraftian ocean - yet, in it, the camera takes a bird's-eye view, pulling players safely away from the cold embrace of its dark depths. The Failbetter Games founder has a good reason for his thalassophobia: his desire to stay away from the lapping waves and the alien world that lives beneath the surface - you see, the ocean took his father.

On June 25, 1973, Hugh Peter Calday Kennedy, a pilot in the Royal Air Force, was piloting his Phantom FGR.2 fighter jet on a routine flight over the North Sea. Somewhere, something went wrong, because the plane crashed into the ocean and Kennedy, as well as his navigator, David Noel Hodges, were never seen again.


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BattleTech - History of the Lawsuit
Posted: Oct 15, 2017, 11:02 am by RPGWatch

[​IMG]An article about the BattleTech lawsuit on PCGamesN:


How anime landed BattleTech and the MechWarrior games in legal trouble

The real-world story of the BattleTech series is more confusing and impenetrable than the space politics of its fictional universe. It's seen several partial buyouts, more than three decades of intellectual property changing hands, and a confusing and largely confidential legal struggle over two countries' copyright and trademark laws. And it all started with anime.

There's no sign of BattleTech's legal trouble ending soon: there are two BattleTech games due out in 2018 and both of them are being sued for copyright infringement, despite the fact that one of them is being made by BattleTech's original creator.


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Total War: Warhammer II - Mortal Empires DLC
Posted: Oct 14, 2017, 10:52 pm by RPGWatch

[​IMG]@RockPaperShotgun The free Mortal Empires DLC will merge the two campaigns of Total War: Warhammer 1 & 2.


Total War: Warhammer is a big game, and the recently released Total War: Warhammer II [official site] is even bigger. But in the eyes of the Creative Assembly, that still isn't big enough. To remedy this, they've come up with the Mortal Empires DLC, a free download that will essentially merge the two games' campaigns together in one huge map, letting players assume command of any of the eight races available in the series so far.

To find out why this is happening and how the Creative Assembly are going about it, we spoke to Game Director Ian Roxburgh and Lead Designer Jim Whitson.

RPS: My first question is: why do this? Why did you decide to take the two games you've made, smash them together as one huge game, and then release it for free?

Ian: Well, very very early on when we first decided to do the deal with Games Workshop, and you look at the massive, massive amount of content there is in the Warhammer Fantasy IP, we knew that we ultimately wanted to do all of it, and make a game with all of it in. But that's just far too vast a task to do in one game, there's just so much there, that we thought the only way we could ever achieve that ultimately is by breaking it down into a trilogy, make three full-sized games just ram-packed with content themselves, and then as a free offering for our fans, we can merge them all together and put them all together and create what we ultimately want and what we believe our fans would ultimately want, which is this massive, Warhammer universe, but with everything in it.


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Griftlands - A Pirate Sandbox
Posted: Oct 14, 2017, 04:42 pm by RPGWatch

[​IMG]RockPaperShotgun spoke to Klei about Griftlands to find out a little more about it.


Griftlands is a 'pirate sandbox', says Klei

We haven't seen much of sci-fi RPG Griftlands [official site], apart from a short trailer featuring a drunk frog-man getting turned in by his space pal for a sweet bag o' cash. But developers Klei have a good track record with their cartoony games. So I annoyed them with some questions and got a few more details. As expected, it's a game of money-grubbing and turn-based battling, but it's also a world where characters will hold grudges against you, say the creators.

Looking at the town-to-town traipsing and Cartoon Network-ish animation, you might be forgiven for thinking of viking RPG The Banner Saga. But it's not as cemented in its storyline, says Klei.

"Griftlands is much less directed than Banner Saga," says Kevin Forbes, designer on the game. "It's more of a pirate/mercenary sandbox than a sequence of story battles. You are put into a simulated economy and set loose to make your fortune."


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Selling Sunlight - Kickstarter almost funded
Posted: Oct 14, 2017, 10:32 am by RPGWatch

[​IMG]The Kickstarter for the narrative RPG Selling Sunlight is almost funded:



Lots of new people steamed our demo.
You know what this means? All the social goals got filled!


You have been incredible! Thanks to all the people that steamed our game, liked our pages, lighted candles and sent us ridiculous, wonderful prayers. Your enthusiasm unlocked a new storyline that will be added to the game, free for everyone:

In the temple of the Sun-God, the most graceful bees are raised to produce the sweetest honey. Each has his own personal caretaker.
Would you like to become one?
Adopt a fluffy ball of wings. Give him a name. Bring him food. Pet him. Harvest royal jelly. Help him grow bigger and stronger.
Who needs a cart when you can ride a giant bee?

Also, uh, we got 96% funded and still have ten days to go.
Next time we'll start talking about stretch goals, we promise.


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