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Latest Baldur's Gate Enhanced Edition & General News Headlines:

» Elder Scrolls Online - Tales of Tamriel Books - October 23, 2014, 5:50 am
» Graal Seeker - Indiegogo Update #8 - October 23, 2014, 5:50 am
» XCOM: Enemy Within - Art Design Firaxicon Panel - October 23, 2014, 5:50 am
» Unity Engine - John Riccitiello New CEO - October 23, 2014, 5:50 am
» SW:TOR - What The Game Could Have Been - October 23, 2014, 5:50 am
» Outland 17 - A Strong Finish Update - October 23, 2014, 5:50 am
» Everstar - First Update & PC Controls - October 23, 2014, 5:50 am
» Dungeon Kingdom - End of Indiegogo Campaign - October 23, 2014, 5:50 am
» Earthlock - October Kickstarter Update - October 22, 2014, 5:40 pm
» Lords of the Fallen - Inteview @ Worldsfactory - October 22, 2014, 5:40 pm

Latest Active Threads on Boards o' Magick:
Initial Gameplay Difficulty (Featured Polls & Comments post by Baelog Hammerstone)
Graal Seeker - Indiegogo Update #8 (Game/SP News & Comments post by RPGWatch)
Unity Engine - John Riccitiello New CEO (Game/SP News & Comments post by RPGWatch)
SW:TOR - What The Game Could Have Been (Game/SP News & Comments post by RPGWatch)
Outland 17 - A Strong Finish Update (Game/SP News & Comments post by RPGWatch)
Everstar - First Update & PC Controls (Game/SP News & Comments post by RPGWatch)
Dungeon Kingdom - End of Indiegogo Campaign (Game/SP News & Comments post by RPGWatch)

Elder Scrolls Online - Tales of Tamriel Books
Posted: October 23, 2014, 5:50 am by RPGWatch

ZeniMax Online announces the release of two new Lore Books for Elder Scrolls.
Not since Encyclopedia Britannica's heyday have volumes of books looked this cool and demanded to be on your bookshelf. With The Elder Scrolls Online, two volumes covering "The Land" and "The Lore" feature never-before-seen art and extensive lore surrounding the game. Meanwhile, by popular demand, the Skyrim series offers the first opportunity to get all of the game's in-game text across three volumes.
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Graal Seeker - Indiegogo Update #8
Posted: October 23, 2014, 5:50 am by RPGWatch

Lugludum posted the next Indiegogo Update for Graal Seeker. The campaign has only earned €1,863 of the game's €10,000 goal with 11 days left.
Today we will explain you details about the knight character and close combat skills. The knight is an elite warrior guided by the values of loyalty, courage, and honour. He wields a large number of weapons and he is built for close-combat.

You can choose to evolve your knight character with a various range of close combat skills. Some of them will give your knight the efficiency to destroy the armour of your opponents, or increase his damage. Others are more tactical, granting your knight the abilities to force opponents to target him, to stun and interrupt an opponent, or even put an opponent to the ground.

A strong knight can make a real difference in combat with his combo attacks. For example, your knight can tackle his opponent to the ground and then use a special combo attack to perform a deadly blow to the grounded warrior.
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XCOM: Enemy Within - Art Design Firaxicon Panel
Posted: October 23, 2014, 5:50 am by RPGWatch

Senior Artist Greg Foertsch of Firaxis Games talked about the art design for XCOM: Enemy Unknown in a new panel from the Firaxicon this month.

As part of Firaxicon, the first official Firaxis Games convention, enjoy this panel featuring the Firaxis Games team. In this panel, senior artist Greg Foertsch talks about the art design for XCOM: Enemy Unknown, and how the original X-COM series inspired the current incarnations.
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Unity Engine - John Riccitiello New CEO
Posted: October 23, 2014, 5:50 am by RPGWatch

The rumors of the sale of Unity were proven false this week, and it seems Former Electronic Arts CEO John Riccitiello is assuming the role of CEO of Unity.
Hello everyone! As you all know, we've been making some big moves at Unity lately. We've partnered with some amazing companies and begun putting a lot more energy and resources into developing technologies that will help you be more efficient when you create games and then help you connect your games with an awesome audience when you're ready for it.

This is a lot to take on as a company and building it right is going to take a huge effort. We keep our eyes out for the best talent and help wherever we feel we can use it at every level. That's why today, I'm pleased to welcome John Riccitiello onto the Unity team as our new CEO. Sure, that sounds odd, as it also means I'm stepping down from the role, but this is an amazing win for Unity and the community.

He's the right person to help guide the company to the mission that we set out for ourselves over a decade ago: democratize game development!

Many of you are likely familiar with John. He's been in the games industry for a long time, both as COO and later CEO of Electronic Arts. He's also helped fund and guide some notable startups like Oculus and Syntertainment among many others, and is a heartfelt believer in the indie scene and its importance to the overall well-being of the industry.

I've had the pleasure of working with John closely over the last year after I convinced him to join our board. It's been a delight to see his passion for Unity and what we're doing here grow as he got to know the Unity community better and better.

So, what does this mean for me? It means I get to get back to doing what I love the most about working at Unity: strategy, and connecting with developers. I will be heavily involved with the company's direction, and will focus my efforts on finding the best ways to serve all of you amazing developers, all while working with some insanely talented people here at Unity.

What does this mean for Unity? Not too much, since John completely agrees with our vision and our strategy. If anything it means that we'll be more focused than ever about making sure everyone has access to the best technology and services. We want all of you to have the best tools and opportunities, and we're going to do everything we can to make that happen across the board.
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SW:TOR - What The Game Could Have Been
Posted: October 23, 2014, 5:50 am by RPGWatch

A YouTube member by the name of Kid Lee posted a new video where he talks about what SW:TOR could have been like before the content was removed from the beta version.

What things were removed from the game? In this video Kid-Lee takes a walk back in time to look at some of the things that were removed in Beta.
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Outland 17 - A Strong Finish Update
Posted: October 23, 2014, 5:50 am by RPGWatch

Grenade Tree announced in a new mail update that Outland 17 was successful in getting voted yes on the Square Enix Collective. Here are the details of the e-mail.
A Strong Finish
We finished our time on the Square Enix Collective with an 81% "YES" rate! Thank you guys for the votes, comments, feedback, and being overall just awesome.

Where does this take your revolution to next? Outland 17: Void of Liberty will be entering Square Enix's due diligence phase, where they'll determine if it received enough support to be featured by them during crowdfunding.

We couldn't have hit this huge milestone without you guys, so again, thanks for helping share this game. Your excitement and passion only further fuels our fires, so we'll be updating you guys with more awesome game content while we gear up for Kickstarter.
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Everstar - First Update & PC Controls
Posted: October 23, 2014, 5:50 am by RPGWatch

Psycho Sorted posted the first update for Everstar with a video that shows how the game's PC controls will work.

When we captured the 13m video The Cendant Heist of Everstar using an Xbox One controller we didn't think anything about it - we had developed our PC controls first and had grown accustomed to testing the recent addition of gamepad controls.

Since then we've gotten a lot of questions (and even seen a few snarky comments) about whether the PC version is an afterthought or just a cheap port or something. No way! We love the PC and in fact playing on keyboard & mouse is a distinctly pleasant experience - it tends to be more tactical and involve less pausing when manipulating your party. In fact the PC version allows you to pause and unpause in either direct control or tactical mode - on the controller pausing is tied to the tactical mode.

But don't just take our word for it, today we captured some combat footage entirely controlled with keyboard and mouse.
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Dungeon Kingdom - End of Indiegogo Campaign
Posted: October 23, 2014, 5:50 am by RPGWatch

The Indiegogo Campaign for Dungeon Kingdom ended a few days ago, and the game's developer has a new update with news on how you can still support the game.
Thanks to all our supporters on Indiegogo! For the others, you can still help us to fund the game by using the "Make a Donation" button on the right , and of course, you can request the same perks as on the indiegogo campaign.

We are studying all options to raise a bit more funds. Don't worry for the project, the game will be released anyway! Just a matter of time and content.

Thanks to our awesome community!
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Earthlock - October Kickstarter Update
Posted: October 22, 2014, 5:40 pm by RPGWatch

Snowcastle Games' next post-funding update for Earthlock: Festival of Magic is a new development update that gives a sneak peak of the game.
Progression - Combat Gameplay
We're forging ahead with the combat ideas we had last month and have implemented a lot of it. We've also gotten some help on the maths behind all the stuff that goes on during combat with damage dealing, experience points and all that stuff from the math wiz Andreas Bretteville who has a lot of experience from, among other things, Age of Conan and The Secret World. It's been great to have another set of eyes on our stuff and we're making adjustments based on his input as this update is being typed out!

In last months update, we mentioned that we would show you the combat gameplay in this update. In short, it's not ready to show. Sorry! We have decided to wait with this until it looks really good. Instead we will show you some other place we have made good progress:

New Environments
We're constantly producing new visual assets for the game, and we wanted to give you guys a little sneak peek of a new area in the game and talk a little about how a very small team has to work in order to get to a good visual polish.

At a point you'll find yourself in an old villa taken over by pirate lizards called "Droogos", and here are a few things from that process!
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Lords of the Fallen - Inteview @ Worldsfactory
Posted: October 22, 2014, 5:40 pm by RPGWatch

Worldsfactory posted a new interview with Deck13's Michele Giacalone, and asked a bunch of questions about Lords of the Fallen. Here is a small sample.
You've built an in-house engine called FLEDGE for Lords of the Fallen. Can you tell us why you decided to do this instead of just using a third party engine such as Unreal Engine 4 or CryEngine?

We have been using our engine in the past for several other projects, such as Venetica, and we continued to extend and improve it for each new project we had building over the time a technology and a set of tools that matches closely the needs of our team. Using a third party engine, especially for large projects, may not be an ideal solution, especially if the whole team has to switch to a completely new workflow and there are still big technical questions on consoles performance. For us it was more convenient invest in our own technology, it required a lot of efforts, but it paid out in the end.

What's the single feature of FLEDGE you're most proud of? Also, would it be possible to create a seamless open world RPG with it, or would it be necessary to make a lot of changes?

It's hard to answer to this question, I am proud of many aspects of our engine, but probably one of the best feature that can be appreciated in LotF is the volumetric lighting system. Our engine doesn't support any complex streaming features yet, so a seamless open world would have been really difficult to achieve, but this is one of the aspects we are investing time and research for the next engine iteration.
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StarCrawlers - Release Update Posted
Posted: October 22, 2014, 5:40 pm by RPGWatch

Juggernaut Games talks about the release of StarCrawlers in the game's latest post-funding update. They also share some new art and music from the game.
We're not releasing StarCrawlers in November - and why that's awesome for StarCrawlers!

We have been lucky enough to get some extra funding for StarCrawlers which is going to give us the flexibility to be able to slow down our release schedule a bit. This is great news for us (and for you guys) because it gives us more time to polish the game and to make sure we're delivering the best version of StarCrawlers we can possibly produce. We really believe in this game and want to make sure we don't sell it short. Rushing to Steam release was something we've been expecting we'd have to do purely for financial reasons - our post-KS budget was meticulously planned and carefully managed to get us through November, but we knew we wouldn't be able to go much beyond that. Now we have the flexibility to put in a few more intense months of work and make sure that we're delivering the best possible experience with StarCrawlers!

If you backed at the Beta Access+ tier, we'll be opening up access for you to StarCrawlers (via our site) in November. Our current plan is to release the game onto Steam Early Access in early 2015 for the general public. However, we're doing something we like to call "episodic" early access: the game will be released in a polished and largely feature complete state in February and will feature the first chapter of the main storyline. In addition, you'll be able to run endless side missions of different types, have access to all the character classes, and be able to level and collect loot to your heart's content.

Each additional chapter of the main story will follow soon after, with associated new bosses and enemies, new random events, and new non-essential stretch goals added (like the claw machine / Interstellar Postal Service). This way we get the game in your hands as soon as possible, without sacrificing quality or polish. As an added bonus we think serializing the most story-intensive elements of the RPG experience may actually make the game experience more enjoyable in some ways. We like the idea of having StarCrawlers periodically re-introduced in smaller portions. Our hope is that it will make the story more approachable for busy people, give us an extra boost in media attention that we'll need to spread the word about StarCrawlers, and help us keep the game fresh!

As always, we encourage you to get in contact with us via the forums or KS message to let us know what you're thinking or if you have any questions!
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Witcher 3 - Interview @ Play-Mag
Posted: October 22, 2014, 5:40 pm by RPGWatch

Play-Mag has a short preview of a new interview with CD Projekt Red.
You might remember The Witcher 2 taking a sly dig at Assassin's Creed by including a dead Assassin lying next to a hay bail.

Well, CD Projekt Red has taken another cheeky dig at their rivals when talking about The Witcher 3′s side quests.

"Yeah, it's definitely difficult to do that," said The Witcher 3 producer Stan Just in an interview with Play in issue 249, when we asked about the difficulty of telling a story in an open world setting.

"What's also difficult is to fill out the world with enough quests to do, while also making sure that those quests feel related to one another in some way. You have a lot of choices that you can make in the game, and they come in all shades of grey, so it's difficult for us to work out all the intricacies and the relationships between those decisions," Just explained.

Just said that even when you stumble across a side quest, it'll be grounded in the overarching story of the game.

"What you need to remember, is that the world in Wild Hunt is experiencing political turmoil," Just said. "A side quest about a force occupying a village might be a separate plot in itself and have a beginning and an end, but it's also a plot that is grounded within the bigger storyline and the war."

"These things are optional to do but if you do them you will find they are still part of the bigger picture," Just continued.

We asked Just if this means The Witcher 3 won't include sidequests that are no more than meaningless distractions.

"No," he says, laughing, "you won't be doing things like searching for feathers".
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Icewind Dale: EE - October 30th Release Date
Posted: October 22, 2014, 5:40 pm by RPGWatch

Trent Oster announced in a new twitter post that Icewind Dale: EE will be released on October 30th.
Oh we also announced a launch date for IWDEE is Oct 30. That's right, just 10 more days to go.
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Dragon Age: Inquisition - Inquisitor & Followers
Posted: October 22, 2014, 5:40 pm by RPGWatch

Bioware released another trailer for Dragon Age: Inquisition this week that gives us a look at the game's Inquisitor and various followers that will join you.

What kind of hero will you be? As leader of the Inquisition, your decisions not only shape your journey, but that of your followers as well. Join us for a closer look at the Inquisitor and a trio of the Inquisition's followers. Each character has a reason for joining the Inquisition, and each bring their unique talents to the fight. Learn more about them in our latest video.
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RPGWatch - Bedlam Interview
Posted: October 22, 2014, 5:40 pm by RPGWatch

Couchpotato had the chance to ask a few questions of developer Skyshine Games about their now funded Kickstarter game Bedlam. So sit back and enjoy everyone.
Couchpotato: Let's start the interview with a simple question where I ask can you give a brief description of yourself, and about your game studio Skyshine Games?

Skyshine Games: We're a three-person team with a massive dream, to make our own video game, to leave our collective mark on the industry. All three of us worked at a small startup called Outlaw Studios where we were making Xbox games and a slew of demos that all never saw the light of day. John and Sam continued working together with most of the Outlaw Art Team on other games like Tabula Rasa and the Darksiders games. Other members of the team went on to work on games such as Dead Rising 2, Bioshock and Bioshock 2, while our animator went on to pioneer motion capture animation in Hollywood. Jeff was involved in the 80's and 90's industry explosion, working at Bally and Midway on Pinball machines and Arcade classics like NFL Blitz, but after the implosion of Outlaw, he soon left the industry altogether.

We are a band of brothers at this point, we've been through more wars than I care to remember. Outlaw came about when I had left Epic Games to strike out on my own, we were a scrappy team, but all those people were extraordinary in their own right and they've gone on to prove it professionally. We have been through a number of difficult circumstances, but we stuck together. I think we all knew this reunion would happen at some point we just weren't sure how... thank you, Kickstarter.
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