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» Dragon's Dogma: Dark Arisen - Introduction Trailer - Nov 27, 2015, 11:02 pm
» Witcher 3 - Five Awards - Nov 27, 2015, 05:02 pm
» Fallout 4 - The Crafting System - Nov 27, 2015, 05:02 pm
» Deus Ex: MD - Interview @ Rocket Chainsaw - Nov 27, 2015, 05:02 pm
» Kickstarter Games - Development Update - Nov 27, 2015, 05:02 pm
» Skyshine's BEDLAM - Version 2.2 - Nov 27, 2015, 11:02 am
» Satellite Reign - Localisation Update - Nov 27, 2015, 04:53 am
» Dungeon Guardians - Review @ IGR - Nov 27, 2015, 04:53 am
» Steam Games - Sale! - Nov 26, 2015, 10:42 pm
» After Reset - Money and a Patch - Nov 26, 2015, 04:32 pm
» Witcher 3 - Patch 1.2 coming in December - Nov 26, 2015, 04:32 pm
» Deus Ex: MD - Should We Be Worried - Nov 26, 2015, 04:32 pm
» Mount & Blade: Warband - Sale! - Nov 26, 2015, 04:32 pm
» XCOM 2 - A Small Town - Nov 26, 2015, 04:32 pm
» Night Dive Studios - First Screen Shots from System Shock 1 - Nov 26, 2015, 04:22 am

Latest Active Threads on Boards o' Magick:
» Rebooting a Quest (Baldur's Gate 2: Throne of Bhaal post by T-Haucke)
» Best Class to play (Dragon Age: Inquisition post by Paracelsi)
» What's your choice? (Baldur's Gate 2: Enhanced Edition post by Keneth)
» Oberon's Estate? (Baldur's Gate post by SlickRCBD)
» HP, Damage Display (Baldur's Gate 2: Enhanced Edition post by Ishad Nha)
» dmc's Age of Decadence Review (Resources/Downloads Discussions post by dmc)
» Level 1 NPCs mod for the Enhanced Edition (Baldur's Gate 2: Enhanced Edition post by Ishad Nha)
» Dragon's Dogma: Dark Arisen - Introduction Trailer (Game/SP News & Comments post by RPGWatch)
» Witcher 3 - Five Awards (Game/SP News & Comments post by RPGWatch)
» Fallout 4 - The Crafting System (Game/SP News & Comments post by RPGWatch)

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Dragon's Dogma: Dark Arisen - Introduction Trailer
Posted: Nov 27, 2015, 11:02 pm by RPGWatch

[​IMG]We've known for a while that Dragon's Dogma: Dark Arisen is coming to PC. A new trailer from Capcom UK introduces the gameplay and concept for those new to the title.

It's due for release in January.

More information.

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Witcher 3 - Five Awards
Posted: Nov 27, 2015, 05:02 pm by RPGWatch

[​IMG]Zahratustra informed us that The Witcher 3 has already won 5 Global Game Awards for 2015.

Exciting news! We'd like to announce that we've won five Global Game Awards in the following categories:
  • Game of the Year
  • Best Developer (CD PROJEKT RED)
  • Best Open World
  • Best Story
  • Best Audio
We would like to thank everyone who voted for us and for your ongoing support!​

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Fallout 4 - The Crafting System
Posted: Nov 27, 2015, 05:02 pm by RPGWatch

[​IMG]Gamasutra features an article where three game developers are talking about the crafting system in Fallout 4.

Freelance Designer Rick Ernst, who's currently contracting at Riot Games, compares Fallout 4's crafting to Bethesda's Skyrim, and says there's an immediately visible shift in design that shows significant evolution from older modes of RPG thinking.

"The crafting system is much more interesting and useful than that of Skyrim, despite the superficial similarities and reuse of core mechanics," he says. "With Skyrim, early crafting was, with few exceptions, grinding out garbage to skill up. Low level enchanters couldn't make anything worth a damn, but you still did these low-cost transactions because it was the only way to level up enchanting."

By comparison, Fallout 4 begins by "demoing" skill trees that players may be interested in later. "For example, mods, chems, and structures you build early on are immediately useful power-wise, and don't feel like grinding to build," says Ernst. "Though a small amount of XP is awarded with crafting, it isn't a primary means of advancement. "​

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Deus Ex: MD - Interview @ Rocket Chainsaw
Posted: Nov 27, 2015, 05:02 pm by RPGWatch

[​IMG]Rocket Chainsaw interviewed lead writer Mary Demarle about Deus Ex: Mankind Divided.

Jarrod: With something like Deus Ex you have so much narrative written, constructed, like Adam Jensen as a character who has relationships and is taken through scenarios. But Deus Ex, as a video game, is a series built where there's a lot agency in how you act and behave. As a writer is it difficult to reconcile constructing narrative that is deeply focused, with the reality that players can do whatever they want?

Mary: There's definitely challenges inherent in it. When we created the character of Adam Jensen...within the game industry there's always the debate "Should the main hero be an avatar, blank slate that the player decides? Or should they be a fully fledged character who is your friend, that you're guiding on a journey?" And for us, when we started, we looked at that and we said we'd like to see if we could do a little bit of both. We'd like to have a character who has a strong background, strong character traits, strong history, strong personality. Somewhat rooted in the world. And yet has something happen to them in the beginning, and when that happens they become a blank slate and it's the player who gets to guide them. So we can use the personality traits that we decided for him to keep him on a focus, but allow him to do whatever the hell the player wants. And you can take that character and you can make him a serial killer.

Jarrod: Yeah, the serial you're playing Adam Jensen, you're embodying this character, and through a mission you could be somebody who is very patient, chooses not to kill, careful and methodical. Or you could be a total nutbag, punching and killing your way through. I imagine that's quite difficult to balance from a narrative perspective?

Mary: It is, but it isn't. Because we're really looking at it have to look at it less as the authorial vision, like you get in film and television. And it's really more about, let's look at storytelling in terms of; we know our plot, we know our beats you have to get through, we know the character has to get there. And we let the player do it. Then we use the rest of the world to reflect on what the player is doing in a non-judgemental way. We don't want to judge you, we want to show the consequences of what you've done. So we can have things like, for instance, you go through and you kill everybody. And then you have a newspaper pop-up, or you'll have people who know you respond. It's recognising your behaviour, calling it back to you. And some of the people might judge you for it. Like a character in the game might sit there and say "I can't believe you killed everyone, that's terrible", then maybe there's another character who'll say "You killed them all? They deserved it."​

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Kickstarter Games - Development Update
Posted: Nov 27, 2015, 05:02 pm by RPGWatch

[​IMG]A new update was available earlier this month about Delver's Drop, which provides us with a development update about walls, ceilings, monsters and lore.

Over the past month we've been working on the walls in an attempt to completely finish the visual side of the level generation system. The additional benefits are that we have been making the environments more interesting as we go, and have also eliminated visual bugs that have plagued our walls / doors for some time.

The most interesting new items include a set of "wall objects", such as vents, windows, and paintings. These can be randomly injected into walls in each level. Beyond their decorative appeal, the coolest thing about these new objects is that they can be interactive on a case-by-case basis. A vent might be a spawner for bats and rats, a fireplace might emit fiery elementalings or jets of flame, a painting might reveal a hidden switch, and a window might allow healing pollen to occasionally drift into a room.​

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Skyshine's BEDLAM - Version 2.2
Posted: Nov 27, 2015, 11:02 am by RPGWatch

[​IMG]Version 2.2 of Skyshine's Bedlam, brings us MAC support and the following:

We're working away on the game and have some great news - OSX (Mac) is now available via your steam keys! It'll be identical to our 2.2 version of the game.

Version 2.2 is a continued effort from our side to make combat more enjoyable, lessen the difficulty for beginners, and encourage more exploration. See the full list of notes below!

Bug fixes:
  • Resized textures to help eliminate the 'black screen' issue during battles
  • Fixed issue with Gunslinger return fire kills not counting toward veteran status
  • Fixed issue with the Dozer rooms button going to wrong screen when chose Combustor Dozer
Tweeked Blitz rules
  • 1. Now the enemy doesn't have extended movement range
  • 2. Blitz meter scales to game progression
  • Added a new low cost Dozer equalizer that allows the player to have extra Action points!
  • Weapons and Equalizers can only be used once per combat
  • Increased damage from Gunslinger return fire
  • Up'd the health of all units across the board, to get rid of one shot kills
  • Increased starting power cell count on all Dozers
  • Slightly reduced heal time for all Dozers
  • Reduced the power cell cost of some weapons and equalizers
  • Increased amount of resources collected per pickup
  • Player can no longer be killed via headshot
  • Randomized the amount of passengers lost/gained from convo events
  • Changed Viscera to only be immune to same type class of unit
  • Fixed the "battlefield butcher" achievement
  • Adjusted the "scorched earth" achievement
UI changes:
  • Battle Hud changed to always show the available
  • Weapons and Equalizers! Added more tooltips, and reworded some, on various screens
  • Extra UI Improvements (pulsing lights/buttons)

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Satellite Reign - Localisation Update
Posted: Nov 27, 2015, 04:53 am by RPGWatch

[​IMG]Version 1.06 introduces a lot of new languages for Satellite Reign:

v1.06 Update! Localisation-French, Italian, German, Spanish, Russian and Czech! 26. November - Mitch After a long wait-longer than anticipated-Satellite Reign's localisation update is finally available!

In the time since the last update, we've moved to a new version of Unity, fixed several AI, navigation and mission bugs, and started altering systems in preparation for multiplayer-so things took longer than expected. We apologise for the long delay.

And-with great timing-the Steam Exploration Sale is also underway, so Satellite Reign is currently at its lowest ever price with 40% off!

For now, we're hard at work to bring co-op multiplayer to Satellite Reign. We'll also be updating the Nightly branch with the multiplayer build in the coming weeks so people can try it out and stress-test it, so we'll make another announcement once that is available.

Thanks again for your patience. We hope you're enjoying the game!​

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Dungeon Guardians - Review @ IGR
Posted: Nov 27, 2015, 04:53 am by RPGWatch

[​IMG]IGR has reviewed The Fall of the Dungeon Guardians:

The Fall of the Dungeons Guardians - What We Think:
The Fall of the Dungeon Guardians is French dev team Mana Games' answer to a question we're not sure anyone was asking: "What would happen if you crammed MMORPG-style combat into an old school first-person dungeon crawler?" While hardcore RPG fans the world over decry the simplified triad of tank/healer/damage-dealer so ubiquitous in World of Warcraft and its ilk, it actually works here, making for a challenging, combat-oriented new take on a classic style.

First person, party-based dungeon crawlers in the vein of Dungeon Master and the early Might and Magic games have come back in the spotlight in recent years, thanks mostly to the brilliant Legend of Grimrock series, with its fiendish puzzles and deadly traps. The Fall of the Dungeon Guardians draws on similar inspiration - the dungeon walls themselves could be mistaken for one another - but is much more of a slog.


Minor complaints, aesthetic and otherwise, aside, The Fall of the Dungeon Guardians is a monster of a game. It's tough, it looks good, and it's full of classic touches. It's also huge. Each level will take hours to complete on all but the easiest difficulty level, and there are well over a dozen levels. That's a meaty meal to fill the heartiest of dungeon crawlers' appetites. Add in a map editor that lets you build your own twisted tunnels, and you've got more skeleton-bashing, spider-squashing fun than you could handle.

Score: 4/5

A modding SDK has been released as well:

Modding SDK Hello,
you can download the Modding SDK from here :

Unzip it anywhere on your PC, and read "ModdingSDK\HowToMod.html" for instructions.

The SDK comes with :
  • "NoSpiders" Mod, which changes all Spiders into Skeletons
  • "MyPortraits" Mod, which contains all the built-in Portraits, so you can change them or add new ones
Check the file "Mods\HowToInstall.txt" for installation instructions.

You may want to have a look at the Translation Kit if you want to change the dialogs or interface text : .

This SDK gives you access to a lot of text files used to configure everything in the game (abilities, talents, mobs, items, etc...), and most of the GUI textures, plus instructions to add your own Sound FX and a few other things.

At this point, it's not possible to add 3D models nor change their textures.​

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Steam Games - Sale!
Posted: Nov 26, 2015, 10:42 pm by RPGWatch

[​IMG]Steam has a sale of the Dreamatrix games (Legends of Dawn Reborn, Wave of Darkness, Spaceforce Rogue Universe HD, Spaceforce Homeworld, Spaceforce Constellations), with discounts varying between 50% and 80%.

Another Steam sale is for the Shadowrun games, you can get all three Shadowrun games (Shadowrun: Returns, Shadowrun: Dragonfall - Director's Cut, Shadowrun: Hong Kong) for a total cost that is lower than the regular cost of Shadowrun: Hong Kong.

Hard West is also on sale with a discount of 25%.

Serpent in the Staglands is on sale with a 35% discount.

The Fallout franchise is on sale, with the exception of Fallout 4, so it isn't really a franchise sale.

Darkest Dungeon has a discount of 40%.

And a load of other games are on sale as well....

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After Reset - Money and a Patch
Posted: Nov 26, 2015, 04:32 pm by RPGWatch

[​IMG]In two post-Kickstarter updates for After Reset, we learn that money is an issue in a backer only update, which shows that with the 95K$ that was raised in the Kickstarter the cost has risen to $122K. The difference is paid by the owner of Black Cloud Studios and from the income of their After Reset novel The Fall of Geyes, which is almost ready to be released and the adaptation into an app.

The update also lists the issues they faced:

1. Personal tragedy with a key team member

2. Personnel issues, with programmers leaving

3. Money

4. legal issues

And delays.​

And there is another update on the latest patch #112515 with the following changes:


• Added sounds to pick/drop/equip inventory actions.

• Added descriptions for all highlighted items/objects/creatures/containers on Special Facility & Science Facility level(s).

• Created a laser pistol for the UG MP.

• Added description system for highlighted items/objects/creatures/containers.
• Added item & creature identification mechanics.
• Added an XP gain for the successful use any character skill.
• Added mechanics for broken items.​

And there is a lot more info as well when following the link.

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Witcher 3 - Patch 1.2 coming in December
Posted: Nov 26, 2015, 04:32 pm by RPGWatch

[​IMG]In December patch 1.12 of The Witcher 3 will see the light of day.

CD Projekt RED has announced Patch 1.12 for The Witcher 3: Wild Hunt. Details for patch 1.12 are available for the time being but they should be shared soon enough.

Previously, Momot mentioned that the patch will deal with Pickaxe issue in the RunSmith Quest.​

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Deus Ex: MD - Should We Be Worried
Posted: Nov 26, 2015, 04:32 pm by RPGWatch

[​IMG]With this title GamersFTW tries to get you to read their article on Deus Ex: Mankind Divided, which is related to the recently announced delay.

At this moment, Square Enix and Eidos Montreal look like they're ironing out the creases in Deus Ex: Mankind Divided. This will definitely result in a better performing, smoother looking game. There's no doubt about that. My doubts lie in whether Deus Ex is heading in the right direction. Deus Ex used to be the king of sci-fi RPGs, and is still considered by a lot of people to be one of the best. Human Revolution was a departure from the RPG genre for the franchise, but it retained RPG elements (for better or worse). With Mankind Divided, it's possible that we may be departing even further from what made the original Deus Ex so popular. The original Deus Ex was not about creating an immersive world with beautiful visuals- it was about giving the player a choice. Mankind Divided has been given time to make sure it's the best game it can possibly be- let's hope that Square Enix don't interfere any further, and that Eidos Montreal deliver an experience that Deus Ex fans deserve.​

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Mount & Blade: Warband - Sale!
Posted: Nov 26, 2015, 04:32 pm by RPGWatch

[​IMG]The Tale Worlds store has a sale of Mount & Blade, Mount & Blade Warband and DLC's with a discount of 75%.

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XCOM 2 - A Small Town
Posted: Nov 26, 2015, 04:32 pm by RPGWatch

[​IMG]The XCOM2 site shows some screenshots of what a small town looks like.

So far, we've shown you two sides of XCOM 2's environmental spectrum: the densely populated ADVENT City Centers, and the open fields and derelict shelters of the Wilderness. Small Town areas offer a combination of residential neighborhoods and commercial businesses, and are generally populated by people who have not completely bought into the promise of life in the City Centers.​

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Night Dive Studios - First Screen Shots from System Shock 1
Posted: Nov 26, 2015, 04:22 am by RPGWatch

[​IMG]Polygon has first exclusive screenshots from the System Shock 1 remake.

"We have been in contact with members of the original System Shock team and any future iterations of the System Shock games, and by this I mean both new titles in the series as well as major updates to the existing games, will be very true to the spirit of the originals," Kick told us.

That commitment to preserving the essence of the 1994 release is made apparent in concept artist Robb Waters' participation with the remake, which will be powered by the Unity engine.​

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