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

» Bard's Tale IV - Here Comes MCA - June 30, 2015, 4:22 am
» General News - Exciting Upcoming Updates - June 30, 2015, 4:22 am
» Diluvion - Funded! - June 29, 2015, 4:11 pm
» PoE: The White March - Preview @ High-Def Digest - June 29, 2015, 4:11 pm
» Bombshell - E3 Gameplay Trailer - June 29, 2015, 4:11 pm
» Original Sin EE - Twitch Session Today - June 29, 2015, 4:11 pm
» Earthlock - June Development Update - June 29, 2015, 4:11 pm
» Memory of Eldurim - June Updates - June 29, 2015, 4:11 pm
» 7 Days to Die - Alpha 12 Preview Video - June 29, 2015, 4:11 pm
» Interstellaria - Explore Space in July - June 29, 2015, 4:11 pm


Latest Active Threads on Boards o' Magick:
Legend of Grimrock II (The Playground post by Bluerose)
Baldur's Gate Series Enhanced Editions (Featured Polls & Comments post by xosmi)
Bard's Tale IV - Here Comes MCA (Game/SP News & Comments post by RPGWatch)
General News - Exciting Upcoming Updates (Game/SP News & Comments post by RPGWatch)
Do you Kindle? (Booktalk post by Keneth)
Questions about tactics mod (Icewind Dale 2 post by xosmi)

Bard's Tale IV - Here Comes MCA
Posted: June 30, 2015, 4:22 am by RPGWatch

As some have guessed, the participation of Chris Avellone to design a dungeon is now a stretchgoal for The Bard's Tale IV. In this case a stretch goal at $1.9 million dollars. In addition Colin McComb will join the team to design a dungeon at $1.7 million.
Some exciting news today. You asked for him, now help us get him, the one and only Chris Avellone!!

If you're not familiar with Chris, he and I go back together to the mid-90s when he worked on the legendary cRPGs Planescape: Torment (as Lead Designer) and Fallout 2. Afterwards he co-founded Obsidian Entertainment and was the Creative Director. There he worked on many of their games, including being the Lead Designer of Star Wars: Knights of the Old Republic and a senior designer on Fallout: New Vegas. We have very successfully worked with him before on Wasteland 2 and Torment: Tides of Numenera, a co-operation that is still ongoing to the joy of both parties!

Chris' involvement will be locked in the moment we pass the $1.9 million mark on the Kickstarter, where he'll be designing the Cairn of Horrors, an all new dungeon built from the worst things that live in the imagination of Chris Avellone. The Cairn has one purpose, and that purpose is to kill you. Here's what Chris had to say:

"I owe my career to seeing Bard's Tale II on a Commodore 64 at a friend's house. When I saw the streets of Skara Brae up and running (gasp - in simulated 3D! And in color!), I suddenly realized I didn't have to be the game master all the time in order to get my RPG fix, there was finally someone out there who had done the formidable job of creating a digital dungeon master for RPG aficionados with the same amount of lazy players as I had. So I have Brian Fargo to thank three times - first for the game itself (and all the Interplay RPGs I played to follow, including Bard's Tale I, Bard's Tale III, and Wasteland), second, for hiring me at Interplay, and third, for asking me to be a part of Bard's Tale IV - with your support, I hope we can make it happen!"

Additionally, at that funding level we'll also make representations of your characters in your inventory screen and you'll be able to see the gear, clothing and equipment they're wearing, rather than a paper doll.

Along with Chris, we're also bringing back the second Designer of Planescape: Torment and Creative Lead of Torment: Tides of Numenera, the inestimable Colin McComb! He will join our team at $1.7 million, designing a dungeon set in the Realm of the Elves, because we all know no one has mastered the craft of the Elves as Colin has.
And there is news of a new wilderness area, the Wilds of Lestras.

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General News - Exciting Upcoming Updates
Posted: June 30, 2015, 4:22 am by RPGWatch

Rock, Paper, Shotgun has made a list of the 8 most exciting updates that are coming our way in the "near" future, consisting of the games: Divinity: Original Sin Enhanced Edition, Wasteland 2: Director's Cut, Shadowrun: Hong Kong, Roehm To Ruin/The Order Of The Thorne, The Witcher 3 (DLCs), Baldur's Gate III, Pillars of Eternity (DLC's) and Dead State Reanimated (which is already available).

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Diluvion - Funded!
Posted: June 29, 2015, 4:11 pm by RPGWatch

The deep sea exploration and submarine combat game, Diluvion, is funded. The Kickstarter campaign runs 3 more days.

Gamespot E3 video interview:


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PoE: The White March - Preview @ High-Def Digest
Posted: June 29, 2015, 4:11 pm by RPGWatch

Brian Hoss (High-Def Digest): The Expansion PoE: The White March will change the whole game experience.
Even Obsidian is surprised at how the base game will change.

The idea of a proper game expansion is something of a lost art, what with forgettable, shoddily produced DLC regularly being slapped with the title of 'Expansion.' Of course, isometric RPGs were also considered a lost art not all that long ago. That was before the Kickstarter-rattling 'Pillars of Eternity' hit the market. (Review here.)

Thus, it should come as no surprise that the first expansion for 'Pillars' is most definitely ambitious in aspect and scope. It's even more ambitious than the name, 'Pillars of Eternity: The White March: Part I' suggests. It's pretty clear that with Obsidian and Paradox Entertainment actively developing for 'Pillars' (as opposed to say, ditching it and moving on to a new project), the idea of expanding the game is being fully explored. (...)

The expansion will introduce soulbound weapons whose characteristics will change depending on the class of the party member to whom the weapon is bound. These weapons will get stronger over time, so that choice is even more important.

While these are nice, juicy expansion-esque features, there are others of a greater significance. With the expansion, Obisidian is going to introduce several fan-requested changes that will fundamentally alter how the game is experienced. For example, cross-class (aka multi-class) talents will allow players to really get creative with their party members' skills. Case in point, the rogue who can frenzy like a barbarian, or summon skeletons. These talents won't be exactly like if they were primary class talents, but still, the options will be many.

Class importance and distinction is like to increase, however, what with the soulbound weapons, and the new Party AI scripting system. With class-specific party behavior options, players will gain a greater default way to control their party members, and this deeper set of orders can be toggled on or off with click of the UI or hotkey.

Even still, the way that stealth is handled is changing. In 'Pillars,' the party's stealth status was all or nothing, and at first detection, all party members and most AI enemies were drawn into battle. With the expansion, stealth will be handled on a per party member basis, and that means that players can exercise a much larger degree of tactical ability prior to combat, positioning their party members in a way to exploit detection. This may sound too powerful, especially for those players willing to infiltrate and backstab enemy positions, but there is a catch. Enemies will also behave in manner more attune to individual stealth settings.

These changes are being worked back into the main game, and as it turns out, many enemies have grown a bit wiser and a bit tougher as a result. For veteran 'Pillars' players, these features are bound to touch a nerve, but hopefully in a good way. (Party A.I. changes, Individual Stealth, and Spell Range Indicators, and Accuracy Indicators will be updates for all owners of 'Pillars of Eternity,' and not just expansion buyers.) (...)
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Bombshell - E3 Gameplay Trailer
Posted: June 29, 2015, 4:11 pm by RPGWatch

3D Realms released a new gameplay trailer for Interceptor Entertainment's upcoming Action-RPG Bombshell.

There's a new gunslinger in town and she's your worst nightmare.

Check out 3D Realms' latest trailer and screenshots showing 100% in-game footage for their upcoming game, Bombshell.

Bombshell will be released in 2015 on PC, PS4, and Xbox One.
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Original Sin EE - Twitch Session Today
Posted: June 29, 2015, 4:11 pm by RPGWatch

Larian Studios is hosting a Twitch session today in which they show the latest state of Divinity: Original Sin Enhanced Edition and take the time to answer your questions.

The session is scheduled at 7:00 pm (CET), which is 1:00 pm (EST) and 10:00 am (PST).

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Earthlock - June Development Update
Posted: June 29, 2015, 4:11 pm by RPGWatch

From the June development update for Earthlock we learn that the team has grown with the addition of a 3D environment artist, receive some info on character design and get a bit of information on the plans for alpha testing.

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Memory of Eldurim - June Updates
Posted: June 29, 2015, 4:11 pm by RPGWatch

The Memory of Eldurim, currently in Early Access, has seen an update of a new area, new NPCs and new lighting.
With this update comes a new area to explore. It is a large expansion to the area of the golem near the town. Soon it will be used for quests and more.

We have also added in 6 new NPCs in the town. The first portion of a much larger quest is implemented and the NPCs will comment and contribute to this quest. The second half of the quest will follow shortly.

We have also added in lanterns and torches. We are planning on making certain areas dark and light will be a resource that you will have to manage. This feeling already exists during the Deathblood boss. It will be used in additional areas.

Much more work has gone into the archives. As the screen shot indicates the area is really starting to shape up. We are getting close.

More story line work has been done. We will soon be able to advance the main quest line and have much more for the player to do to aid the poor Eldurii. Some of the existing quest will be slightly re-written. Also, more NPCs are commenting on the lore of the game and soon even more will be added in.

We'll see you with another update soon. Thanks guys.
And at the beginning of the month there has been an update of the backend and towns.
As we have been discussing on our forums and in our streams, we have been working hard on this update and it is finally ready. While this update does not add a lot of new content directly to the game it does pave the way for us to make some good changes coming up.

Now that this big update is out we are going to turn our attention to getting back on our weekly update cycle. It is our hope that we can rapidly implement some content that will directly add gameplay hours with new quests and new areas.
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7 Days to Die - Alpha 12 Preview Video
Posted: June 29, 2015, 4:11 pm by RPGWatch

A preview video of the alpha build 12 for 7 Ways to Die has been made available.



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Interstellaria - Explore Space in July
Posted: June 29, 2015, 4:11 pm by RPGWatch

Cold Rice Games' open world planet and space exploration sim/adventure/RPG Interstellaria is coming out on July 17th.
Interstellaria is a 2d space SIM/RPG/Sandbox game created in the same vein as the engaging space exploration games of the past. Inspired heavily by games like Starflight, Interstellaria is all about allowing the player to find their own adventure. Every star has something interesting to see, and every planet has it's own unique feel. There are a number of unique encounters and hostile enemies to find. As captain, you are tasked with building your empire through diplomacy, trade, or force.
The game was funded via Kickstarter in December 2013 and will be released on Steam for PC, Mac and Linux. Here's the launch trailer:



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Deus Ex: MD - About Gameplay Paths @ Polygon
Posted: June 29, 2015, 4:11 pm by RPGWatch

Polygon talked with Deus Ex: Mankind Divided's gameplay director Patrick Fortier at E3 and processed their interview in two articles about the different gameplay paths that make Deus Ex games what they are.

The first one primarily deals with the action / stealth duality in Deus Ex: MD:
In Deus Ex: Mankind Divided, players' options are in service of what Fortier calls "flow." And it's not just a philosophy. It's also a reflection of how he likes to play games.

He's making the game. He doesn't have the luxury of just playing angrily or stealthily. He has to do it all. And that's sort of a reflection of what most players do. As far as he can tell, most play a mix of stealth and action. His responsibility, he says, is to make both choices satisfying. For a developer to choose one over the other is a "trap" he refers to constantly.

Personally, he might prefer stealth in the abstract, but he's not the kind of player who gets spotted, pauses and reloads a checkpoint. He likes to see how it plays out. If he gets into a station where stealth is no longer an option, he'll bring out the guns. In the best games, he thinks, these things flow into one another, like a narrative wire weaving its way throughout the game.
The second article is about the four pillars that make a Deus Ex game, which are combat, stealth, hacking and social interaction.
"Those are fundamental things to the game experience," Fortier told Polygon at E3 2015. (...)

There may be four pillars, but as fans of Deus Ex should expect, they're all set against he backdrop of an unfolding story whose outcome you, as the player, will determine.

"Overall," he said, "they're all wrapped up into this tight rope of freedom and choice and consequences." (...)

Player choice, in other words, is the molten core of a Deus Ex game. Everything else, from the toolbox of weapons and superhuman powers to the unfurling narrative set in a cyberpunk future, serves that master. They're more than arbitrary augments. They are the tools players use to construct personalized outcomes in a world developers create.

They are, as Fortier says, links on a chain.
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Piranha Bytes - Facts and Information about the new Project @ World of Risen
Posted: June 29, 2015, 4:10 am by RPGWatch

World of Risen has collected quite a few facts about Piranha Bytes' new project:

Facts and information
Production information
  • Jenny confirmed that Piranha Bytes are working on a new project!
  • Work on the new project started in early 2014. (Most likely the pre-production, brainstorming part)
  • The new project will most likely be a DX11 one
  • Björn Pankratz is the Project Manager. He has also been PM for Gothic II: Night of the Raven add-on, Risen 2 (together with Mike Hoge) and Risen 3.
  • Mike Hoge (PM for Gothic 1 - Risen 2) will not be involved with the new project, and neither will be Mattias Filler, Kai Rosenkranz or Ralf Marczinzik. (see current and past members of Piranha Bytes)
  • There will be a different composere than Risen 3.
  • The music will be darker.
  • No recycled assets will be used from previous games, like Risen 3 used from Risen 2.
  • The graphical design will still be stylized/a bit cartoonish, but in a darker, less colourful, more adult way.
Technical information
  • Platform: *SPECULATION* The project will be developed for PC, Xbox One and PlayStation 4.
  • Engine: The same in-house engine used by Piranha Bytes since Risen 1, updated to the present technology (i.e. DX11).
Gameplay information
Story & setting
  • The new game will have a happier/more satisfactory ending than Risen 3.
  • The game will be structured into chapters.
  • Playing with a party of NPCs will be optional as a rule.
  • Different kinds of environment, though the diversity of which remains be seen.
  • The player will interact with at least on non-human species.
  • Apparently there will be a big unitary landmass rather than a fragmented map.
  • The game will feature relatively small settlements, none the size of Khorinis (Gothic 2), but larger than the mage settlement in Risen 3.
  • There will be no ships.
Activities
  • The climbing will again be scripted.
  • There will be swimming.
  • There will be no Quick Time Events!
  • The inventory will again be unlimited.
  • More NPCs will be killable in the new project, not just quest-related kills.
  • There will be teachers and a crafting system which allows the player to craft more than just weapons.
  • There will be different factions granting special abilities and weapon skills upon joining them.
  • The hero will be able to sleep.
  • The inventory will be redesigned.
Combat
  • There will be difficulty level from which the player can choose.


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Indiegogo - Fantasy Dimension Update
Posted: June 28, 2015, 4:00 pm by RPGWatch

Speedstar made a pre-alpha gameplay video for the oldschool game Fantasy Dimension:


Here's the Indiegogo campaign.

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Beamdog - New Baldur's Gate incoming?
Posted: June 28, 2015, 4:00 pm by RPGWatch

All you can see here is a mysterious counter and a blurry sphere ... 11 days to go!

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TechRaptor - On Choice and Consequence
Posted: June 28, 2015, 3:40 am by RPGWatch

Robert Grosso (TechRaptor) talks about choices and consequences:
Playing Roles: On Choice and Consequence
Note: The following editorial contains spoilers. You have been warned.

"Choices." "Consequences." "Engaging decisions." These are the short and catchy buzzwords of a fast-growing gaming medium that have found a way into the very heart of modern game design. It is almost inescapable in the current market to find a game not touting how much "impact" your choices have, especially in the realm of role-playing games. For each choice we see though, within them is a growing illusion of what they truly represent. Having control and impact on the choices made in games is something of a misnomer, because in the end a fundamental question needs to be asked: how much control does the player actually have over their choices?

It really is a difficult question to answer, mainly because of the diversity of the video game market. On the one hand, the player should have a degree of control, mainly in terms of actual gameplay mechanics. On the other hand, the developers set the rules of the game through those same mechanics, essentially forcing players to operate within the world. For story-driven games, this also includes controlling the plot through the allotted and limited number of in-game choices. (...)
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