Trese Brothers posted a recap of phase 1 and showed what to expect in phase 2.
Alpha Phase 2 Now Live!
Alpha Phase 0, Phase 1 (tactical mission) and Phase 2 (training progression) and more!
The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. We're hearing so much daily about the fun & challenge, surprises, and ideas for improvement; it's amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.
Alpha Phase 1 Recap
From our in-game analytics:
Total Games Played: 1500
Total Missions Completed: 300
Loot Boxes Looted: 1,122
Turns Processed: 5,535
FPS Checks Performed: 186,000+
Total Alpha Events Recorded: 298,000+
Phase 1 focused on the core tactical gameplay experience - the mix of stealth and combat - and your team's ability to pull off its first heist. Phase 1 was limited to:
A team of 3 mercs - armed to the teeth and ready to go
One multi-stage mission to attempt
A tiny slice of the game without any leveling, recruiting, healing, story, contacts, etc.
No built-in replayability (had to start a new character)
Now after running for 10 days, Phase 1 is over and it's time for --
Alpha Phase 2 Launches!
With each phase, the scope of gameplay will increase and more systems will be available to the alpha players. Alpha phases help us put a spotlight on different areas of the game; phase 2 is all about training your team and trying out new angles of stealth and combat gameplay. With a new heist mission available, the option to repeat missions, and the ability to level up your squad -- Phase 2 is significantly bigger than Phase 1.
Skill trees for your three mercs are now available
Two multi-stage missions to attempt
Replay missions with the same squad to level up (up to level 6), try new ways with new abilities
Playing a online casino could be more profitable if you know all the rules of your game. Check it out and learn.
Are you living in New Zealand and are you looking for a casino guide? The best online casino nz guide gives you information on what to play, walkthroughs of casino games and of course guides you to the best place to play online.
Nobody Saves the World - Review @ The Indie Jurnee
Lost Pilgrims had a discussion with content creator KormakrTv on Twitch at the occasion of the Big Adventure Event on Steam. The stream can be watched, it begins at approximately 6h23.
Letsplay - Developer Talk with Kormakr on Twitch
Twitch streaming and devtalk on the occasion of the Big Adventure Event
we are happy to share that Vagrus has been included in the Big Adventure Event (#theBAE) on Steam organized by Hitcents. The event will be running between January 20 -24 with 100 demos and games.
As part of #theBAE and with our schedules finally lining up with our dear content creator friend, KormakrTv, there will be a special Vagrus Let's Play on his twitch channel. While showing off the game, Kormakr will chat with Sztaszov, Lost Pilgrims' co-founder and game designer on Vagrus - The Riven Realms. It's a great opportunity to ask any questions during the stream, so come along and watch it if you can.
Wccf Tech reports that Dying Light 2 had 40,000 lines of dialogues.
Dying Light 2 Has as Many Dialogue Lines as Mass Effect 3 or Fallout 3
After touting 500 hours for the game's full completion (through multiple playthroughs, of course), Dying Light 2 developer Techland has once again shared with its fans an estimate of how many lines of dialogues the game is going to have. The figure is 40K, which is around the same amount as BioWare's Mass Effect 3 or Bethesda's Fallout 3. Dying Light 2 also features 350K written words (the same amount as Tolstoy's Anna Karenina novel).
"350,000 words, 40,000 lines of dialogues - that's the world we've built for you in Dying Light 2 Stay Human. Are you ready to explore it?"
We've looked into other comparisons ourselves. The Elder Scrolls V: Skyrim had 47K lines of dialogues, while Oblivion stopped short at 30K. This figure highlights the shift towards roleplaying games made by Techland with Dying Light 2.
While the first game was definitely an action/adventure title, this one was designed around the idea that players would be able to influence the story, much like in an RPG, through a choice & consequence system. The Polish studio even hired Chris Avellone, one of the most experienced writers and designers on this kind of game, as the Narrative Designer of Dying Light 2, even though Techland eventually ended its cooperation with Avellone after the sexual harassment allegations made against him.
The original Final Fantasy VII is now running at 60FPS thanks to a mod.
Skip to install instructions 9:30 ⬇⬇⬇ IMPORTANT! ⬇⬇⬇
If your game is running too fast, it's because you got the Steam version of FFNx, not the 1998 one!
Also ignore the other mods that are on in the video, I just left on what I was testing at the time because I wanted to get this recorded ASAP.
FFNx driver download: https://github.com/julianxhokaxhiu/FF...
60FPS mod download: https://motr.7thheaven.rocks/60FPS/60...
Tsunamods DIscord: https://discord.gg/xJMxvEk
Report Bugs: https://github.com/julianxhokaxhiu/FF...
Please give main thanks to TrueOdin, Vertex, QuantumPencil, ObeseBear and Kaldarasha for this beauty! Thank you all so much for your patience with the creation of this. What. A. Day. Even I have waited for this for so, so long now and I'm super excited for it!
Enter a world of steel, war, and magic to avenge the murder of your wizard master. Recruit and lead your army in hundred-unit clashes. Design, defend, and lay siege to fully destructible cities. Loot procedurally generated dungeons. Hold court. The fate of an empire is in your hands.
Expeditions: Rome has just been released on Steam and GOG. For the occasion, the team is streaming on Twitch, and is of course on Discord too.
No Place Like Rome - CRPG Expeditions: Rome Is Out Today!
No Place Like Rome - CRPG Expeditions: Rome Is Out Today!
Vindobona, Noricum / Hafnia, Daniae, Januarii XX, MMXXII: The hero or heroine of Expeditions: Rome is not off to a good start: father murdered, sister married to an enemy and on their way to Asia Minor, to serve in the legion, far away from Rome. Meanwhile, on board your ship, there is another vessel getting closer - of course, pirates!
In Expeditions: Rome you will play a young male or female roman soldier, making your way through history. Take command of a small group of praetorians and eventually become the Legatus a Roman legion. You'll gather a group of loyal companions, engage in tactical turn-based combat, learn new skills, loot and craft new equipment for your soldiers, and shape the fate of Rome. Expeditions: Rome offers over 50 hours of cRPG-gameplay and multiple ways to end the story. [...]
Wizard Worm interviewed the dev of Kingsblood last year:
Kingsblood - Full Developer Preview - Interview (Upcoming Strategic RPG)
You will see the full developer preview of new upcoming strategic RPG called Kingsblood. Rise an uprising, gather followers, complete quests and make your way to glory. So watch the Kingsblood review and feel free to ask questions in the comments about Kingsblood game. Also subscribe to the channel.
Owlcat Games explains the process of creating a musical theme.
The Search for the Main Theme
Of all the elements that make up Pathfinder: Wrath of the Righteous, music holds a special place - it is something that kindles the players' interest and sparks passionate discussions. We still have plenty of exciting development stories and never-before-seen content up our sleeve, so why not share some of it? Sergey Eybog, Lead Audio Engineer at Owlcat Games, and Dmitry Silantyev, composer of the main theme (along with many other tracks) for Pathfinder: Wrath of the Righteous, are here to tell you about how the main theme was born and share a few of their unreleased drafts.
Creating the main theme for Wrath of the Righteous wasn't easy and took us a long time. We went through a number of iterations that were quite different from each other, as we strove to align our ideas with those of the development team, before finally settling on the version that you can now hear in the game.
IGN reports on a new tactics studio called Bit Reactor; composed of Civilization and XCOM veterans.
A group of Firaxis Games veterans has announced a brand new Maryland-based studio called Bit Reactor which will be focused on turn-based strategy games.
Bit Reactor will be headed up by former Firaxis art director Greg Foertsch, who worked with Firaxis for over 20 years on games including XCOM: Enemy Unknown, XCOM 2, Civilization 3, and Civilization 4. Other members of the studio include former lead developers and creatives who also worked on the XCOM franchise.
Now, the strategy genre doesn't have to be restricted by the technological limitations of the past. Top down games can have stunning worlds that can stand against the latest open world escapades, or a narrative to rival the next great RPG.
Former Firaxis art director Greg Foertsch hopes to be at the forefront of the strategy resurgence with his new studio, Bit Reactor. Drawing other talent from the XCOM developer as well as other teams, Foertsch aims to build an outfit -- and later, a game -- that will bring the genre into a new era.
"The whole genre started to fall backwards while not having enough production values and it got dropped a bit," Foertsch tells GamesIndustry.biz. "Now, that's not a problem. Screen resolution isn't an issue. There are ways to tell stories and convey information that doesn't require a wall of text.
"That's what we're focused on -- bringing that to the genre, and really blurring that line between what a strategy game is and what an action game is."
Foertsch spent more than 20 years with Firaxis in various roles, before departing in 2018. After that, he had a small stint at Romero Games, which at the time was building strategy title Empire of Sin. For Foertsch, journeying from a long stint at a larger developer to a smaller one, to starting up his own studio, is all about setting his own parameters when it comes to developing a new game.
RPGWatch's Farflame had a chance to interview Logic Artists' Jonas Waever about their upcoming game Expeditions: Rome.
RPGWatch We know that the game does not have attributes like Strength, Dexterity etc. It's mainly about class skills and items (item skills). Can you tell us what happens when your hero levels up and how armour works?
Jonas: Levelling up grants you more health, 1 skill point, more damage with Unarmed attacks, and on certain levels a new unarmed attack as well. Everything else comes from your equipment.
Armour is indeed a stat, and is quite simply deducted from the damage of every attack against the character. Critical damage bypasses armour though, and two-handed weapons have the ability to "shred" armour on the target, permanently reducing their Armour until the end of combat. In addition to the Armour stat, outfits also provide damage resistance, which is a simple percentage chance that an attack with a certain type of damage will be reduced to a "Glancing Blow". Glancing Blows deal only 25% of the damage the attack would normally have dealt, and apply no further effects to the target. Any RPG fan should be familiar with the damage types: Bludgeoning, Slashing, and Piercing.
Finally, there is also Fire resistance and Poison resistance which determine how likely you are to avoid being poisoned or set on fire.
Songs of Glimmerwick is an upcoming school-life RPG where music is magical
A spellbound RPG where your songs can shape the world
Eastshade Studios have announced their next project, this time headed into the world of both magic and music. Songs of Glimmerwick is a witchcraft academy RPG aiming for a PC and console launch in 2023.
As you might guess, Eastshade Studios is the team behind the well-liked painting adventureEastshade. Rather than the canvas, though, Songs of Glimmerwick looks to notes, scales, and chords. Using the power of song, magic users in the world of Glimmerwick can commune with trees, turn tools into their animated helpers, and shift the earth.
Here's the trailer, showing off some of the magic that's in store:
While the music-to-magic feel is definitely reminiscent of games like Wandersong, it's intriguing to see the same nature-bound focus in Songs of Glimmerwick as there was in Eastshade. The beauty of the natural world, and its inherently magical properties, is fun fodder for a magical school setting.
In terms of the RPG side of things, there is gardening and crop-tending; narrative quests and a story to unfold; character progression that will let you specialize into different skills; and an island to wander around between classes, complete with NPCs, rumors, and happenings around town.
With other games like Witchbrook on the horizon, it sure seems like magical academy RPGs are set for their time in the sun. And Songs of Glimmerwick certainly seems like more than just a virtual Hogwarts. Its world of magic and music seems like it will be intriguing to explore when it arrives sometime in 2023 for both console and PC.
RPG Fan posted their first impressions of the upcoming expansion of Guild Wars 2.
A Hands-On Look at Guild Wars 2: End of Dragons
Guild Wars 2 is my favorite MMO of all time, and after a guided preview of the upcoming End of Dragons expansion, I'm happy to say that the future looks bright for fans of ArenaNet's MMO.
My look at the expansion began in the Echovald Wilds, a dark forest filled with formerly petrified nature mixed with man-made technologies and structures. The Echovald Wilds is at the center of the battle between three warring factions that want to control the region of Cantha. While exploring the map I witnessed the conflict between the Jade Brotherhood, a gang of tinkerers that love jade technology, and the Speakers, a rival gang that opposes the Jade Brotherhood's experiments and developments. The Kestrels, a third faction, act as a peacekeeping organization that aims to minimize the damage done by the gang war going on in the region.
The aesthetic of the maps in End of Dragons reflects their conflict, with the natural plant life and ancient structures of the Echovald juxtaposed against imposing laboratories and jade technology. The bright greens and purples help set the maps apart from other technology-covered maps, like those in the Asura starting area.
When End of Dragons releases, players will have the opportunity to work with all three of the region's factions in events, renown hearts, and instanced content.
As a long-time Guild Wars 2 fan, I was concerned that End of Dragons might have trouble changing up the formula as much as previous expansions did. Heart of Thorns brought us gliding, Path of Fire brought us mounts; would a two-person mount and skiffs be enough to freshen things up? I'm happy to say that while the new changes don't completely change the formula, all of them are fun. The new elite specializations are a blast, fishing is a great pastime, and the maps look like some of the most interesting to explore and learn about. I can't wait to see everything else End of Dragons has to offer when it releases in February 2022.
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