Eivor on the other hand is a great character, and there's a really good story within Valhalla for him. Which is good considering you could easily sink 100 hours into this Assassin's Creed without breaking a sweat, so having an interesting protagonist is important. The biggest issue with how long the game is, is that it takes a long time for you to really get into it, roughly 12-15 hours. That's probably been the problem for every Assassin's Creed game since Assassin's Creed 3, and it's still an issue now. There are some very memorable arcs and overall the pacing is good, but the beginning of the story is very slow and focused along a few specific things you can do. Once you get past a certain point, things open up and you have more choice on where you can go and what you can do. I can't help but think this is intentional, perhaps because many people have in the past complained that there is too much to do initially and no focus.
Gold ones indicate actual treasures you can get, like new armor and resources for your home camp, while blue and white ones indicate sights to see or special world quests to partake outside of the main story. These are enough to draw you in and get lost in its world, but are thankfully not nearly as much of a handful as they were in the previous two games. The color change might feel minor, but it helps you decide whether or not it's worth going for it, and even then, if you do run towards one, it serves up a rewarding time since it's not as straightforward as you might think given the variety. For instance, you might be out for a gold one only to find out it's underground, but how do you get to it? Oh, a locked door, hm, where's the key?
The gameplay of Valhalla is brilliant - apart from a few bugs and some repetition - I cannot really fault it. Repetition is almost unavoidable in a game like this - it isn't that bad but after a while you will notice it in the gameplay. Minor bugs and clunkiness that I have encountered includes glitching clouds, dodgy raiding AI among other small things. But enough about the small negatives because this game packs an incredible amount of awesome positives.
The Assassin's Creed games have had a lot of ups and downs over the years including a triumphant return following a short break with Origins, then immediately followed up with Odyssey but I felt like Odyssey was too soon and too similar to Origin and I eventually burned out. I came to Valhalla hoping that wasn't the case, for the first few hours it did in fact feel like it had done an Odyssey and I was gonna have to drag myself through it. I did what I always do which is to trek across the map and get as many synchronization points as I could so I could fast travel to main missions and I dabbled in a few side quests. It was fine but it hadn't grabbed me, the story was one I felt I've heard a lot over the years, and whilst the snow looked fantastic I yearned for more variety and fun. Then it happened... What I thought was the area of the game you play in turned out to just be an appetizer as the main course was a banquet!
There isn't really a standard level in Assassin's Creed Valhalla though. Filling up the level bar or completing world tasks rewards players with skill points they can sink into a huge skill tree. The skill tree has three branching paths that ultimately all connect to each other, but you can spec out Eivor however you want as you play through the game.
The skill tree in Valhalla is actually one of the few things I dislike about the game. It kind of looks like the sphere grid from Final Fantasy X, but most of the tree is covered by a fog that gets revealed as you hit certain points in the branch. It isn't ideal for figuring out a build for Eivor tailored to your playstyle, but the main theme of Valhalla seems to be discovery, so maybe that was part of the decision process here. As you sink points into the tree, Eivor's power level goes up, replacing a traditional leveling system with one based on unlocking stat boosts and skills.
Recruitment is fantastic with the number of unique units. Level up a squad of peasants into great warriors and even recruited beasts have enhancement milestones. What starts out as a couple of wolf pups, quickly becomes massive dire wolves. As you progress through the game, the units you're able to recruit become bigger and meaner with some fantasy representation. They're not just on paper either. Will follow you around in and out of combat.
Entering into combat loads into a separate battle map, and there are three flavors of combat: army vs army (this is what you'll mostly be doing), solo dungeon, and claiming outposts. Army vs army will pit your force vs another on a large map. There is some minor strategy involved but this feels mostly like an action RPG chasing enemies down. In fact, this is my second annoyance. The initial army crash is great, but the stragglers can be tedious to chase down. Some of the AI here could be improved, but overall the combat is unique and engaging. If anything, it's satisfying to see your army grow as you progress.
DSOGaming reports on Blade Runner: Cells Interlinked which is a total conversion mod for Serious Sam Fusion.
According to its creator, this mod features story driven campaign with cinematic presentation and setpieces. It also comes with voice-acted characters, as well as a variety of different game/map design elements.
In future versions, the modder plans to add support for VR, and improve the animations of characters.
This is a must-have mod for all Blade Runner fans out there, and we highly recommend downloading it. Below you can also find a trailer for it.
Cyberpunk 2077 is the gift that keeps on giving with Keanu Reeves, a massive open-world playground, and more weapons than you could possibly keep track of. With the final hands-on preview for the upcoming CD Projekt RED game, we dive deep into what Keanu brings to the table, how does the music stack up to some of the greats, and Silverhand's ability to make people pregnant just by walking past (kidding on that last part).
DSOGaming reports that Todd Howard has shared some more details about Starfield.
Todd Howard has shared some new details about Bethesda's next big project, Starfield. According to Howard, Starfield will be solely a singleplayer, and it won't have any multiplayer modes. In addition, Bethesda aims to implement major overhauls to the Creation Engine.
Going into more details, Bethesda will overhaul the rendering, animation, and Artificial Intelligence & Pathing of the Creation Engine. Moreover, it will add support for Procedural Generation (something that will help its artists create bigger worlds).
In Starfield and in future games, NPCs will play a large role. For instance, players can expect cities to be expansive and large compared to past games. Additionally, Starfield will be on Game Pass from Day 1 alongside The Elder Scrolls 6.
@DSOGaming reports that Praey for the Gods has a new gameplay trailer.
However, Praey for the Gods looks a bit more complicated, which is probably a good thing. The game will feature a survival option, which introduces an exhaustion system. This system makes the game more punishing, something that will probably please the hardcore players.
Lastly, the game will feature a crafting system based on maintaining and upgrading equipment. You will be able to obtain resources from exploration and combat. Clothing will also be upgradable through crafting, and weapons will have certain levels, relative to how easily they can be acquired.
Below you can watch the new gameplay trailer for Praey for the Gods.
The Spain-based indie games developer Cereal Games and video games publisher BadLand Publishing are today very proud and happy to announce that a Steam page is now available for their upcoming film noir-themed pixel-art ARPG "Pecaminosa" (the game is coming to PC, PS4, Xbox One, and the Nintendo Switch in early 2021).
Visit Pecaminosa Steam page and discover new details about the look, mechanics and gameplay of the unique title created by Cereal Games
John Souza, a former cop and newly-appointed local drunk, has an unexpected visitor from the past.
The ghost of Charlie "Two Angels", a fallen mob boss, appears before Souza with a pro can redeem himself, and be allowed unto Heaven.
Hell, that sounds easy, right?... Maybe too easy...
Will Souza set his bottle aside and take up the mantle of justice again? Or will he be just as damned as Charlie?
@TheGG Open World RPG/Life Sim Missing - The Complete Saga has been announced and has a Steam page to peruse.
MISSING: The Complete Saga is a 3D role-playing game that plays like a life simulator. Your character will have an inventory, and skills based on a skill tree. The game features day/night cycles, and each day you will be assigned new daily tasks, some are based upon new events and happenings. The daily tasks will change as you grow up. You are free to explore the village, take on alternate tasks, and learn new skills apart. Every skill you learn can come in handy when you are in danger.
Key Features :
The player creates his/her own story through the open-ended gameplay in this open world. The open-world village provides nuanced details of opportunities through which the player can craft the life of the character.
The game takes place in an open world village of rural India. Get immersed in the society and its culture, where every detail has been carefully created to reflect the Indian rural environment and its people as closely as possible.
No Combat, No puzzles. This game is a non-violent game. Inviting players to explore and make life choices without getting attacked, stuck, or frustrated.
Player stats are reflected by three unique parameters. Energy, Food, and Mood, which plays a key role in accomplishing any task.
Fully interactive Inventory and Skill tree. The inventory is limited by the total weight of the items. The skill tree is unlocked through practicing and perfecting a training task.
Game Space checked out the expansion Spellforce 3: Fallen Gods:
SpellForce 3: Fallen God Review - It's Not Easy Being Troll
SpellForce 3: Fallen God is the second standalone expansion for RTS/RPG mix SpellForce 3, with the first being Soul Harvest. Following the Purity Wars and their aftermath that shook the societies of Dark Elves and Dwarves, players can return to Eo to experience what it is like to be a Troll in the world of SpellForce.
And, straight from the beginning, it isn't an easy thing. Trolls have it tough: the tribes are being hunted by Elves for their tusks, enslaved by Orcs and wiped out by a mysterious disease known only as "the Rot" - possibly related to or being the Bloodburn from the base game.
In addition to the above, your clan had just lost their legendary Chieftain, the protagonist's father. Now it falls to you to guide dwindling numbers of the Moonkin clan to safety - if you can find it, that is.
SpellForce 3: Fallen God provides players with more SF3 goodness. The expansion loses to Soul Harvest in sheer numbers: SH featured two races to FG's one, more specializations, abilities, etc. However, everything that is provided by Fallen God is much more unique. The story, told from an unusual perspective, shows you a gripping tale of a dwindling tribe trying to survive as opposed to previous instances of Saving The World.
Update #41: KotC 2 Version 1.08 & PDF Guidebook! KotC 1 to be released on GOG on 1 December!
Hello everyone! Version 1.08 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. You will also be able to download the first version of the 330-page Augury of Chaos PDF Guidebook, if you've pledged as Paladin or above. Here's a preview of the guidebook:
The other important announcement today is the release of KotC 1 on GOG.com in a few days!
KotC will be coming to GOG on 1 December 2020 at 3 pm CET / 2 pm UK time / 9 am Eastern Time.
The GOG version features a leaderboard and 117 challenging achievements for you to unlock through the GOG Galaxy client. After the release, you'll find the store pages there: KotC 1, Free Demo, KotC 2.
Please Spread the Word about the GOG launch, Noble Paladins and Wise Mages! Feel free to retweet my tweet about it. Thank You! :-)
List of improvements in KotC 2 version 1.08
You can now use the 'Forge Weapon' dialogue box to craft arrows, crossbow bolts, sling bullets, sleep arrows and slaying arrows.
Created the new feats Heroic Concentration and Heroic Initiative.
Fixed the Wizard feats Spell Focus and Greater Spell Focus.
Fixed a bug that prevented weapon and armour enchanting in KotC 2 version 1.06 and 1.07.
Learning a spell contained in a bag will no longer crash the game.
Creatures who selected 'Ready versus Spell' and then received a condition like Stunned, Dazed or Quicksand will no longer be able to take their ready action.
Fixed the Mage Knight feat Fast Enhance Ability.
Fixed a crash that occurred on level up when you had only a few spells left to pick.
Effect icons will be displayed immediately after loading a game (if the option to display effect icons out of combat is selected).
In the macOS version, fixed the 'Add Sound Source' sub-menu in the editor.
Fixed a few issues with enchanting / forging / recharging.
Fixed the display of energy resistances in the inventory screen.
Fixed a bug where enemy psionics users would manifest 'Purification' when they don't need it.
The Healing Domain and the feat Healing Mastery now confer the Healing skill to characters.
Fixed a bug with enemies not triggering AOOs while moving near the party members
Gamingbolt spoke with the devs of Chronos: Before the Ashes about the combat structure, progression, and more.
Chronos: Before the Ashes is itself an overhauled version of 2016's Chronos, so how much have you had to go back and change and add things to the story, given the fact that Before the Ashes is a prequel to Remnant?
John Pearl, Design Director: The story of Remnant: From the Ashes picks up just a month after the end of Chronos. We very intentionally followed the story and lore we set up in Chronos as we developed Remnant. This meant in Remnant, we expanded on the ideas and fleshed out elements from the world of Chronos. Sticking closely to this established lore meant we didn't have to change much post Remnant except for a few dates on some journal logs and give things official names. An example of this would be the World Stones. We never specifically called them anything in Chronos, but we officially named them in Remnant, so we went back to make sure they were named properly.
Chronos: Before the Ashes' combat has been described as "unforgiving and brutal". The same could probably also be said for Remnant: From the Ashes, which also adopted a Souls-like structure in many ways. How much does Chronos have in common with Remnant in those regards?
Pearl: With Chronos, much like Remnant, the game was heavily inspired by Dark Souls and Bloodborne. One of the big differentiators between Chronos and Remnant, is Chronos is entirely focused on melee combat. Similar to Remnant and Dark Souls, you're never taking on hordes of enemies, unless of course something went terribly wrong. Each encounter is meant to pose a challenge to the player as one wrong move can leave you open for an attack, and like Remnant, your healing options are limited.
The combat, however, is never meant to feel like a slog. Much like Remnant, we designed the combat to be challenging but we give you a lot of tools that once you master them, you can always remain in control of a combat encounter. In fact, fans of the combat of Darksiders 3 will find a lot of similarities with the combat in Chronos. The moment to moment combat is built around perfectly timed dodges and parries followed up by powerful arcane counters. The combat isn't supposed to be as flashy as Darksiders since you're just a human from a remote island and not a Horsemen of the Apocalypse.
Unlike Dark Souls games, we do offer difficulty settings. We really love the world and lore of our games and want as many people as possible to experience all of the story and cool moments we packed into the game. We offer an easier difficulty which is balanced to allow a player to get through the game's story without punishing them. On the other end of that, we offer a hard difficulty that should feel closer to that "brutal" difficulty Souls fans look for in a game.
The latest update from Wolcen: Lords of Mayhem announces that the first Chronicle will be available soon which will feature gameplay improvements and new content.
Wolcen Chronicle I: Bloodtrail - Coming Soon
We will soon be releasing our first Chronicle for Wolcen: Lords of Mayhem. Chronicle I: Bloodtrail is our first Free Content Update for Wolcen and it includes gameplay improvements and new content.
More details about the content of this update will be shared as we approach its release.
With Chronicle I: Bloodtrail, we also wanted to make a complete reset of the economy. Therefore, characters created before the release of the Chronicle will be moved to a separate Game Mode called Legacy, and they will not be able to interact or trade with characters created after the release of Bloodtrail. They will, however, still be able to interact or trade with the other Legacy characters.
Since the release of the game in February, we have released 17 patches for Wolcen in order to improve balancing, performance, servers, and fix the most common and critical issues. These last months, we've been preparing for Chronicle I: Bloodtrail, and although we chose to remain silent, we've been listening to your feedback and used them to enhance the game experience and improve the foundations of Wolcen.
This update is only the beginning of a new Wolcen's journey, and we hope that you will join us for it.
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