Operencia: The Stolen Sun - Review @ XBLAFans
Posted: Apr 21, 2019, 09:32 pm by RPGWatch
XBLAFans has reviewed the dungeon crawler Operencia: The Stolen Sun:
Operencia: The Stolen Sun Review: Clouded by Imbalance
Dungeon crawling, turn-based, RPG with a grid system for movement and severely difficult puzzles. That's Operencia: The Stolen Sun. This may sound great to some and a pain to others. You're tasked with finding the Stolen Sun (kind of randomly) and get to create your own character to do so. Along the way you'll find more friends and create a powerful team. There are several levels with a limited amount of enemies.
You'll be wandering around quite a bit, so it's probably best you don't have random encounters all the time. There are many secrets to find and you could drop hours looking for them. If you've ever played games like Myst, you'll know how long you can spend trying to figure out a puzzle. Will you be sucked into a magical world of charm and find the Stolen Sun, or give up frustrated because you can't figure out how to progress the story?
A beautiful package of a game, Operencia is enchanting but clumsy. It misses as much as it hits the target of being a great role-playing adventure. There was one glitch that was alarming to me. On Atilla's Tomb, there are sections that overheat my Xbox One X. It shut my Xbox off at least six times. Suddenly my fans would go crazy and it would power itself off. Turning it back on, I would get a message about overheating. It was only on that level but it scared me from playing on. I did battle through it hoping I wouldn't ruin my console. I do not think there is this same issue for PC players. If you're in love with the trailers and concept, you probably won't be disappointed with playing it. If you don't have the patience for puzzles that require hours of wandering around then avoid this at all costs because without a guide you'll likely be stuck in many areas. I'm torn, I really am. While I am love stricken with Operencia, I also am tormented by its flaws.
Rune - Skipping Early Access
Posted: Apr 21, 2019, 03:02 am by RPGWatch
DSOGaming report that Rune will be skipping Early Access as the full release is planned for this year.
Human Head Studios has announced that after securing additional funding sources, it will be able to skip the Early Access phase for Rune: Ragnarok, and release it in its full glory. While the team hasn't specified yet when the game will come out, it has confirmed that it will released in 2019.
Chris: So the use of nanites carries on and is a core story concept. How has the world changed in gameplay aspects from The Surge? From what I've seen, it seems a lot more open with more directions you can take.
Jan: Yes, it's a city so you expect that you can go to a number of places and not just in a straight line. One thing is the variety, we can show many different environments. You can already see with the forest like park area, we also have some underground areas, a run-down harbour district and places like that. Also, and what's even more important, is we can offer much more variety in terms of gameplay. So what we wanted to do is move away from the linearity in the first one. We did open up the game world in the first one as you played, but there was little reason to go back to previous levels even though we tried to incentivise it a little bit.
This time it's really different. So you have the city centre as your hub of exploration and you can go in whatever direction right from the beginning. You could say "Okay, I want to follow the main quest" or "Let me go explore a little bit", "Where does that lead me?", "Maybe that's too strong for me now" or maybe "Hey, I've found some cool stuff. That will help me in the main quest". However you want to play it, you can take on major tasks in whatever order you want and have different outcomes that affect how you continue playing the game.
Another area improved is the actual combat mechanics themselves. Whereas in the original - if memory serves - blocking was limited, though offered options to jump or duck, now you have full directional blocking. Look where the attack will hit you and block in that direction. It makes combat more intuitive and can really help because blocking the right way can knock an enemy back, opening them up for a flurry of strikes. It's all performed in a way that I can't help but like, it's the act of learning an enemies movements and patterns and targeting what benefits you the most - though be warned, chopping off a robots arm won't kill them, they'll just adapt the way they fight.
It all makes for a tense and challenging combat system, combining your requirements for tactical thinking while choosing what to attack, precise movements or at least blocking/dodging because you will get torn into fairly easy and of course the abilities, weapons and armour you bring into battle with you. You can also get a few tips from other players because, in a brand new addition, you have graffiti. Graffiti that you can leave for, or can be left by other players, that seeps through the internet and shows in your game, much like the messages from Souls' titles.
The Waylanders - Interview
Posted: Apr 21, 2019, 03:02 am by RPGWatch
OnlySP has an extensive interview about The Waylanders.
So what is the game? It is clearly an RPG on an epic scale, and one that will be crammed with rich lore and a plethora of options for the player. Sergio explained that the story is based on the brothers' homeland, Galicia. "Waylanders was born because we travelled around Galicia, as well as a good part of England and Ireland," explained Sergio. "There is a very good background and history. It's a very beautiful environment. Our land is very special because it is known as Celtic, but it is not one of the Celtic nations, yet we still have a lot of Celtic legends here. There is a lot of magic and mystery in the legends, so we thought a lot about what we can discuss in an RPG. Obviously it's a very fresh mythology."
Fernando expanded upon that basis with some more historical context about the medieval setting. "We knew about the story, where it was going to be set and that it was going to use Lebor Gabála Érenn, an Irish book that talks about how the kingdom of Ireland was created in around 500 BCE. It's a story that tells us about how people from Galicia went to Ireland, so we thought it would be cool to look at that. It is a story that certainly hasn't been told in video games before, and even hasn't been touched by cinema, and it involved a lot of magic, a lot of mythology, a lot of fantastical creatures. We thought it was something that would be good to explore be in an RPG, and that's when we began to grow our idea that could be the perfect idea. The perfect story for the game."
System Shock - Weapons and Art Update
Posted: Apr 20, 2019, 08:52 am by RPGWatch
A new update for System Shock (remake) looks at some new art for weapons and other stuff.
Posted by Nightdive Studios (Creator) Hello backers! It's Stephen from Nightdive with this month's update.
This month has just flown by and after GDC was over we got right back to work! Our goal is to bring Medical to a level of final polish we can use as a benchmark for the remaining levels. This includes implementing the weapons, enemies and mechanics that are missing and adjusting the lighting/fx.
Let's take a look at weapons!
The hi-poly models for the mini-pistol and the magnum are just about complete. With the help of the community we've condensed the original weapons list down to a smaller, more manageable amount and combined some of the omitted weapons' firing modes and functions into the weapons we've decided to keep.
We also made sure that weapons will share parts like grips and receivers. This will help ground the design with the game world. Tri-Optimum would be manufacturing these weapons and would have the goal to not only save money and production time, but to ensure the parts could be easily swapped in the event of malfunction.
We've stayed true to the original game by incorporating the initials of the developers into the weapon names. The SK-27 Shotgun has quickly become my favorite weapon
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General News - Daggerfall Spiritual Successor
Posted: Apr 20, 2019, 08:52 am by RPGWatch
OneAngryGamer reports that a Daggerfall spiritual successor is in the works from some of the original developers.
Ian from Indigo Gaming is heading up a project along with Julian Jensen and Ted Peterson - developers who worked on Daggerfall, Morrowind and Oblivion - to make a spiritual successor to the original The Elder Scrolls II: Daggerfall. They're currently laying out the design roadmap and engine-agnostic systems for a prototype, along with recruiting artists (specifically modelers, riggers, and animators) to help build the prototype.
The news was made available via a forum thread over on the Daggerfall Workshop, where Ian pitched the recruitment drive to the community, writing...
Greedfall - Hands-off Demo Impressions
Posted: Apr 20, 2019, 08:52 am by RPGWatch
VG24/7 reports on what they saw of Greedfall from a hands-off demo in Paris last week and also spoke with Spider's CEO and co-founder Jehanne Rousseau.
Much like Fallout 4, party members will like or dislike various actions or acts of omission by your character. Greedfall takes this a bit further; if you piss off one of your companions for too long, say by bashing the natives in front of Siora, she'll leave your party forever and become your enemy.
Greedfall begins with a lengthy prologue, sort of like a massive tutorial island. There are all sorts of quests to be getting on with and for the completionists out there, you'll need to do every quest available first time around. You see, Greedfall isn't a true open-world game - once you leave the Serene, you can never go back.
We wanted to share with you some story elements so you can understand the context surrounding the main character and his companions before you start the story, in order to give you keys that will improve immersion. Although the "spoilers" term is always subjective and related to an intimate perception, I've ensured that these elements only give you contextual information that your character already has when the game starts.
A fantasy world
Wolcen is a world of magic with some technological hints, with Enneracts at the heart of each practice.
Energy crystals are fueled with Enneracts energy to power pistols and engines in some parts of the world, while others rely on a more religious, mystical, or even scholarly approach of these artifacts.
Yet, magic is rather uncommon and often associated with witchcraft. The knowledge of the occult is even more rare: people have heard of spooky stories and yet the average person wouldn't know what a demon is, aside from a concept to scare children.
This is due to the fact that supernatural evil forces almost always plot from the shadows, corrupting and enthralling mortals rather than using bruteforce. Only rare world crisis trigger open-roaming evil creatures like undead, monstrosities or demons.
is a classic tactical role-playing fantasy game with turn-based style of combat! In the game, the player travels through a huge fantasy world.
You'll complete some quests, fight with evil spirits, collect ancient artifacts and toss a challenge to the strongest bosses.
Turn-based battles on a hexagonal map.
Real-time map travel.
Four character classes.
Over 20 spells - attacks, fortifications and control (can be improved).
Powerful bosses with their own unique magic abilities.
Lots of quests with awards.
The player travels through the game world in real time.
In this mode, the player can freely move, explore the world and interact with the NPC to obtain information and complete quests.
The battles, which occur on a small map with a hexagonal grid, feature a turn-based strategy.
At the start, the player can use the spell of his team, attack the enemy or order his character to move to another grid.
On some maps, the team will have to first break through fortifications - they can't attack enemies as long as they are intact.
Bosses have at their disposal a formidable arsenal of spells - that is why it is very important to think out the moves.
Bosses can be treated, they can call for backup, set traps, and do much more.
Four character classes:
Specializes in long-range combat and critical strikes.
His spells help him to keep the enemy at a distance, entangling the enemy's feet, as well as lulling the legs for a while.
The witch possesses magical abilities and can heal wounds in a combat.
Some of her spells cause damage to all the enemies on the battlefield.
When necessary, she can teleport herself to avoid close combat.
Warrior of light. His magic can both treat all his allies and charm their weapons to deliver extra damage.
During critical moments, he can call upon the power of light, which would make enemies to treat his wounds instead of causing damage.
An experienced fighter clad in heavy armor. His magic allows him to charm the armor of his allies.
He can quickly reduce the distance to the enemy and pull the life out of enemies using his blood magic ability.
Magic is divided into four types - control, damage, and treatment and charm.
Each team member can use his spells in combat. Spells don't consume energy, but once a spell has been used, you can't reuse it in 6 moves.
When a team attains new levels, characters receive magic points, which can be used to improve spells.
New spells can be received for completing quests or you can grab them from enemies.
During the game, you can find lots of different items to fortify your team.
Items are separated by quality - from simple gray ones to epic orange items.
They can be improved by absorbing other unnecessary items. Moreover, the item being improved acquires more features.
When the maximum improvement has been reached, the item can evolve by merging with magical signs.
Here, the item class increases by one star, while losing some improvements.
Chernobylite - Pre-Alpha Kickstarter Demo Gameplay
Posted: Apr 19, 2019, 08:22 am by RPGWatch
Some pre-alpha demo gameplay for Chernobylite which is currently being Kickstarted. The game is close to funding with 22 days still remaining.
Hey stalkers! The long-awaited moment has come. Here we go with the raw, unprocessed gameplay from our pre-alpha demo. We made some cuts because the demo is very long (avg. playing time is 1-2 hours) and we wanted to highlight the most important features, not necessarily showing the whole playthrough.
Darklands may well have been the most original single CRPG of the 1990s, but its box art was planted firmly in the tacky CRPG tradition. I'm not sure that anyone in Medieval Germany really looked much like these two...
Throughout the 1980s and well into the 1990s, the genres of the adventure game and the CRPG tended to blend together, in magazine columns as well as in the minds of ordinary gamers. I thus considered it an early point of order for this history project to attempt to identify the precise differences between the genres. Rather than addressing typical surface attributes - a CRPG, many a gamer has said over the years, is an adventure game where you also have to kill monsters - I tried to peek under the hood and identify what really makes the two genres tick. At bottom, I decided, the difference was one of design philosophy. The adventure game focuses on set-piece, handcrafted puzzles and other unique interactions, simulating the world that houses them only to the degree that is absolutely necessary. (This latter is especially true of the point-and-click graphic adventures that came to dominate the field after the 1980s; indeed, throughout gaming history, the trend in adventure games has been to become less rather than more ambitious in terms of simulation.) The CRPG, meanwhile, goes in much more for simulation, to a large degree replacing set-piece behaviors with systems of rules which give scope for truly emergent experiences that were never hard-coded into the design.
Project Dagger - Devlog #1
Posted: Apr 18, 2019, 07:54 am by RPGWatch
Project Dagger is a classic style dungeon crawler under development for Android, Nintendo Switch, and iOS platforms.
PROJECT DAGGER DEVLOGS #1 : HELLO WORLD !
Hello, and welcome to Project Dagger.
Today, we are excited to show our progress in the development of this brand-new game that is planned to be released on Android, Nintendo Switch, and iOS platforms.
FIRST, WHAT IS PROJECT DAGGER ?
Project Dagger, previously known as Project Tartarus before its redoing from the ground up, is a reimagination of an old school first person Role-Playing game, Dungeon Crawling and classic Sandbox Exploration oriented, similar to classics including Dungeons and Dragons:Eye of the Beholder, The Elder Scrolls: Arena, The Elder Scrolls 2: Daggerfall, and newer ones like The Legend of Grimrock and the cancelled project by Techland- Hellraid. It also takes inspiration from the Elder Scrolls Travels, which are unknown to most and predate the modern Elder Scrolls: Blades. The aim is to deliver the classic Dungeon Crawler experience to mobile, utilizing the robust Unity Engine, and will be published without any paywall or pay to win elements that ruin most modern mobile games.
The gameplay will concentrate on offering absolutely pure dungeon crawling, while giving the player the ability to navigate between dungeons and the overworld. The loot-based nature of the game, taking hints from the Borderlands' formula, will be the main hook to the Player, combined with an engaging and attractive story.
"As the Civil War rises in Adenfel, a new threat has been summoned under the shadow. The long-lost Elven Warlord of the House Amuril, Amn' Refer, kept inside the Ghost Prison, has broken free from his eternal sleep. A new war of shadow and magic has begun. Unnoticed by the warring Kings and Queens, Amn' Refer unleashed disease and corruption. The Divine Curse is was called for none could uncover its hidden origin.
But, it's just the beginning. You are one of the Royal Archblade's Apprentice, sent by Lord Thranerth to investigate these events. Travel to the crater of Hakun. And uncover the infernal scheme, involving the sinister shadow cult calling themselves as The Order of the Serpent, and determine the fate .... of Adenfel"
WHATS BEING WORKED ON ?
Currently, we are opening opportunities to join the development team, if you are interested to join the development, visit the link below and apply to available jobs. Teamups.net
We will be in touch with you.
Now onto our first bi-weekly update.
We have finished our first impression of our Gothic-styled tile-set and have optimized the meshes for use. At the moment we are in starting phase of completing Dwarven-styled dungeons, taking references from Tolkien's Moria, and emphasizing on the geometric style of the architecture.
Our character modeler has currently begun working on some mobs and reoptimizing skeleton meshes, as well as fashioning variations. Skeletons will take a very important role because of the disease. Thus, it is important to develop variations to avoid over-repetition.
The basic programming has been completed. We are presently expecting an accepted programmer to join the team and start operating. However there still a lot to be done.
3. Public Relations
We are preparing to launch a public Discord sever soon as a platform to deliver exciting progress. It would also be used to create a community which the public would be able to join and participate in, see what's behind the development, and have a talk with the team to discuss about your ideas !
That is all for this Devlog, guys . Hope to see you again in two weeks, with more informations and updates, as well as an exciting announcement. Stay tuned !
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