The open world action game Days Gone with light RPG elements will be released on May 18:
Ride and fight into a deadly, post pandemic America. Play as Deacon St. John, a drifter and bounty hunter who rides the broken road, fighting to survive while searching for a reason to live in this open-world action-adventure game.
A classic fantasy roguelike - Soulash - is now on Kickstarter:
Soulash: Classic Fantasy Roguelike
Play as a fallen god seeking revenge for your imprisonment. Enjoy turn-based gameplay, old-school pixel-art and advanced modding tools.
You were once the god-king of the Dreamworld, but a new pantheon of gods dethroned you. Mortals have forgotten about you. The divines drained your soul of its incredible power. As you diminished, your chains were no longer able to hold you. You escaped into the mortal realm seeking revenge and destruction. No deity has set foot here for eons, but you changed everything.
Soon new gods will come for you, and the world will burn.
IGN reports that SEGA plans to keep Yakuza a turn-based RPG series and make Judgment the action series.
Ryu ga Gotoku Studios has officially announced Lost Judgment today, a sequel to its action-mystery 2018 title. For fans who miss Ryu ga Gotoku's action-style, Judgment will be the franchise that carries that torch as Yakuza transitions into a turn-based RPG.
In an interview with IGN ahead of today's reveal Yakuza creator Toshihiro Nagoshi and producer Kazuki Hosokawa confirmed that Judgment will be Ryu ga Gotoku's action series pillar, while Yakuza evolves into a turn-based RPG after the success of Yakuza: Like a Dragon.
Kotaku reports that some fan-made mods are likely to be included in The Witcher 3:
The Witcher 3's Next-Gen Update Might Be Using Some Fan-Made Mods
The Witcher 3 is getting a next-gen re-release later this year, and when it does, some of the "visual and technical improvements" it introduces might actually be thanks to the work of fans in the modding community.
Earlier this week Halk Hogan, the creator of the The Witcher 3 HD Reworked project (which swaps out many of the game's original textures with much sharper ones), announced that he had been in talks with CD Projekt Red over the upcoming next-gen release, writing:
Hello my dear friends! It's been a long time since the last video. I know I announced a new HDRP preview in early March but I was silent the whole time. Sorry for that. But in return, I have some good news, and the reasons why I was quiet and why I don't have too much to show. I think the most important news is that I got an official message from CDPR about cooperation. While it's not certain yet, it's very likely that HDRP will be included in the official next generation update. I will inform you what's next. As always, I would like to thank you for all your support and kind words.
The Black Geyser devs team up with V publishing for the further development and release of the game.
Thank you for being patient with us. We are very excited to announce that we have partnered with indie game publisher V Publishing. We're excited to work with a publishing team that has years of experience promoting and developing games.
As a team we felt we needed a partner to help us deliver a great experience and provide valuable insights into the marketing and final gameplay experience, but did not want a traditional publisher to come and take away the creative control of the game. That is why we have teamed up with V Publishing. It is a true partnership, and we are working to see the original vision of the game come to life as intended. The team at V will be helping us improve many aspects of the final game and they have already started putting multiple plans in place, including regular development updates, more community engagement and activities, and of course announcing plans regarding launching the game.
Michael Brown, the CEO of V Publishing, wanted to pass on a quick message to all our community members: "As huge fans of games like Icewind Dale and Baldur's Gate, the whole team at V are looking forward to helping improve and deliver a great indie CRPG with depth, and a narrative experience that will be memorable. We hope to add huge value to GrapeOcean's team and start getting the game in the hands of you all later this year. We are excited to also become members of the community and having fun with you all in the coming months."
As for our team here, we hope this announcement gets you excited for what we have coming up. We'll be launching the Steam page and releasing new content details in the coming weeks so stay tuned for that!
Gematsu reports that Baldur's Gate: Dark Alliance is coming to PC later in the year. For other platforms it releases May 7th.
Publisher Interplay Entertainment and developer Black Isle Studios will release Baldur's Gate: Dark Alliance for PlayStation 4, Xbox One, and Switch on May 7 for $29.99 / £29.99 / €29.99, followed by PC and mobile later in 2021, the companies announced. It features enhanced graphics and up to 4K resolution on supported platforms, as well as local cooperative play.
Baldur's Gate: Dark Alliance first launched for PlayStation 2 in December 2001, followed by Xbox in October 2002, GameCube in November 2002, and Game Boy Advance in February 2004.
ItsYoji checked out the dungeon management game Legend of Keepers:
Be an Evil Dungeon Master! - Legend of Keepers - Full Release PC Review
Legend of Keepers is a dungeon defense management roguelite with RPG elements. With goofy humor, beautiful pixelart, a banger soundtrack and a large variety of monster units and traps to choose from as well as a decent amount of events, I had a really good time playing this game and would very much recommend it to you guys as well
Noah Caldwell-Gervais looks back at the KotOR series:
Star Wars: Knights of the Old Republic 1 & 2 Vs. Joseph Campbell
This is a focused retrospective and critique of both of the older Knights of the Old Republic CRPGs from Bioware and Obsidian. It looks to how they interface with the Monomyth template as originally laid down in 1949 by Joseph Campbell in The Hero With a Thousand Faces, one game conforming exactly to it and the next game violently rejecting the entire premise. It also discusses how Campbell's monomyth influenced the philosophies of the Jedi and Sith more than George Lucas might care to admit. Spoilers throughout.
The latest community update for Kenshi has some new screenshots/concept art for Kenshi 2.
The Official Kenshi Discord is here
We have launched an official Kenshi Discord server.We're not looking to replace the community Discord in the slightest, and we have the utmost respect for its moderators and participants, thank you for being part of something very special! Instead, we'd like to create something complimentary: a place for mini updates from us and somewhere where you can quickly and easily have a direct line to Lo-Fi Games (though we do have a sequel to a certain game to make so forgive us if we're not always too quick to respond).
We're very keen to hear from you about what you'd like to see the Official Kenshi Discord look like, so do please jump in and let us know.
A smidgin of Kenshi 2 content
From Environment Artist Oliver Hatton: "At the moment we're putting together two adjoining biomes so we can get to see all the amazing buildings and characters in situ, doing their thing. This biome blending will also help us identify any problems that are bound to arise, things like town sizes, over-budget texture limits and so on.
The voxel terrain can be fun to work on, with overhangs and caves being possible and re-editing areas much more hands-on than with elevation maps."
And now towns and settlements are beginning to emerge on the map, we should begin to get a much clearer view of the world. It'll be like our own little working death valley where we can test out a lot of the pain and suffering to come."
Look, it's a gate! Here's a few words from Concept Artist Christopher Schlesag on how the design of the gate came to be:
"The design of the gate was mostly influenced by the architecture of the main faction, which was already established. It is visually very sturdy and has simple geometry. For these defensive walls I wanted to incorporate more metal in comparison to the civilian buildings, which gives an even more militaristic feel.
These are the highest and thickest walls you will encounter in the game. We wanted the walls to be customizable to an extent, so they will consist of optional place-able modules like bastions, towers, and anti-climb extensions that will give advantages in several areas. For example, placing a tower on your wall will not only provide cover from ranged attacks and protect from environmental effects, but also increase the number of turrets you can place on this part of the wall. How much extensions the walls and bastions of a town have will also be a great indicator for how dangerous the surrounding lands are. We are also working on resolving placement-issues the walls in Kenshi 1 had."
Some, er, mishaps along the way
We also thought you might like to see this happy little accident tentatively titled "I'm just going to spin my arms in the air as I run and if you get hit, it's your own fault!" (thanks Craig):
From Technical Artist Victor Goossens: "What was meant to be happening was literally that the guy was just supposed to be running somewhere, but some animations broke in a bind pose. To explain a bind pose: it's the thing that an animation is relative to. So if, for instance, an animation was animated with an A-pose as bind-pose, but then the bind-pose in engine is a T-pose (arms are higher), the arms will tilt up when playing that animation in-engine.
I think at that point in time half of our various reference poses (we use a cool blending system under the hood) were borked, so animations ended up being... Magical.
We also had people growing and shrinking vertically as they breathed because of this..."
The Event user interface in Vagrus: The Riven Realms has been reworked to improve the reading and playing experience.
In this short article we've collected the recent changes to the Event UI in a more detailed format. This is something that's been a long time coming and we believe that it improves the playing- and reading-experience considerably.
What you have and what you need to make choices are called dependencies (a fancier name for 'requirements' really) and from now on, these are much better differentiated. Each category has its own icon and detailed tooltips. Optional dependencies are now signified as such, and many hidden, story-related dependencies at least show up to inform players that they are lacking something for that choice.
It's time for a new progress report! These last couple of months we've been working on the very last dungeon of the game and some sidequests for chapter 4.
We've been asked a couple of times if there are going to be significant changes to the game. The plot will remain exactly the same, but if you replay it, the most noticeable changes will be that the UI has been completely revamped:
In addition to this, we have added a wider range of facial expressions to some of the portraits, and most importantly, the soundtrack will be updated with original music composed by Sebastian Marin. Here are two of the new tracks:
Another thing we've been asked a couple of times is whether or not we'll be adding Steam Achievements, and yes, it's always been in our plans to add them on the full release version.
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