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» Spellforce 3 - Soul Harvest Announced - Dec 18, 2018, 10:32 pm
» Shieldwall Chronicles: Swords of the North - First... - Dec 18, 2018, 10:32 pm
» Jagged Alliance: Rage! - Review @ Softpedia - Dec 18, 2018, 10:32 pm
» Underworld Ascendant - New Save System - Dec 18, 2018, 04:12 am
» Fallout: New California - Best Fallout this Year - Dec 18, 2018, 04:12 am
» Phoenix Point - Julian Gollop Interview - Dec 17, 2018, 10:03 pm
» Morrowind - Morrowind Rebirth 4.9 Released - Dec 17, 2018, 10:03 pm
» Sins of a Solar Empire: Rebellion - Free to Own - Dec 17, 2018, 10:03 pm
» RE: International Society - Quest For The Holy Grail DLC... - Dec 17, 2018, 04:02 pm
» Wellspring: Altar of Roots - Opening Cutscene - Dec 17, 2018, 04:02 pm
» INSOMNIA: The Ark - Patch 1.4 - Dec 17, 2018, 04:02 pm
» Shadows: Awakening - Necrophage's Curse DLC Available - Dec 17, 2018, 03:53 am
» Din's Legacy - Performance Improvements - Dec 17, 2018, 03:53 am
» ATOM RPG - Matt Chat Interview with Anton - Dec 17, 2018, 03:53 am
» Cyberpunk 2077 - Interview @Gamingbolt - Dec 17, 2018, 03:53 am

 
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Latest Active Threads on Boards o' Magick:
» Fallout: New California - Best Fallout this Year (Game/SP News & Comments post by henkie)
» Spellforce 3 - Soul Harvest Announced (Game/SP News & Comments post by RPGWatch)
» Shieldwall Chronicles: Swords of the North -... (Game/SP News & Comments post by RPGWatch)
» Jagged Alliance: Rage! - Review @ Softpedia (Game/SP News & Comments post by RPGWatch)
» Strongest vanilla character and party... (Baldur's Gate (Classic) post by SlickRCBD)
» Underworld Ascendant - New Save System (Game/SP News & Comments post by RPGWatch)
» What class would you say a ninja is? (Baldur's Gate 2: Enhanced Edition post by Yulaw9460)
» Phoenix Point - Julian Gollop Interview (Game/SP News & Comments post by RPGWatch)
» Morrowind - Morrowind Rebirth 4.9 Released (Game/SP News & Comments post by RPGWatch)
» Sins of a Solar Empire: Rebellion - Free to Own (Game/SP News & Comments post by RPGWatch)

 
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Spellforce 3 - Soul Harvest Announced
Posted: Dec 18, 2018, 10:32 pm by RPGWatch

[​IMG]@Bluesnews Spellforce 3 Soul Harvest has been announced for next year which expands the playable races to five.

[​IMG]


Three years after the Purity Wars, Nortander is on the cusp of a new era. However, things aren't as peaceful as they seem - when the Queen calls you, a disgraced General, back to your homeland, you're plunged in a war on many fronts: While a hatemonger threatens to tear apart the Dwarven realm, an enigmatic cult of Dark Elves harvests the souls of people for reasons unknown. Gather your allies and prevent a catastrophe!

Features:
- Stand-alone expansion to the RTS/RPG mix SpellForce 3
- Story mode featuring a dark and enthralling story with a playtime of around 20 hours
- Build your distinct heroes by a deep skilltree
- Lead your army to victory in a new sector-based RTS system
- Use unique mechanics of your army units to win epic battles
- Use flying units for even more advance tactics
- Play 5 distinct factions: Humans, Orcs, Elves, Dwarves and Dark Elves
- Epic fantasy soundtrack and bleeding edge top down graphics
Multiplayer Features:
- Each faction has three unique heroes that compliment individual play styles
- A modern multiplayer lobby will allow easier matchmaking and ranked play
- Play new game modes for a special challenge
- Create your own maps with the powerful modding tools.
New features compared to SpellForce 3:
- All-New Campaign: Featuring new storyline with over 20 hours of content
- All-New abilities and skilltrees for even more diverse heroes
- All-New RTS Gameplay: Sector-based system with a focus on global resource distribution and unique faction mechanic
- Unique mechanics and unique unit kits make the races feel very diverse and offer replay-value in the campaign
- Flying units allow more tactical elements
- New factions: Dwarves and Dark Elves - Overhauled UI makes the game more pleasant to look at and more readable

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Shieldwall Chronicles: Swords of the North - First Impressions
Posted: Dec 18, 2018, 10:32 pm by RPGWatch

[​IMG]RPGWatch's Darkheart reviewed the tactical RPG Shieldwall Chronicles: Swords of the North:

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Shieldwall Chronicles: Swords of the North

I have been playing the game for 9 h now and it is similar to the Demon's Rise games but more polished. The story is conveyed via short story pieces before and after a fight. The game consists of different battlefields, so this is more a tactical combat game than a true RPG. Nonetheless it is great fun!

[...]

I recommend this game to everybody who likes tactical turn-based and at this pricepoint you cannot go wrong!
I would like to see a real RPG with this combat system one day, but can understand that that is a huge undertaking for a very small team. One can dream, though!

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Jagged Alliance: Rage! - Review @ Softpedia
Posted: Dec 18, 2018, 10:32 pm by RPGWatch

[​IMG]Softpedia has reviewed the tactical RPG Jagged Alliance: Rage!:

[​IMG]

Jagged Alliance: Rage! Review

We rarely ever see franchises living up to their reputations anymore, as more and more companies "jump the shark" in an attempt to make their titles relevant to the more younger gaming community. However, there are some game series that don't seem to stay just as popular even after 20 years.
"The same gameplay you know and love"

Veteran gamers know the Jagged Alliance franchise, and those of you that played the first entries are probably either looking to relive your childhood memories or trying to convince your own children to follow in your gaming footsteps.

Regardless of your motives, you'll be glad to know that the essence of the game hasn't changed at all.

You're still a commander looking to hire mercenaries to get missions done, you still have to choose from a roster of mercenaries that are as different from one another as ever, and you still have the great TBS combat style.

Oh, and let's not forget that the humor is unchanged, which will make you laugh or at least smile once every couple of minutes.

Full disclosure, I love the look and feel of the game, even if I never had the chance to play the previous titles when they were first released. You know how when a new movie in a franchise is just released, and now you re-watch all previous entries just so you can get into "the mood?", well Jagged Alliance: Rage! is the video game equivalent of that.

[...]

Conclusion

Jagged Alliance: Rage! is the type of game that will surely bring back memories of the golden age of gaming, and for those of you that haven't lived through those days, this game will probably bring back memories you never had.
Although it could use some tweaking here and there and the graphics are a dead giveaway for the limited budget the company had, the game is fun nonetheless, and you'll be spending a good couple of hours finishing all the missions with your first pair of mercenaries, and maybe a few extra hours with another pair.

Hopefully, the developer will listen to their public and patch things up, so that Jagged Alliance: Rage! can reach its true potential.

Score: 4/5 - Very Good

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Underworld Ascendant - New Save System
Posted: Dec 18, 2018, 04:12 am by RPGWatch

[​IMG]PC Gamer reports that Underworld Ascendant is getting some enhancements:

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Underworld Ascendant is getting an all-new save system and other big changes

Otherside Entertainment said it's aiming to make what's good about the game 'shine through more brightly.'

I'm still not settled on my game of the year selection for 2018, but disappointment of the year is an easy one. I half-expected that Underworld Ascendant wouldn't live up to my expectations, since they were so unreasonably high, but I did not expect a disaster, wrapped in a train wreck, inside a 25/100 review. It was a heartbreaker by any measure.

The good news, such as it is, is that developer Otherside Entertainment isn't just taking the "L" and walking away from it. The studio posted plans for two major updates today on Steam, the first of which will hopefully go live next week. It will bring an all new save system to the game that will enable players to save anywhere (with a few exceptions), make changes to combat to make it "more dynamic and responsive," tune player movement, and improve quests and levels. Full details will be released next week.

[...]

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Fallout: New California - Best Fallout this Year
Posted: Dec 18, 2018, 04:12 am by RPGWatch

[​IMG]PC Gamer thinks Fallout: New California is the best Fallout of 2018:

[​IMG]

Fallout: New California is the best Fallout game you'll play this year

A huge Fallout: New Vegas mod seven years in the making.

This ambitious Fallout: New Vegas total conversion was, remarkably, seven years in the making. Developed by Rick Hukkanen and Brandan Lee, with the help of dozens of volunteers, the mod is set 20 years after the events of Fallout 2, making it much closer story-wise to the original Interplay series than the Bethesda/Obsidian games. It features new locations, 48 quests, full voice acting, and 13 endings. And best of all, it's totally free. You can download New California from ModDB, and for most people, installing it is as simple as unzipping the contents into your game directory.

[...]

[Comments: 1] - [Discuss] - [Top]


 
Phoenix Point - Julian Gollop Interview
Posted: Dec 17, 2018, 10:03 pm by RPGWatch

[​IMG]Julian Gollop was interviewed by Wireframe and asked about Phoenix Point, X-COM, Rebelstar and more.

[​IMG]

Looking back through your games, there's a clear throughline from Rebelstar Raiders to Phoenix Point. What's interesting is that you're constantly refining and finding new ways of improving what you've done. So is that like a game in itself, for you, to improve on those ideas?

Yeah, even going back to the original Rebelstar, I had the idea that you had these characters - even though it's a squad-based tactical game - these were characters in a universe and they had a story. There was something bigger and wider and more meaningful going on. Obviously, that was developed quite substantially with the first X-COM game, though with Phoenix Point it's definitely developing it even further, of course. You have soldiers who can develop uniquely in different ways, and as with X-COM, your more powerful soldiers are the ones that you really try to protect and make sure they don't die.

On the other hand, they're really powerful, so you need to use them. But also, on the wider, strategic level, I'm quite obsessed with the idea of linking things at multiple levels in the game, so Phoenix Point has a strategic level which has different factions with their own leaders. Those leaders can have personalities, objectives and agendas which direct their strategic level. You as a player are intervening in this world in ways you can choose, but nonetheless will continue without your intervention.

You touched on this in X-COM Apocalypse, which had multiple factions and alliances and hostilities between them, but it's much more fleshed out in Phoenix Point.

So at the story level, were the factions created to fit the story, or did you write the story to accommodate them?

Yeah, so the original story of the world was created early on. Then we brought in our writing team, which fleshed it out considerably - the world fiction, the backstory of the game - that became quite detailed and interesting. Phoenix Point is a near-future science fiction-style game, and it has certain horror elements in it, I guess, also - certain Lovecraftian horrors in some respects.

[...]

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Morrowind - Morrowind Rebirth 4.9 Released
Posted: Dec 17, 2018, 10:03 pm by RPGWatch

[​IMG]Morrowind Rebirth v4.9 has been released.

[​IMG]

Hey guys! It has been some time since the last update, but as you will notice I've been quite busy. 4.9 is a massive update with changes all across the board. With the holidays coming up I wanted to release an update that felt really special, and I hope you'll all agree when you've tried it out. As always check the list down below for more details.

Also I want to thank you guys for voting Morrowind Rebirth into the top 100 in the yearly Mod of the Year Awards. Feel free to show your support and vote in the next and final stage as well. Thank you!

With that said I wish you all the best. Merry Christmas, and a Happy New Year! 2019 will be an awesome year for Morrowind Rebirth.

[...]

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Sins of a Solar Empire: Rebellion - Free to Own
Posted: Dec 17, 2018, 10:03 pm by RPGWatch

[​IMG]Sins of a Solar Empire: Rebellion can be yours free forever until the 19th December on Steam.

[​IMG]

The Next Installment to the Award-Winning RTS.
While many were hopeful that diplomacy would finally end the war, differing opinions on what should be done, along with the depleted power of the controlling factions, has led to a splintering of the groups involved.

The loyalist members of the Trader Emergency Coalition adopt a policy of isolation, focusing on enhanced defenses to ride out the rest of the war. Those who rebel against the coalition take on a purely militant view, coming to the opinion that the only way to bring peace is by ultimately crushing all who oppose them - especially xenos.

For the first time in their history, the war creates a schism in the Advent Unity. The loyalists seek to continue their policy of revenge against the Traders, and to assimilate all others to the Unity's influence. However, others amongst the Advent suspect that a corrupting influence from within has diverted the Unity from its proper destiny.

The divide created in the Vasari Empire is less pronounced, but just as severe to their people. With the Vasari now practically frantic to move on to new space, the loyalist faction abandons cooperation and decides to take the resources they need by any means necessary. Having accepted the need to work together, the rebel faction feels that their best chance for survival is to work with the other races and bring them along to flee the approaching enemy.

Take the battle for galactic supremacy to its ultimate level in Sins of a Solar Empire: Rebellion - a standalone RT4X game that combines the tactics of real-time strategy with the depth of the 4X genre (eXplore, eXpand, eXploit, eXterminate).

Key features:
  • New Factions: Decide whether to play as a Loyalist or Rebel - each unlocks new technologies, ships and play styles for each race.
  • New Titan Class Warships: Mighty titans enter the fray of the war to tip the scales of power. Each faction may field their own unique titan, drawing upon unique strengths and abilities on the battlefield.
  • New and Updated Capital Ships: A new capital ship joins the fleet for each race to offer even more tactical options. Additionally, all existing capital ships have been upgraded to four levels for their abilities, allowing players to focus their ships along specific strengths.
  • New Corvette Class Ships: Small and maneuverable, each faction has developed a new light attack craft to harass enemy forces.
  • Updated Visuals: Updated graphics, particle effects, lighting and shadows, race specific UI and other enhancements make the Sins' universe look better than ever.
  • New Victory Conditions: Take multiple paths to victory including - Military, Diplomatic, Research, Last Flagship Standing, Last Capital Standing and Occupation.
  • New Audio: More than 60 minutes of original music, countless new sound effects and dozens of new voice overs help bring the drama of battle to new levels of immersion.
  • Tutorials: New and updated tutorials make it easy for both experienced and new players to quickly start building their own solar empire.
  • Plus, a number of optimizations that provide better performance than ever before!


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RE: International Society - Quest For The Holy Grail DLC Free
Posted: Dec 17, 2018, 04:02 pm by RPGWatch

[​IMG]The Quest For The Holy Grail Free DLC was released recently for Renowned Explorers: International Society.

[​IMG]

Hey there explorers!

The third and final expansion for Renowned Explorers: Quest For The Holy Grail, the Soundtrack, the Art Book and the Renowned Explorers: Definitive Edition are out... now!

The expansion contains a new expedition in which you follow in the spiritual footsteps of a certain whip-wielding archeologist in search for the ultimate treasure in the Middle-East. Meet mysterious Djinns, alluring belly dancers and even some spoiled cats! And what are those dastardly Anti-Explorers up to this time?

The best part: this new expansion will be completely free for all current and future owners of the Renowned Explorers base game! The DLC should be granted automatically after tonight's update.

Special Community Challenge
To celebrate the release of this new expansion, we will be raffling five copies of Indiana Jones and the Fate of Atlantis and five copies of The Curious Expedition between the participants of this week's Community Challenge participants!

Soundtrack and Art Book
You can listen to a sample from the Soundtrack here[soundcloud.com], or just go directly to the store page!

The Art Book contains concept art, sketches and fully rendered marketing art, as well as a lot of background information and short pieces of written context, provided by the developers.

Definitive Edition
Are you still missing any of the expansions or the Soundtrack and Art Book? Now is your chance to complete your collection with the Definitive Edition complete-the-set bundle, which includes everything we ever released for Renowned Explorers for an even further discounted price!

Abbey Community
In preparation for the launch of Godhood we have started opening up our new Abbey Community forums[community.abbeygames.com], so come over and say hi!

Have fun playing!

~ the monks from Abbey Games

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Wellspring: Altar of Roots - Opening Cutscene
Posted: Dec 17, 2018, 04:02 pm by RPGWatch

[​IMG]The first take of the opening cutscene for Wellspring: Altar of Roots.

[​IMG]


After 3 years of development, we're ready to start making the actual game (kinda kidding, but kinda not) For #screenshotsaturday, here's a part of the very first cut-scene players will be greeted with, sans a few other opening shots.

Work on the opening cutscene is about a third of the way done, barring major revisions--while a lot of RPGs are exposition-heavy early on, we wanted to throw the player into combat and eventually character control as quickly as possible.

With that in mind, here's what we've got so far--still a work in progress, and very much open to critique or suggestions!

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INSOMNIA: The Ark - Patch 1.4
Posted: Dec 17, 2018, 04:02 pm by RPGWatch

[​IMG]Patch 1.4 has been released for INSOMNIA: The Ark.

[​IMG]

V1.4 has arrived plans for the future
13 DECEMBER - VAULT_13

Hello everyone! Today is the day as we are releasing the next patch for INSOMNIA: The Ark. Previously, we've outlined a roadmap regarding the specific issues we've been working on. So let us go over some of the highlights below:
  • A key remapping option has been added to the Settings menu. Now it doesn't matter if you are using QWERTY, AZERTY or a custom made keyboard scrapped from the computer terminal of a lost civilization - we've got you covered!
  • Endgame dialogue with Thel now allows you to get all of the possible story outcomes based on the decisions made throughout the game. Were you helpful enough to the ones in need? Or maybe you pursued your own goals all the way down to the end? Let's find out!
  • Lack of option to talk to Riebel in order to complete the "Bane of Mills" quest has been fixed, which was an issue if you were skillful enough to progress with this quest using your hacking skills. Hold on Thyper, we are coming!
  • Inventory sorting now works as expected and previously equipped items no longer overlay other items. You can now get back to your regular scavenging activities. Just remember to keep your inner kleptomaniac in check or you may find yourself encumbered with heavy loot and your character will suffer from poor combat performance!
  • The volume level toggles for music and sound effects are sorted out in the Settings menu. Now you can have better control over what you want to hear while roaming Object 6 on your way to... what you've been doing lately anyway?
  • Numerous smaller bug fixes and improvements.
We are still battling our way through a bug with the "Collector" quest and some other settings-related issues, which is something to look forward to in v1.5. And since 2018 is almost over, you are probably wondering about our plans regarding INSOMNIA, aren't you?

2019 and beyond

Obviously we will continue to collect the feedback you are providing via the Community Hub, comments and other means of communication in order to continue improving the game. At the same time, our priority for the near future is to update the version of the Unreal Engine 4 that INSOMNIA currently uses to the latest one. This should help resolve a few issues like missing textures for specific in-game models, localization-related glitches and generally make the game more stable.

We are researching the subject at the moment and doing all kinds of tests to get an idea of whether the engine update is worth pursuing, as well as what our team and you, our community, can expect from it. Anyway we've got plenty of good stuff planned for INSOMNIA in 2019, including content updates, so stay tuned!

P.S. we still have more news for you till the end of 2018, so no worries. See you next week insomniacs ;)

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Shadows: Awakening - Necrophage's Curse DLC Available
Posted: Dec 17, 2018, 03:53 am by RPGWatch

[​IMG]A new DLC for Shadows: Awakening has been made available.

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ENTER THE NECROPOLIS! NEW

SHADOWS: AWAKENING DLC OUT NOW

Necrophage's Curse creeps into Kalypso's realm-hopping RPG

Bracknell UK, 13th December 2018 Death is only the beginning! Kalypso Media has braved the darkest depths of the Heretic Kingdoms to announce that Necrophage's Curse, the latest blood-tinged DLC for Shadows: Awakening, is available now on Steam, PlayStation®4 and Xbox One.

In Necrophage's Curse, the Devourer corrals his strongest souls to confront the Necrophage, the Eater of the Dead. Players will rise above death itself as they investigate a deadly curse and reveal the harrowing secrets of the Necropolis. Along the perilous journey, players will battle with the eponymous Necrophage and consume his soul to add this unique puppet to the party. Players can begin the DLC both by starting over from scratch or by heading back to Kyallisar in an existing adventure. Gruesome enemies, challenging puzzles and quests await!



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Din's Legacy - Performance Improvements
Posted: Dec 17, 2018, 03:53 am by RPGWatch

[​IMG]A new patch for Din's Legacy has been made available. This patch (number 17, since the game is available in Early Access and the additional patch 18) focusses on performance improvements.

[​IMG]
  • fixed long loading times on some maps (Doesn't Learn From Mistakes/Destro)
  • moved ogg decoding to own thread (music and 2d sounds) - should be a bit faster and allows music to play during loading
  • now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
  • now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
  • fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
  • fixed effects being generated in light and shadow mapping passes (speeds up test from 48 to 60 fps)
  • no longer sort draw surfaces in normal draw and shadow mapping pass (already sorted in light pass)
  • fixed explosion precaching not working correctly
  • improved projectile precaching
  • now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
  • now precache hazards
  • now precache objects
  • precached a bunch of small things better
  • now precache swipes better
  • hooked up 4 new mail/plate male player skins
  • now precache money sound and soulstone model
  • now precache footstep sounds
  • now precache basic elemental effects
  • precached status effect assets better
  • now precache level ambient objects
  • fixed a bug in PlayerClient::getTitle that might have been causing a rare Character menu crash (eddieray7)
  • fixed music not playing in menus
  • sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
  • now more particles combine into the same surface - speeds up particles a little (4% in stress test)
  • now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
  • fixed PlateSteel_d.tga being wrong tga type (prevented it from being compresses and included in public build)
  • no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
  • now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
  • fixed infinite loop if change SERVER_FRAME_TIME
  • can now change the server frame time with serverFrameTime user var (default is 50)
  • fixed on old whirlwind effect being referenced


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ATOM RPG - Matt Chat Interview with Anton
Posted: Dec 17, 2018, 03:53 am by RPGWatch

[​IMG]Matt Chat chatted with Anton while playing ATOM RPG.

[​IMG]


Fans of the real Fallout games rejoice! Atom Games is serving up what Fallout 3 should've been with their new Atom RPG. Imagine Fallout from the Russian side! In this video, Anton and I check out the character creation and initial gameplay while chatting about the broader design and mechanics.

[Comments: 0] - [Discuss] - [Top]


 
Cyberpunk 2077 - Interview @Gamingbolt
Posted: Dec 17, 2018, 03:53 am by RPGWatch

[​IMG]Gamingbolt interviewed level designer Miles Tost about Cyberpunk 2077 and asked about the setting, freedom of choice, side quests, and more.

[​IMG]

We saw hints of destructibility in environments during the demo. I know you've spoken about this a bit recently, and I understand that right now you may or may not have pinned this down, but is that something you're looking to make a much larger part of the game?

We believe that having a world you can interact with and which reacts to your presence is a key part of a good open-world experience. Dynamic environments ultimately serve to fulfill that promise exactly: they help to enhance your immersion, the game world to become more alive and believable, and - what's especially important when it comes to Cyberpunk 2077 - add a whole different level of weight and grit. Combat becomes that much more vicious too, enhancing the feeling of a world shrouded in violence and danger. Given all that, let me just say that we're working hard on making sure that our environments look just as good when they're untouched as when they're getting blown up, without sacrificing the performance.

Night City has looked absolutely stunning so far, but will we be visiting any other areas in Cyberpunk 2077? Perhaps suburbs or lesser known townships in the vicinity of Night City?

Night City's six districts are designed to be unique in many ways - their architecture, culture, atmosphere, people living there and the problems they are facing. We're making sure that all of these districts blend nicely into one consistent and believable city environment.

Not all parts of the city are covered in darkness by shadows thrown from skyscrapers. Take for example Pacifica, which was a district planned to be Night City's prime tourist resort. When the funding died, so did this dream, leaving many started construction projects unfinished and ultimately taken over by gangs as their hideouts. Each district has its own history which you will be able to uncover. It is really important to us to allow for this variety whilst also keeping it grounded within the lore of our world.

[...]

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