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» Latest Poll Results - Baldur's Gate Series Enhanced Editions - Jul 29, 2015, 11:40 pm
» CivCraft - New Kickstarter Campaign in August - Jul 29, 2015, 09:03 pm
» Dead Island 2 - Yager Daughter-Studio Insolvent - Jul 29, 2015, 09:03 pm
» Albion - Now On GOG! - Jul 29, 2015, 09:03 pm
» Battle Brothers - Wardogs, Armor and Visual Makeover - Jul 29, 2015, 02:53 pm
» Sketch Tales - To Early Access - Jul 29, 2015, 02:53 pm
» Bard's Tale IV - Interview with Brian Fargo @ GMG - Jul 29, 2015, 08:52 am
» Diablo 3 - Patch 2.3.0 Preview: Kanai's Cube - Jul 29, 2015, 08:52 am
» XCOM 2 - The Chryssalid @ Gamespot - Jul 29, 2015, 08:52 am
» King's Quest - First Chapter Released - Jul 28, 2015, 08:42 pm
» InSomnia - Combat System Elements - Jul 28, 2015, 08:42 pm
» King of Dragon Pass - Re-Released on Steam - Jul 28, 2015, 08:42 pm
» Kyn - Released - Jul 28, 2015, 08:42 pm
» Project: Gorgon - A Fluent First Look Video - Jul 28, 2015, 02:42 pm
» Hand of Fate - Review @ Ninja Blues - Jul 28, 2015, 08:42 am


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Latest Poll Results - Baldur's Gate Series Enhanced Editions
Posted: Jul 29, 2015, 11:40 pm by Taluntain

[​IMG]What we asked:

Q: Have you played either of the Baldur's Gate series Enhanced Editions?
(1001 votes total)

Yes, both BG:EE and BG2:EE (577) 58%
No and I have no intention of playing either (121) 12%
Yes, Baldur's Gate 2: Enhanced Edition (112) 11%
Not yet, but I intend to (100) 10%
Yes, Baldur's Gate: Enhanced Edition (91) 9%

The majority of our visitors who voted in the poll (58%) have played both the first and the second Enhanced Edition of Baldur's Gate.

Trailing far behind are 12% of those who haven't played either edition and have no intention to do so in the future, followed by 11% of those who have played only BG2:EE.

10% of all who voted haven't played either Enhanced Edition yet, but intend to, followed by the remaining 9% who have played only BG:EE at the time of voting in the poll.

Current Poll
Poll Archives

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CivCraft - New Kickstarter Campaign in August
Posted: Jul 29, 2015, 09:03 pm by RPGWatch

[​IMG]Larkon Studio will try Kickstarter again on the 9th of August. The last CivCraft campaign was cancelled in 2014. They are better prepared this time - some information:

Trailer:


Rule your Kingdom, Pick your Adventure
CivCraft - Legends of Ellaria is a first person adventure and Role Playing Game where you can build your own kingdom and fight epic battles.

The world around you change depending on your decisions, and it's up to you how to chose how to rule your kingdom. You can command armies and build cities in a Real Time Strategy menu, or stay in First Person Shooter mode and explore the vast and immersive open world by yourself.​


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Dead Island 2 - Yager Daughter-Studio Insolvent
Posted: Jul 29, 2015, 09:03 pm by RPGWatch

[​IMG]Yager decided to close the sub-studio company they founded for Dead Island 2. This was to be expected, and it actually provides a bit of short-term financial safety for affected employees. GI.biz writes:

Yager Productions GMBH, the sub-division of the German studio set up to deal with Dead Island 2, is filing for insolvency after the premature termination of its contract with Deep Silver three years into development.

In a statement issued by MD Timo Ullmann, the executive reassures that the organisation of the firm means that the wider studio should remain unaffected by the insolvency, and that staff wages have been secured for the foreseeable future.

"As single-purpose company, Yager Productions GmbH was assigned to the development of the Deep Silver title Dead Island 2," said Ullmann. "The insolvency filing is a direct result from the early termination of the project and helps protecting our staff. In the course of the proceedings, we gain time to sort out the best options for reorganizing this entity."​


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Albion - Now On GOG!
Posted: Jul 29, 2015, 09:03 pm by RPGWatch

[​IMG]One of the European RPG classics finally becomes available again. Ubisoft / Blue Byte placed a couple of games on the GOG platform, among them Albion.

It is the year 2227, and the gigantic interstellar factory ship, Toronto, cruises toward a lifeless planet endowed with a wealth of minerals. While studying the planet in his shuttlecraft, the pilot, Tom Driscoll, unavoidably crash lands. Against all expectations, he survives to discover his craft has landed in a world rich in flora and fauna, and inhabited by intelligent beings. How could the data on the planet of Albion have been so wrong?

Take on the role of Tom Driscoll and explore the extensive world of Albion and its endless surprises in this turn-based, tactical RPG. Experience its vast beauty and strange cultures... but beware of its many hidden dangers! You, and the companions you acquire on your journey, will experience countless adventures together and your resourcefulness, skills of negotiation and ability to deal with numerous inhabitants will be repeatedly put to the test. But most importantly, your resolve in battle will determine not only your own fate, but that of the entire world.
  • Role-playing adventure with an engaging storyline and interactive dialogue
  • Turn-based, tactical combat
  • User-friendly and intuitive interface and navigation
  • Expansive and captivating game-world


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Battle Brothers - Wardogs, Armor and Visual Makeover
Posted: Jul 29, 2015, 02:53 pm by RPGWatch

[​IMG]In a new development blog for Battle Brothers we are informed that wardogs are being added to the game and the armor mechanics changed. In addition a makeover of many of the older assets in the game are being worked on.

That's right, wardogs have made their way into the game and you can soon have them in your mercenary company. These dogs are of a large and aggressive breed and they come with their own name and one of several different looks. But what is their purpose?

Goblins will rely heavily on ranged combat and kiting their opponents, so Battle Brothers need a new trick up their sleeves as well. And while the recently introduced feature of retreating enemies does alleviate the issue of having to catch the last remaining enemies, we want to go further. Wardogs are a tool for the player to chase down any enemy and hold them in place until Battle Brothers arrive, as well as to find any enemies hidden in the fog of war. It's a tool that makes a lot of sense in a medieval fantasy world, and at the same time is something to have fun with and get invested in. After all, who doesn't like dogs?

Wardogs are not individual characters in your party but are treated like an item - at least outside of combat. They can be bought in settlements and then assigned to a character before combat. Ever noticed that empty slot in the top left of your characters' paper doll? That's the accessory slot, and that's where wardogs go, among other things.

[​IMG]

In combat the character handling a dog has a unique skill called 'Unleash Wardog'. The unleashed dog will spawn on an adjacent free tile and will act immediately after the handler has finished his turn. The dog is not controlled by the player but by the AI following a distinct behavior - it will straight up charge for the next free opponent and engage him in melee all while doing a lot of barking. Wardogs don't actually do that much damage, at least not against armored opponents, but they are very useful in pinning down archers or other elusive targets in the opponent's backline for your Battle Brothers to follow up. What's more, they can track down hidden enemies. If you don't know where the last few enemies are hiding on the map, unleash a dog and he will find them for you.​


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Sketch Tales - To Early Access
Posted: Jul 29, 2015, 02:53 pm by RPGWatch

[​IMG]Sketch Tales, the RPG you draw yourself, is coming to Steam Early Access in September with a $9.99 price tag.

Friends, it's just about four weeks before summer sings its farewell song. You (as much as we) are counting days for Sketch Tales Early Access to come out. But what if you get stuck in this stunning living world, fascinated by your drawings coming to life? You might completely forget about the beach, cocktails and the fading summer. That's way too much risk! Therefore we decided to postpone the Early Access till September.

Jokes aside, we value quality as highly as creativity. We want to have you immersed in an incredible adventure which will leave a ton of positive impressions. For that we'd still need to polish things here and there, tweak things a bit and add a few surprises on top.

So, keep your brushes peeled: the drawing adventure will start in September!
And now, the announcement that many of you have been waiting for. We are ready to name the price of the game. Early Access which will get upgraded to the full version will cost $9.99.​

Here is a song from the game:


And some screens.

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Bard's Tale IV - Interview with Brian Fargo @ GMG
Posted: Jul 29, 2015, 08:52 am by RPGWatch

[​IMG]Green Man Gaming and Brian Fargo talking about Kickstarter, immersion, and free-form exploration:

[...]

You guys are Kickstarter veterans now, and great success stories. What's been the key to nailing that balance on the crowdfunding platform?

We certainly have some advantages of being in the games business for so long. Crowdfunding is the ultimate test of trust when people give you their very hard earned money up front and count on you to come through with them. We've also struck a nerve for a certain kind of game/genre that was perhaps underserved and that gamers wanted to see more of. The goodwill we try to foster goes way beyond the Kickstarter campaign.

The Bard's Tale is back! It's a series that introduced many to the RPG genre, what's the plan for this 4th installment?

This kind of RPG was eventually called a "dungeon crawl" and it's one of my favorite types of games. I grew up playing them and I hope to grow old doing so. There is a simplicity to the exploring that draws me in and when combat starts it becomes tactical but not so much like a strategy game. The closest analogy I can use for today's game is Hearthstone in which you make all of your decisions first and then the other side get its attempt to strike back.

You've spoken a lot about immersion being key to The Bard's Tale IV, could you elaborate on that point?

Immersion or suspension of disbelief is the hallmark of good entertainment to me. When a film is great you forget you are in a theater and when a game is great I don't realize I'm looking at a monitor anymore. This feeling comes about when the visuals, audio and interface come together perfectly. I think a dungeon crawl type RPG is perfect in its simplicity of movement, you don't need to fight with the camera and your focus on wholly on the world when exploring. Walking around a mystical torchlight dungeon and listening for audio cues about traps and enemy movement is a grand time to me.

The dungeon-crawling genre is pretty packed these days. How will The Bard's Tale IV stand out from the crowd besides is storied history and series acclaim?

I'm not sure I would consider the genre packed but there is certainly some choice in the category. We have a major focus on what the latest technology can offer making the visuals a key component of the experience. We are making sure to utilize the latest in particle physics, photogrammetry, hair works, fabric modeling etc. to make a game that looks as good as the demos you see from Nvidia or Unreal. A dungeon crawl has some unique aspects to it that allow us to push the hardware. I'm also feeling quite confident that our combat system will be both visceral and deep. And I might add that our musical approach with the Scottish talent and Mark Morgan will give it extra flair. I'm really about making the game.

Can you tell us a little more about The Bard's Tale IV's free-form exploration?

Freedom to go where you want, when you want is a key to RPGs for us and The Bard's Tale IV will be no different. We don't stop you from going where you want, but on the other hand we don't protect you from that choice either. So don't be surprised if an Ogre Brute comes up to you and smooshes your low-level party into the ground. There will also be some puzzles and challenges you can not yet pass at early levels so it won't be free-form in the sense of a Skyrim, but neither will we guide you through linear corridors.

Wasteland 2 was a narrative-heavy, text-stuffed experience - will The Bard's Tale IV be more mechanically focused, and how will that feed into questing and combat systems?

Traditionally the dungeon crawl genre has been focused almost purely on the mechanics side, heavily focused on detailed character systems and challenging combat as well as devious dungeons. We're maintaining a lot of that so yes, the game will be heavily focused on combat and exploration, but we're also believers in telling a great story so the Bard's Tale IV will be more story-heavy than its predecessors, though not as story-heavy as Wasteland 2 or Torment.

In terms of the game's story, will The Bard's Tale IV directly follow on from the previous games? Where do we pick things up in this game?

Yes, The Bard's Tale IV is a direct follow-up. It is one hundred and fifty years after the destruction of Skara Brae, and a new town has been built on top of the old. The practice of magic is a sin and the old races have been banished, and even the Adventurer's Guild closed by the Church of the Sword Father. But adventurers still gather in the dungeons beneath Skara Brae, the old city, seeking to survive in a land that now wants them dead.

Reconciling past and present is often a question raised with longstanding series such as TBT, but as Brian's mentioned in previous interviews, you're playing modern games all the time. Is there almost too much choice in determining how to modernise a game such as this, and how do go about reconciling nostalgic experiences that come with decade-old franchises like this with the need to cater to new players and potential fans?

There are definitely a lot of choices but I don't think you can often have too much choice. The important thing is realizing what the core of the experience that people loved was and then unapologetically embracing it. We don't really want to cater to anyone other than the hardcore RPG fans that continue to back us on Kickstarter, and that allows us to craft games that take advantage of modern technology and design ideas without ruining what makes these kind of games great.

What's the most awesome thing about The Bard's Tale IV?

It's a bit too early to say what my favorite part of the game is, you really need to see a game come together to discover what those moments are where you truly struck gold. Personally what I'm most excited about now is getting the combat system in, we have some great ideas to make encounters a real experience both visually and strategically.

Peanut butter or Nutella?

Since my favorite crepe is banana and Nutella.. I must choose Nutella.​


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Diablo 3 - Patch 2.3.0 Preview: Kanai's Cube
Posted: Jul 29, 2015, 08:52 am by RPGWatch

[​IMG]There is a preview for patch 2.3.0 on the Diablo 3 Battle.Net website:

The Horadric Cube is one of the Diablo series' most iconic items. Introduced in Diablo II, this quest item was an important part of the story and offered a slew of handy transmutation functions, from combining gems to upgrading items. But where did the Cube's power originate? The Horadrim were vague when it came to the history of this powerful item. Today, we reveal its lineage as the upcoming 2.3.0 feature-Kanai's Cube.

Lost and Forgotten

The precursor to the well-known Horadric Cube, Kanai's Cube is a powerful artifact containing immeasurable transmutation power. Originally simply known as "the Cube," the Horadrim created it as a tool to aid them in the Hunt for the Three. However, its creation was marred by dark methods and disastrous results, resulting in the order quickly determining that it was too dangerous for anyone to continue using. Creating the weaker Horadric Cube in its stead, they entrusted the first Cube to a secret organization of barbarians on Mount Arreat, who kept it safe from everyone, including the rest of their tribe.

Throughout the years, these barbarians served as guardians over the Cube, keeping it safe from prying eyes and those who would use its powers for evil. The last of these guardians, the great Chief Elder Kanai, perished when the demon lord Baal destroyed Sescheron during the events of Diablo II: Lord of Destruction. The barbarians have always believed their warriors must be put to rest on the slopes of Mount Arreat but, after the destruction of the Worldstone and the mountain that housed it, Kanai's spirit was unable to rest. Now doomed to stand eternal vigil over his home and greatest treasure, he awaits a powerful and honorable individual to whom he might pass on his task.

One insidious individual has once again found his way amongst the living (sort of) and would love to get his ethereal hands on the artifact his order so foolishly discarded. Of course, he knows only one such individual who might impress the mighty Kanai . . .

Power Untold

So what exactly is Kanai's Cube going to do for your nephalem hero? The short answer is all the things. This is a huge new feature that will fundamentally change the way you look at an item when it drops. Think of it as the handyman's (handynephalem's?) tool for item customization. Not only does it add another layer of character power at your fingertips, but also introduces a structured collection element to the huge item game at the core of Diablo III.

One of the first, most frequent powers you'll utilize is the ability to extract a Legendary power from an item. This will add the power to your collection list, a comprehensive history detailing the vast amount of powers you've amassed. This also allows your hero to equip a Legendary power without having the item equipped, clearing up your stash of all those items you've been keeping "just in case." You'll be able to equip one power each from three categories:
  • Weapons
  • Includes all main hand and off-hand items, including Shields, Mojos, Quivers, and the like
  • Armor
  • Virtually everything else; Hands, Legs, Feet, Chest, Belt, Wrists, Shoulders, and Head
  • Jewelry
  • Rings and Amulets
Characters may only equip powers from items that their class can normally equip. Powers are also extracted at their most potent value, making it a tough decision between equipping a well-rolled item or melting it down to utilize a maximized power. Powers can be extracted from any level Legendary. Finally, don't worry if you get tired of a particular ability-you'll be able to swap freely between the powers you've collected at any time by visiting Kanai's Cube.

Let's say you've hunted down that amazing Legendary that totally makes your build, but it's rolled less than desirable. If only it had that missing stat, it would have been saved from Haedrig's anvil. Maybe you regret an enchant you made or you wish that rare Furnace you found was Ancient. With a little effort and a lot of luck, you can rectify these situations. Kanai's Cube will be able to reforge a Legendary, completely randomizing every roll on the item as though it had dropped brand-new and removing any existing enchants. This includes the chance to roll as Ancient, but be forewarned; if you choose to reforge an Ancient item, there's no guarantee it will stay Ancient.

There are also several other quality of life functions Kanai's Cube can perform, such as removing the level requirement from an item, converting gems and crafting materials from one type to another, and converting a set item to a different piece of that set. We'll leave you to ponder the best ways to utilize these new features!

Not Just a Legend, But a Tribute

There is more to Kanai's Cube than lore and functionality. While we always knew that we wanted to implement a form of the Horadric Cube into Diablo III, we never anticipated the events that would lead to it becoming Kanai's Cube.

Kevin Kanai Griffith was a beloved member of the Blizzard family and a longtime Diablo fan. He joined Blizzard as an artist on the World of Warcraft team in 2005 and his work can be seen in the Burning Crusade, Wrath of the Lich King, and Mists of Pandaria expansions, as well as the World of Warcraft trading card game. As the Diablo III team came together, Kevin joined and made his mark on the original game, crafting a plethora of diverse and moody environments that you're certain to recognize.

Kevin continued producing gorgeous environments and Diablo holiday art throughout the launch and beyond the release of Reaper of Souls. You might also remember him from footage of his Diableard being shaved live on stage at the 2011 launch of Diablo III, his Artist's Stage Demo at BlizzCon 2013, or our second anniversary livestream. He was always an active member of the community both inside the company and out, whether it was by organizing weekly sketch groups, or encouraging his friends to team up and play games together. Kevin was an amazing mentor to everyone around him and a wonder to work with: you couldn't help but get passionate and pumped about your job when he was in the room.

Tragedy struck in February of 2012 when Kevin was diagnosed with a very rare form of cancer known as Alveolar Soft Part Sarcoma (ASPS). Kevin kept his spirits high throughout the grueling treatment process and continued to work on Diablo III as much as he was able, pioneering environmental features such as the weather and night/day cycles experienced in Adventure Mode. Though he fought valiantly, we lost our coworker and dear friend on October 17, 2014. His spirit and legacy will always live on in the many games he's touched with his stunning art, as well as the hearts of every individual who had the honor of knowing him.

We miss you, Kevin. This Cube is for you.

Kanai's Cube Calls...

Kanai's Cube is a huge feature of Patch 2.3.0, set to change the foundation of Diablo III as we know it. We're excited to share the intimate background behind this powerful system and in-game dedication to a man who was truly a king amongst mortals.

Which part of Kanai's Cube has you the most stoked? What kind of Legendary powers are you looking forward to combining the most? Let us know in the comments or, if you haven't already, hop onto our PTR today and give it a try! We can't wait to hear your feedback.​


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XCOM 2 - The Chryssalid @ Gamespot
Posted: Jul 29, 2015, 08:52 am by RPGWatch

[​IMG]Kevin VanOrd (Gamespot) asked XCOM 2 lead producer Garth DeAngelis some questions about the Chryssalid:

It came from outer space.
If you've played an XCOM game in the past, then you know the Chryssalid, the most frightening-looking alien the games depict. In XCOM 2's multiplayer, you will get the chance to command one of these extraterrestrial meanies for yourself, but most of the time, you will face a chryssalid as an opponent. Developer Firaxis hopes to make this gruesome unit an even more intimidating force in the upcoming strategy sequel, and lead producer Garth DeAngelis recently divulged how the team is doing just that.

GAMESPOT: So the chryssalid returns, but outside of multiplayer, there's no chance of somehow recruiting one to join the XCOM forces, I presume?

DEANGELIS: The chryssalid is very much still one of the alien occupiers of Earth. They are against XCOM. They will never become a part of your army.

We had to have them come back. They've been a staple of XCOM, harkening back to the original UFO defense. A couple of decades have taken place since you lost in Enemy Unknown. A lot of the enemies have evolved. Now, the chryssalid, they're a little bit too crazy of a species to integrate human DNA into them, but they have evolved. They've received some upgrades. What they did in Enemy Unknown, is they implanted XCOM with something that would then breed another chryssalid out of them, if you remember. It was a pretty terrifying sequence. Design said, "How can we make this crazier?" [...]​


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King's Quest - First Chapter Released
Posted: Jul 28, 2015, 08:42 pm by RPGWatch

[​IMG]Chapter 1: A Knight to Remember was released today:

An aging King Graham reflects on a life of adventure with his granddaughter, Gwendolyn, taking players back to his teen years and his quest to become a knight of Daventry in King Edward's royal guard. Discover a wondrous world full of whimsical characters, charming puzzles and perilous dangers in this fun and enchanting coming of age story.​


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InSomnia - Combat System Elements
Posted: Jul 28, 2015, 08:42 pm by RPGWatch

[​IMG]In Kickstarter Update #35 we get some info about the elements of the InSomnia combat system:

Tactical pause
Though combat will run in real time mode you will have an opportunity to use a feature generally known as a "tactical pause". It will give you some time to think, analyze the current situation, make up your mind with commands and use your resources wisely.

However you won't be able to do just everything at once using this little helper - the number of actions you can perform will be directly connected with the amount of action points you have. APs can be spent to immediately heal your character and his team with meds, for energy shields activation, accessing your inventory etc.

It will take some time to restore your action points so you won't be able to use tactical pause non-stop. The maximum amount of APs of your character will depend on his parameters and traits.

Sure, you will be able to switch between your NPCs and give them orders even without ever using the pausing mechanism. This way however you should be ready to feel the consequences of someone firing right in your face while you are trying to heal. Ouch!

Combat statuses
Any conflict can cause all kinds of outcomes that might make your character suffer in different ways:

Exhaustion - this penalty goes active whenever endurance indicator of your character drops to zero. This status has a temporary influence on the following things:
  • the damage you do to others is decreased
  • the accuracy of your long-range weaponry drops
  • you can't sprint
Disorientation - whenever you get hit during the close combat your character might feel some additional negative effects of this damage. While this status is active your fire rate drops, so the best idea is to deal with anyone who is close to you before aiming at distant enemies.

The other interesting thing that might happen to your character while being hurt is interruption which will interrupt (well wasn't that obvious) your current action like using healing items, taking aimed shots etc. It can be ignored if your durability parameter is developed enough. However chances to do that decrease if the damage is too high.

Critical condition - if your character's health drops too low you will lose ability to perform any actions with his help at all as he will be in coma. To fix that you'll need another NPC with a proper item in his inventory.

You will be pleased to know that your enemies will also experience critical conditions... and you will be able to "finish" them. The execution animation depends on the weapon you are currently equipped with.

Other combat aspects
There is a list of things that you won't be able to do while fighting, including the following:
  • traveling between locations and visiting global map
  • saving your game progress
  • talking and performing barter
  • building a camp
All these activities will be available for you again after you kill all enemies around. The other alternative is try to hide from your foes and stay out of their sight at least for some time.

Hopefully this was an enjoyable read, as we really enjoyed to prepare this update for you. Until next time!​


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King of Dragon Pass - Re-Released on Steam
Posted: Jul 28, 2015, 08:42 pm by RPGWatch

[​IMG]The classic and unique game King of Dragon Path is now available on Steam, too.

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Kyn - Released
Posted: Jul 28, 2015, 08:42 pm by RPGWatch

[​IMG]Kyn released today:

on GOG:

Introducing Tangrin Entertainment, an indie team of just two developers based in the Netherlands. Over the last 2 years they have created Kyn, an action packed role playing strategy game that delivers over 20 hours of gameplay across a unique Viking inspired mythological world with plenty of landscapes to explore, puzzles to solve and enemies to defeat. Outsmart the enemy in combat with up to 6 warriors using the unique time manipulation feature. Collect loot and use the crafting system to upgrade your motley crew with more powerful weapons and armor. Kyn is a true adventurer's adventure game!
  • A Magical Viking World Brought to Life: Unlock the mysteries of the vast world of KYN as you explore ancient ruins, lush landscapes and snowy mountains filled with intricate puzzles and plenty of danger! Fight against a variety of intelligent enemies and use your skill and cunning to take out powerful boss enemies!
  • A Hybrid Tactical RPG Meets Hack-n-Slash: This is real time action in a fantastical RPG setting. You will need to leverage the environment to create traps, defend areas or build up special attacks. When tactics are needed, utilize the slow motion feature, where time slows to almost zero and you can direct your heroes to an area and assign them a task to out flank, out smart and defeat your enemies!
  • An RPG Party with up to Six Playable Characters: Build that classic RPG dungeon crawling group with our motely group of heroes. Each warrior can be outfitted with different equipment and specialized abilities to meet your needs. Allocating points in mind, body, control will build characters that fit your style or meet the challenges of the puzzles you will soon face.
  • A Deep Crafting and Loot System: Collect hundreds of items. Combine over 100 different elemental materials in a unique crafting system designed to help you get more powerful weapons and armor.
Trailer:


and Steam:

In a world where Viking mythology collides with magic, explore the world of KYN in a fast paced role playing strategy game that combines party based combat with exploration and progression.​


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Project: Gorgon - A Fluent First Look Video
Posted: Jul 28, 2015, 02:42 pm by RPGWatch

[​IMG]This 39-minute video takes a look at an early alpha version of the Kickstarter MMORPG, Project: Gorgon!

The game is an MMORPG in the vein of early MMORPGs, such as Asheron's Call and Everquest 1 & 2.


Hey everyone! In this exciting video I take a look at the upcoming MMORPG, Project: Gorgon.

Okay, you read that it's an MMO and want to stop reading. Well, don't! This is a true sandbox/open-world MMO that we haven't seen since the likes of Asheron's Call many years back! This is not your typical WoW clone or anything even close to that. This is a true explorer's dream game, so watch the video and see how unique and fantastic this fascinating MMORPG really is!

If you'd like to support their Kickstarter to make this game even better, you can go here and support them! - https://www.kickstarter.com/projects/projectgorgon/project-gorgon-pc-mmo

You can also join the forums and find more information about their game here - http://projectgorgon.com/

Please support them! Check out the game yourself and see if this is something you would like. =)​


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Hand of Fate - Review @ Ninja Blues
Posted: Jul 28, 2015, 08:42 am by RPGWatch

[​IMG]A Hand of Fate review in a 'let's play' style at Ninja Blues:

[...]

Luckily, functionally-alright-if-sloppy-combat isn't the only thing Hand Of Fate has to offer. I find that what drew me in wasn't so much the brawling, it was the storytelling.

What makes Hand Of Fate's narrative particularly neat is that it's multi-layered. On the surface, the story that is going on is the 'duel' between you and the Nameless Card Master. The Card Master (who does all the talking) makes frequent references to the 'stake' and 'the cost of losing', and guesses at your reasons for playing the game. The surface narrative is that of a man gambling away something important - His soul? Nah, that seems too cliché - for the promise of undefined power. The Card Master, on his end, has a history of his own: he was a player of this game before he was a dealer, and the game is as it is now thanks to him - but not only him.

But beneath the surface of this ruling narrative, the cards themselves tell stories of their own. It's outright mentioned several times that these cards are drawn from 'your' memories, that they represent significant events and places in your life that you are revisiting through the medium of the game. And Hand Of Fate cleverly handles these mini-stories, drawing them out over multiple cards and multiple play sessions by way of its deckbuilding and token mechanics.

[...]​


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