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» Hylics - Review @ Haywire Magazine - Oct 05, 2015, 11:03 pm
» Dungeons 2 - A Song of Sand and Fire DLC - Oct 05, 2015, 11:03 pm
» Shenmue 3 - Interview @ Eurogamer - Oct 05, 2015, 11:03 pm
» Massive Chalice - Review @ Garbage File - Oct 05, 2015, 11:03 pm
» After Reset - Patch #091215 Released - Oct 05, 2015, 11:03 pm
» Arcanum - Review @ Hardcore Gaming 101 - Oct 05, 2015, 11:02 am
» Tales of Zestiria - Watch the PC livestream - Oct 04, 2015, 10:53 pm
» Rebel Galaxy - Release Date and Trailer - Oct 04, 2015, 10:53 pm
» Dead in Bermuda - Review @ ModVive - Oct 04, 2015, 10:52 am
» BattleTech - Kickstarter Update #4 - Oct 04, 2015, 10:52 am
» Pixel Noir - Hands On @ Cliqist - Oct 04, 2015, 10:52 am
» Red Solstice - Two new Reviews - Oct 04, 2015, 10:52 am
» Undertale - Highest Rated PC Game Ever @ Forbes - Oct 03, 2015, 10:32 pm
» Mount & Blade II - Interview @ Games Totalwars - Oct 03, 2015, 04:22 pm
» Pixel Noir - Kickstarter Update #7 - Oct 03, 2015, 10:22 am

Latest Active Threads on Boards o' Magick:
» Alweth's easy Portrait Grabber (Resources/Downloads Discussions post by Taluntain)
» Full run through of Gold Box games (The Playground post by SlickRCBD)
» Hylics - Review @ Haywire Magazine (Game/SP News & Comments post by RPGWatch)
» Dungeons 2 - A Song of Sand and Fire DLC (Game/SP News & Comments post by RPGWatch)
» Shenmue 3 - Interview @ Eurogamer (Game/SP News & Comments post by RPGWatch)
» Massive Chalice - Review @ Garbage File (Game/SP News & Comments post by RPGWatch)
» After Reset - Patch #091215 Released (Game/SP News & Comments post by RPGWatch)
» List of BG1/BG2 attribute-altering items (Resources/Downloads Discussions post by Taluntain)
» Loghain Voice Pack by no name (Resources/Downloads Discussions post by Taluntain)
» Samurai Soundset by NZdawghaus (Resources/Downloads Discussions post by Taluntain)

Hylics - Review @ Haywire Magazine
Posted: Oct 05, 2015, 11:03 pm by RPGWatch

[​IMG]Here is a review for Hylics:

Haywire Magazine:

Embracing the Incomprehensible in Hylics Heather Alexandra finds contentment in Mason Lindroth's bizarre take on RPGs.

I die for the third time. I watched my bones crumble and my face melt before awakening in an afterlife populated by flopping fish. Walking over to the dispenser, I deposit pounds of meat in exchange for Flesh. One of the fish tells me that the executive lounge is open to those who've died at least three times. I qualify. The lounge is nothing but a small balcony populated by a writhing lump of unknowable gender and a water cooler from ages past. I fill up a paper cup I found at the top of the mountain, its location first revealed to me by a churning machine that made me dream of the realm where I also found the Sage of Brains. I activate a crystal and warp back to reality. Or whatever passes for reality. [...]​

-> Hompage

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Dungeons 2 - A Song of Sand and Fire DLC
Posted: Oct 05, 2015, 11:03 pm by RPGWatch

[​IMG]This one is especially for the Mac lovers who also happen to like Dungeons 2. Its DLC, A song of Sand and Fire is now also avialble on a Mac, so you can continue playing with some new combat missions.

Three scorching hot new combat missions sees the Dungeon Lord go head to head with a new foe

Bracknell, UK, 5th October, 2015 - The day in the life of the Ultimate Evil is never dull. With the daily grind of managing all those minions and facing off against hordes of demons, orcs and pesky humans not to mention the dragons, life can be pretty intense. Just when you thought it couldn't get any busier, today sees the release of the second Dungeons 2 DLC 'A Song of Sand and Fire' for Mac via an in-app purchase from the Mac App Store. Hold tight, it's going to be a hot one!

On a tour of the world of Dungeons 2, the widely-travelled Dungeon Lord finds itself in a scorching desert in this blazing hot new DLC. An insane priestess is on the loose, burning anything and anyone at the stake. Will the possibly-flammable Dungeon Lord and it's minions also fall victim to the flames? Or will the Great Evil One be able to survive this ordeal and save itself from an untimely, charcoal-broiled end?

With over 10 hours of gameplay across three incendiary missions, 'A Song of Sand and Fire' introduces new fiery opponent variants with their own special abilities. The 'Song of Sand and Fire' DLC is available today via an in-app purchase for the Mac App Store version for £2.99/€3.99/$3.99.​

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Shenmue 3 - Interview @ Eurogamer
Posted: Oct 05, 2015, 11:03 pm by RPGWatch

[​IMG]Yu Suzuki is interviewed by Eurogamer about Shenmue 3, the events leading to where we are now and that more money would be welcome.

Shenmue 3's Kickstarter has been, by any reasonable measure, a success. Within 102 minutes of going live, it had raised $1m - earning itself a world record for being the fastest game to break that barrier via a crowdfunding platform. By the time the campaign finish, with $6.3m pledged, Shenmue 3 had become Kickstarter's highest-funded video game project. Despite those numbers, though, and despite that success, there have been concerns for Shenmue 3. The original games were grand, sumptuous productions with a reported budget of $70m at the time - raising the question of whether Shenmue 3 can match fan expectations with relatively limited means.

"Kickstarter's not the only source of money," says Suzuki. "There's also funding from Sony and Shibuya Productions. Before we started Kickstarter, we had goals set around the budget - so if we only got $6 million, we'd create Shenmue 3 based upon what we could do with that $6 million." During Tokyo Game Show, the option to back the game via PayPal was announced, another revenue stream for Shenmue 3. "We're still trying to gather funds. Obviously, the more money we have the more we can do. Even if we don't get as much budget as the previous games, we'll still make this game."

Can Suzuki make the game that he wants, though, with the resources and technology at hand? "I could do with a bit more money! The game itself doesn't have to be gorgeous visually - a lot of the money these days goes into the graphics. If we perhaps compromise on the graphics and put more into the story, we can make a good game. The most important thing, to me, is that the game's interesting, and that it's something people want to play."​

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Massive Chalice - Review @ Garbage File
Posted: Oct 05, 2015, 11:03 pm by RPGWatch

[​IMG]Garbage File checked out Massive Chalice and like the game, but feel something is missing as well.

The oddest but biggest problem I find with this game is the wasted potential. There could have been more maps, more classes and more customization. Not to say I didn't like the game, I don't waste 6 uninterrupted hours as a godly trophy for no good reason, but I kept thinking "I wish I could do X". I am not talking about complex thing here, there are always theoretical improvements to a game which in practice are not worth the thing, but little things like being able to make my own house. I want the "Defective Inspectors" to rule the realm, wielding Caber's like blood thirsty maniacs, I want to feel SHAME when one of my kin does something stupid and PRIDE when the final strike finishes the battle. I feel like there is a missing connection with my characters and it falls short. For me the 300 year war is the end goal and the death toll is simply a number of broken eggs in my quest to make the world's oldest omelette. In X-Com when my favourite mechanical unit "Talos" died I almost lost it, I didn't play the game for a week because I was THAT annoyed a lucky shot killed him. This request is constant however and has yet to be implemented which is a HUGE shame really...

It all comes down to what you wanted from the game, when I started playing I had no idea what to expect beyond a giant solid demitasse controlling bloodlines. While I got exactly that I felt like I needed more, like something is missing. What I must say it there I still hope, Massive Chalice has mainly been occupied with a behind the scenes video "Massive Knowledge" which has yet to be completed, I suspect once that is done we may get what we want, or at least Steam Workshop will open up...​

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After Reset - Patch #091215 Released
Posted: Oct 05, 2015, 11:03 pm by RPGWatch

[​IMG]Here's the patch update for After Reset from last month:

It's been rat-racing for months and we haven't a day off since our last update. There are dozens of challenges and emergencies that we faced, and they've all been sorted out. I'll share them with you as I did in our closed (backers only) report for our successfully completed project "The Fall of Gyes." Yet, even now I can say that we faced the theme's core challenges: the human factor, and of course money (in keeping the quality of our indie development on AAA level).

Similarly to our TFoG project, I more than doubled our collected funds from personal investments so we can keep the RPG dream alive and at the high level of quality we want. Likewise, as it was for the first project, it's the fans who encouraged me to make such a dedicated decision. The support you've shown us on Steam Early Access even in our current stage of development made this an easy choice. We can't believe in the project less than our fans, right?

Right before the release of this patch I found our archives of various builds of the game showing how the game would look like without your support. We'll share them in the next update.

AiCola asked the relevant question on our Steam forum: "How much % of the prologue work is done?"

I bet, everybody is concerned about it too. Well, about 87% of the prologue is done. We're at 95% completion for the programming side of things, and we have all models, dialogues, most of the voicing, audio, items, full gameplay, and full mechanics completed. We're back to assembling all that through programming right after posting this update.​

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Arcanum - Review @ Hardcore Gaming 101
Posted: Oct 05, 2015, 11:02 am by RPGWatch

[​IMG]A sort of retrospective/review of Arcanum popped up at Hardcore Gaming 101.

[Arcanum] lies on the extreme end of the spectrum which runs between "boring but polished" and "ambitious yet buggy". Arcanum is very ambitious and very buggy. It's a logical evolution of 1990s computer RPGs, amplifying both their strong and weak points. At its best it's a narrative-heavy game (..). At its worst it's a tedious struggle against the enemies, the interface and the AI. It's a game that was clearly designed with a hardcore audience in mind. It has everything CRPG fans love (complexity, non-linearity, dice rolls, mod support).

Despite it's many issues, Arcanum is still a game worth playing. When it comes to narrative freedom and atmosphere it's one of the best and it deserves its place among the likes of Fallout, Baldur's Gate II and Planescape: Torment. But when it comes to dungeons, combat mechanics and general polish, it's very lacking. Still, the good far outweighs the bad and almost anyone who has played the game remembers the story and the world even quite some time after playing the game.​

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Tales of Zestiria - Watch the PC livestream
Posted: Oct 04, 2015, 10:53 pm by RPGWatch

[​IMG]Tales of Zestiria is set for release on October 20. You can watch the recorded PC livestream here:

Tales of Zestiria - PC/PS4/PS3 - Livestream premiere & Symphonia HD sneak peek

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Rebel Galaxy - Release Date and Trailer
Posted: Oct 04, 2015, 10:53 pm by RPGWatch

[​IMG]The swashbuckling space-adventure Rebel Galaxy will be released on October 20.

Here's the trailer:

Rebel Galaxy is a swashbuckling space adventure, with action-packed combat, exploration, discovery, trade, and "negotiation" with the outlandish denizens at the edge of the known universe.​

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Dead in Bermuda - Review @ ModVive
Posted: Oct 04, 2015, 10:52 am by RPGWatch

[​IMG]Alexx Aplin (ModVive) has reviewed the survival management game Dead in Bermuda:

Dead in Bermuda Review -
Addictive Survival Gameplay at its Finest
Survival is one of the basic human instincts; No matter what people say, most will do whatever it takes in order to survive. It is rare for this to be accurately captured in a video game, many have tried to capture the urge to survive yet most have failed.

Dead In Bermuda does not fail in this endeavor, and shows a realistic fight for survival that will enthrall fans of strategy games, resource management, and multitasking.

Dead in Bermuda | Story
Dead in Bermuda tells the story of 8 survivors of a plane crash, who are marooned on an island that is tied to an ancient Atlantean prophecy.

Dead In Bermuda has a definitive "choose your own adventure" style event system, as well as a relationship system in which characters' relationships grow and change in a variety of ways (including romantic ways) that will impact how the story and how the characters' experiences unfold.

Each of the survivors can die as well, so it is up to the player to make sure they survive and to be sure that the mystery gets solved.

Dead in Bermuda | Gameplay

At its core, Dead in Bermuda is a survival simulator mixed with RPG elements. Each of the player's 8 survivors can die from hunger, depression, fatigue, sickness, injury, or lack of water.

This requires the player to not only manage their resources, but also interact with each character so that the more emotional aspects of their well being are taken care of.

Dead In Bermuda is procedurally generated each time the player launches a new game, which means that each survivor's stats, traits, skills and dialogue change each time you play (as well as items the player collects and the in game map)


Dead in Bermuda | Final Verdict

Dead in Bermuda isn't perfect; it is slow in some places, has some frustrating mechanics, and the genre it falls in isn't for everyone.

However for any fan of survival based games and resource management, Dead in Bermuda is an experience that should be enjoyed.

Score: 90% - Outstanding

Bottom Line: Dead in Bermuda is an immersive survival experience that any fan of story based survival games should experience.​

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BattleTech - Kickstarter Update #4
Posted: Oct 04, 2015, 10:52 am by RPGWatch

[​IMG]After a few days BattleTech has reached several stretch goals already:

Another Funding Goal Hit!
Two New Backer Mission Rewards Unlocked!
Update About Add-Ons!
And Some Stage 3: Expanded Mercenary Campaign Talk!
Wow! Our Kickstarter is only 3 days old and you've already hit our next Funding Goal. Thanks to your generous support, we're able to add voice acting to the game! Hell yes!

GBC Mission Report #2
Since our Alpha Strike Mission Results, the Global BattleTech Community has managed to unlock THREE more Rewards:
  • We're adding the Eridani Light Horse, including MechWarriors, as an enemy unit you can fight in the Stage 1 Skirmish Game
  • We're adding the Kurita Sword of Light , including MechWarriors, as an enemy unit you can fight in the Stage 1 Skirmish Game
  • And we're adding a SECOND Live Streaming Twitch Q&A session with Jordan, Mitch, and Mike
We should also point out that thanks to the Global BattleTech Community, a SECOND Michael A. Stackpole e-novella has been added to the $50 Reward Level. And if more Backer Missions are completed, a third and fourth e-novella can be added, too!

And remember - if the GBC is able to earn 60 pts, Mr. Stackpole has agreed to drop the e-novellas and commit himself to a FULL LENGTH 3025 SUCCESSION WARS ERA NOVEL.

We've gotten a lot of feedback on our Comments page about Backer's desire to purchase Add-Ons and support the project. We would LOVE to be able to offer all sorts of cool BattleTech physical goodies for you to purchase but unfortunately, right now we can't.

While we are able to offer some sweet physical rewards as a THANK YOU to Backers, we don't have the rights to SELL physical goods to you in the form of Add-Ons. We're working on it, though, and hope to be able to offer some cool physical Add-Ons before our Kickstarter campaign is over. If and when it happens, we'll send you an Update ASAP!

But we did hear that you also want DIGITAL ADD-ONS, so that you can buy copies of BATTLETECH for friends and family. So we're very happy to add that!

Always Read the Fine Print
One of the more treacherous elements that we'd like to include in the Stage 3 Expanded Mercenary Campaign is negotiating contracts with potential employers - who can be anyone from the leader of a local farming cooperative, to the crown prince of a Great House.

We are currently thinking that mercenary contracts will contain a variety of clauses or terms that can be negotiated. For example, you might trade a higher initial down payment for increased salvage rights on a given mission. Or, insist that the client provide some of their own military support for a particularly dicey operation, in exchange for a reduction in fees for completing a mission objective.


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Pixel Noir - Hands On @ Cliqist
Posted: Oct 04, 2015, 10:52 am by RPGWatch

[​IMG]Cliqist checked out the Pixel Noir demo - some first impressions:

I'll be honest. Until now I had yet to see an RPG tackle film noir tropes. With Pixel Noir that's changed and I decided to give the demo released for it a spin. And I have to say that the very little bit shown shows plenty of promise. While the story would probably have suited a medium like adventures better I do really like the approach that the developers are taking with this.

So, as with any good noir story, the demo starts out with a hungover Detective as he answers a knocking at his shabby apartment door. Yes, that's the character's name. I'm assuming that it's a placeholder for right now and that you can rename him whatever you want when playing the full game. Anyway, you're greeted by a client known only as "Deuce" who wants you to track down someone that's gone silent. You pretty much have no choice but to take him up on it and you leave for the local bar.

Here's where it stops being just another pixelated story using an RPG overlay. You get your first taste of combat in the alleyway behind the bar. And, like most turn-based games of its type you've got an "active time battle" system complete with standard attacks, special abilities, and items. You're pretty much limited to using your gun and going on a "coffee break." I didn't use the latter but I can only assume that it's an HP restorer.

The demo for Pixel Noir then continues as you smack the information out of the dude riddled with bullet holes and he leads you to a warehouse down by the docks. So, of course you head down there and meet up with your quarry. Who promptly tells you that things are afoot and that he's being hunted by the same people that hired the Detective to go looking for him. Then the crap really hits the fan.

Deuce promptly shows up in the middle of the conversation, says that both parties have reneged on their "contracts" and that payment is off. Then shoots the guy that we've been tracking down. Followed promptly by our "hero" getting a headache and starts to see things that belong in a nightmare. Which, presumably, is tied to whatever happened to his old partner years ago that sent him to prison. It's not really stated in what we've got to play around with.

Here's what I love about what I saw with Pixel Noir so far. While we've barely scratched the surface and only taken on one case it does set the stage for what's to come. It plays out just like most 16-bit titles from the past, right down to the turn based combat. Which actually works. Sometimes a shoot-out is inevitable, particularly in detective stories. It's not easy being a down on your luck gumshoe taking whatever comes through your door, and despite only being about a half hour long it gives us a taste of what to expect. I really do look forward to seeing where they take our Detective once the game releases.​

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Red Solstice - Two new Reviews
Posted: Oct 04, 2015, 10:52 am by RPGWatch

[​IMG]Here are two reviews for the The Red Solstice:

Brash Games:

The Red Solstice Review
The Red Solstice is a tactical action RPG with all of your favourite features, minus all the unnecessary crap. Nkidu games is known for their solid releases that never (up until now) disappointed the PC-gaming community and this game is no exception.

Mars, year whatever (something in the future), you're on a planet that isn't earth (duh), but has been inhabited by humanity (I think it's Mars or something). A catastrophe happened and now everything is in shambles and full of ugly creatures that are just waiting for you shoot them down. So yes, there is a story, but let's face it, it won't compel you, which - to be honest - fits the genre quite well. You know what else fits the genre? Everything else. The characters are visualised stereotypes, starting with the buff commanders who talk with a deep and ever so manly voice (I don't think I need to mention the obligatory cigar in the splash picture) and ending with the petite females doing all the healing (they would make such caring mums). Neither visually, nor story-wise the wheel is being reinvented, but hey, why change something that works, right?

While some games of this kind get boring after a couple of missions where you use more or less tactics to run and gun your way through different kinds of hostile waves, TRS mixes the pace of the missions very well. A slow and hard tactical mission, where it will take you a fair amount of time to fight through the map is followed by an easier mission where the use of heavy gunners replace the need for tactics a fair bit. In most of the missions you will also have to face distinct challenges that need to be considered and worked around.


The Red Solstice delivers. You get what's advertised and that is perfectly fine. If you enjoyed titles like XCOM, Diablo and sometimes think back to 2004's "Full Spectrum Warrior" with a warm nostalgic feeling, then you will undoubtedly enjoy this game and it's tactical RPG-styled gameplay. Amongst all the indie games and open software The Red Solstice might just be the most well-rounded and solid piece of software installed on my PC.

Score: 7/10

Unstoppable Gamer:

Full Review
Being a marine on Mars has never been a particularly easy job. There's always demons or resistance fighters swarming over the barren landscape, or, in the case of The Red Solstice, there's both resistance fighters and a virus sweeping through an outpost turning everyone into violent monsters, and it's your squad's job to find out what's going on and how to stop it.

The Red Solstice is a top-down, tactical game where you guide a squad of four marines through a Mars base while monsters assault you from all sides. The action is mostly in real time as your marines automatically shoot incoming enemies, but you always have the option to slow time to a crawl and strategically position and micromanage your soldiers. I quite enjoyed this mechanic and it worked quite well with the difficulty, as it forced me to assess whether it was time to run and gun or entrench my troops and weather the storm.

There are also RPG elements which allow you to customize your soldiers' classes, stats, and weapons as you level up, though the stat boosts are so small they go mostly unnoticed.

The main campaign isn't that long, consisting of ten missions, but there are quite a few difficulty levels and a side campaign that can be heavily customized and played solo or online. The matches consist of a grace period in which you explore the map and gather items before sending waves of enemies against the players while they attempt to survive, guard objectives or capture territories.

Despite its real time nature, its mobility accessibility is quite good. The hearing accessibility, too, is fine in-game, though it lacks subtitles for the few cutscenes. The largest problem is with the visual accessibility, as the font for subtitles and ability descriptions is small and difficult to read.

Score: 70%

  • Challenging, tactical gameplay
  • Many useful game assists offset the mobility issues of real time maneuvering
  • Heavily customizable side missions and multiplayer campaign
  • Cutscenes lack subtitles
  • The font is miniscule and difficult to read
  • Some unnecessary uses of the keyboard that complicate mouse-only play

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Undertale - Highest Rated PC Game Ever @ Forbes
Posted: Oct 03, 2015, 10:32 pm by RPGWatch

[​IMG]You still haven't bought Undertale? - read this Forbes article:

A New RPG Developed By One Man Just Passed 'Half-Life 2' To Become Highest Rated PC Game Ever
I think everyone has a friend like Josh Knowles. You know, the enthusiastic gamer who's always pulling for the underdog developer, constantly planting bugs in your ear about the next big thing that's slightly off the radar. When he told me in no uncertain terms that I had to check out a new RPG called Undertale, I feigned interest and mentally added it to the massive list of games I want to play but, realistically, will have no time for during the holiday release onslaught.

A few days passed and he bugged me about it again. "I'm legit emotionally invested in this game," he said. "Also, no big deal, but it's the highest rated PC game of all time, so, maybe give it a shot?"

I pointed my browser to Metacritic and sorted all PC releases by score. There it was in all its green glory. A 97, dethroning Valve's Half-Life 2. Surpassing Grand Theft Auto V. Coming in above Mass Effect 2, Portal 2, and Skyrim. But unlike those blockbuster AAA titles, Undertale was developed by one man. Toby Fox. It costs $9.99, and was crowdfunded in 2013 to the tune of $51,124.

Here's a sampling of the reviews thus far:
  • "Undertale is one of the best roleplaying games I've ever played, and I do not say that lightly." ~Jim Sterling via The Jimquisition.
  • "The fact that this is basically a one-person project only makes it more impressive, from the excellent use of simple graphics to convey emotion, to the fantastic lo-fi soundtrack. It may or may not be the best RPG you play this year, but it's certainly going to be one of the most worthwhile-as memorable as anything in, say, The Witcher 3, and every bit as worthy." ~Richard Cobbett via PC Gamer.
  • "Undertale provided me with many hours of laughter, happiness, and warm, fuzzy feelings, all the while surprising me with some truly sad and shocking moments out of the blue. It's the kind of game that I'll want to replay many times in order to see how all of the various choices play out, and I'm sure I will remember it fondly for years to come." ~Ben Davis via Destructoid.
  • "Undertale is a spiritual successor of many games - Earthbound, Chrono Trigger, even drawing inspiration from more modern indies like Cave Story. Yet Undertale manages to stand on its own despite those games, and create something that will feel inherently nostalgic, soothing, and sentimental, regardless of your prior experience." Eric Van Allen via Gaming Trend.
Based on the reviews I've skimmed and the gameplay footage I've watched, Undertale is dripping with memorable 8-bit music, a quirky and endless sense of humor that pervades ever facet of the game, and a reverence for the classic games (and gaming references) we grew up loving. Perhaps most importantly, it seems to be eliciting the kind of emotion and attachment that's rare even with hundreds of developers at the helm.

I acknowledge that Metacritic is a joke in some circles, but it still remains incredibly relevant to everyone involved in the industry. It also makes for one hell of an impactful headline...

Still the fact remains that one-man indie developer Fox has pulled off a monumental achievement. It certainly looks like a game worth experiencing, and potentially worthy of inclusion in your Game of the Year discussions.

Next time the Josh Knowles in your life urges you to check out that unknown game, consider making room on your calendar? And note to self:
Stop ignoring indies.

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Mount & Blade II - Interview @ Games Totalwars
Posted: Oct 03, 2015, 04:22 pm by RPGWatch

[​IMG]Here's an interview with with Armaganom Yavuz about Mount & Blade II: Bannerlord.

We present our new interview with Yavuz Armaganom about his new creation - Mount & Blade 2 Bannerlord II.

(For translation thanks Sasha Alexander from our group Vkontakte.)

Reporter: Could you tell us more about TaleWorlds? How great team?

Armagan: My wife and I founded the company in 2005, and over the years it grew, we now have more than 50 people. We are very passionate about games, and our core philosophy of creating games that we would like to play themselves.

Reporter: What about game development in Turkey?

Armagan: Development of a video game is a new sector for Turkey and there is still a shortage of experienced game developers. On the other hand, there are a lot of passionate young people who want to make a career in the gaming industry and we are fortunate to have the opportunity to work with a young and talented team.

Reporter: Why Bannerlord? Does the name "Bannerlord" subcontext?

Armagan: We probyvali different names, and we felt that it was the name of Bannerlord unikallnym. An important role will be played by the family and retainers. We'll talk about it soon! And, of course, as the game is now called Bannerlord, we were obliged to sdobavit editor banners.

Reporter: As the game will look like as a whole, it will be more like the first part, or it will be something new?

Armagan: The Bannerlord will be a lot of changes compared with the first part of our game, but the point of the game will be the same. We walked all over the mechanics of the game and the campaign tried to change the design of every detail, so that the campaign will igrkom smoothly plunge into the game world. In addition, there are significant improvements in animation and combat system. Improved graphics This is only onachalo.

Reporter: What is the most significant improvement in Bannerlord from the previous game?

Armagan: Frankly, we expect that the views on this will vary from player to player. We commit the same time every aspect of the game.
In general, one of our most important goals is exploring various aspects of the game.
A new game engine, New Horizon

Reporter: From the developer blog, we learned that you are using the "indoor game engine." On soklko it good for?

Armagan: We are very proud of our new game engine which we developed from the ground up for quite a long time for Bannerlord. It has a very easy to use and powerful editor, as well as the latest technology such as DX11, natural shading, aggressive use of multi-threading, and many others. Unfortunately, far too early to give exact figures, but it will be very well optimized, and we hope it will serve us and our community for many years.

Reporter: Many question arises on account of the size of the battle. I have confidence that my GTX660 can survive with 500 hundred people / horses in battle. Will work smoothly on medium game configurations?

Armagan: Performance is a priority for us, we want to see in our game, playing as many people as possible. We're trying to do that all the graphics settings can be changed, so have the players with less powerful configuration could also naslazhdatsya game. In addition, Bannerlord come a large number of performance improvements in comparison with the Warband, including the active use of multi-threading and re-design of some calculations.
We have not yet decided what will be the minimum requirements, but GTX660 definitely will play in the main settings.

Reporter: The game will be as friendly to the modders as the first part?

Armagan: Actually, we strive to modding was easier in general. This is one reason why the development of the game took longer than we expected, the system that we have come up with not only work well, but should also be easy for modders.

Reporter: The game will be more focused on multiplayer mode or single player? Will the repose of character development in the style of MMO and whether the multiplayer part of the arena or «Online campaigns"?

Armagan: We have a high standard that we strive vyderzhatv single-player and multiplayer games. For us it is not a matter of choosing one over the other. Both modes must conform to our expectations. Unfortunately, we can not disclose additional information on additional networking opportunities at this time, but the style of the game arena, of course, is not going anywhere. There will be no character development MMO style in the classical sense, as it significantly violates justice and sporting interest. However, players will be able to monitor your progress and feel without getting an unfair advantage.

Reporter: Bannerlord will be the same as the open world in the first part? If so, you increase the scale?

Armagan: The Vannerlord certainly have a map of the open world. We still decided to scale proportions, but I can say that the area of the card is approximately four times the Warband.

Reporter: Your team tries to bring more strategy to the game. Will it be done in Bannerlord in Total war?

Armagan: Bannerlord will have a large number of improvements in the management. AI It will also be greatly improved. The main focus of the game is still on a dive in his own character, so the battle will never feel like in a conventional strategy.​

-> Original

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Pixel Noir - Kickstarter Update #7
Posted: Oct 03, 2015, 10:22 am by RPGWatch

[​IMG]The Kickstarter campaign for Pixel Noir is making its way through the stretch goals:

Folks, we have been doing an amazing job - blasting through our first two stretch goals in a couple of days! Thanks to you, both an Xbox One port and NEW GAME+ are officially unlocked! It happened all so quickly that we didn't even get a chance to tell you all about our plans for NEW GAME+! Well, we'll save that one for a future update :)

Our current stretch goal is the card mini-game. At the time of writing this update, we are amazingly a mere $75 away from having this in-game!

With 20 days still left in the campaign, I think it's safe to say that you guys are absolutely DESTROYING these goals one by one :O​

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