A Banishers: Ghosts of New Eden interview at Wccftech:
Banishers Q&A - DON'T NOD Talks Improving on Vampyr, UE5 Switch (w/o Lumen or Nanite); DLSS 3 Support Possible
French developer DON'T NOD may be most renowned for its adventure games (Life is Strange, Tell Me Why, Twin Mirror, Harmony: The Fall of Reverie), but its first game, Remember Me, was actually an action/adventure game like the upcoming Banishers: Ghosts of New Eden.
What were your influences on this kind of setting and story?
Stéphane Beauverger - Narrative Director: Once we decided to explore a "ghost, witchcraft, and superstitions" setting, we binged all kinds of material about these themes. The fantasy novel "Kill the Dead" by Tanith Lee has been an early major reference for us. Later on, the movies "The Witch", "Crimson Peak", "The Devil's Backbone" and "Frighteners" also helped us shape the balance between the haunted living and the haunting ghosts we wanted to achieve.
Following the release of Vampyr, what were the main areas you wished to improve for your next action RPG?
Philippe Moreau - Creative Director: At the very beginning of the project, we wanted Banishers to be the spiritual successor of Vampyr and improve on it in every way (visual, gameplay, animation, tech, etc.), but keeping and transposing into a new context its main differentiating mechanic: investigating the lives and pasts of characters with heavy secrets, before deciding their fate through ambiguous moral choices.
We knew this concept was good and full of potential, but we also knew that we needed to step up the overall quality of the game if we wanted to succeed. The combat, for example, has been reworked entirely, with a new approach based on the "look & feel" where the focus is to develop an engaging combat that is easy to pick up, responsive, tight, and with satisfying visual and audio feedback. The goal was to develop a simple yet effective and rewarding gameplay loop, supported by the main idea of playing a couple working in synergy. We have iterated on the combat a lot - until the very last moment of the production - and I think we managed to deliver a much more satisfying combat experience than in Vampyr.
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Here's what makes Baldur's Gate 3 our choice for the best game of the year.
I can point to the exact moment I knew Baldur's Gate 3 would be a banger. Last year, Kurt Indovina wrote, hosted, and produced a video--aptly named The Box That Broke Baldur's Gate 3 - in which Swen Vincke spoke in great detail about how Larian Studios utilized everything short of witchcraft to program Baldur's Gate 3 to twist and turn on itself to ensure that, regardless of the choices a player wanted to make, they'd always end up with an artifact in their inventory necessary to progress the game's plot.
In that video, I witnessed the desperation any Game Master has dealt with, the mixture of adaptability and exasperation necessary to plan a rewarding story and simultaneously agonize over contingencies for every chaotic thought the players at your table might have. At that moment, I knew that Larian Studios understood the assignment. The developers knew that, first and foremost, the most crucial aspect of Dungeons & Dragons is encouraging and rewarding choice by trying to account for as many outcomes as possible, no matter how unlikely, every step of the way through the story. The result of honoring that ideal is the best game of 2023.
RPG Informer thinks that Lords of the Fallen is the best Soulsborne of 2023:
Why Lords of the Fallen Is The Best Soulsborne of 2023
The Soulsborne genre has become one of the most popular in the gaming industry, and each year, an unknown company likes to throw its hat into the ring for the chance to be the next Dark Souls. So many fall by the wayside in their attempts, with Steel Rising, Mortal Shell, and The Surge springing to mind, but still, companies try and try.
With Elden Ring releasing in 2022, the bar got set even higher for what this genre can provide, so for any Soulsborne that released in 2023, they had quite the act to follow. There were handfuls of contenders this year, and each of them had something unique to offer.
The top contenders for best of the bunch are Jedi: Survivor,Remnant 2, and Lies of P. Of those, Lies of P was the critical and commercial darling, while Remnant 2 stood out among the other two for being the most unique variant. Compared to Lords of the Fallen, though? Neither measures up, not in graphics design, not in tone, not in exploration, and not in combat. At least, in my humble opinion.
Last month, we announced three of four playable clans in Vampire: The Masquerade - Bloodlines 2: Brujah, Tremere and Banu Haqim. Today, we'd like to share the fourth clan with you: Ventrue. The clan assets for Ventrue are in the process of being finalized, and we will share assets and gameplay showing off the playstyle of Ventrue during next year. Ahead of that deep dive we're showing off an in-game render of Phyre in one of the Ventrue-themed outfits (all clans can earn all outfits).
Following launch, two additional clans will be made available in DLC: one giving you a new way to experience the main-game and another offering a completely unique Seattle story.
The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias
Who are the Ventrue?
Ventrue vampires usually choose their progeny from mortals familiar with power, wealth and influence. Seeing themselves as the rightful leaders of vampire society, Kindred of clan Ventrue take up the mantle of leadership wherever possible, often in the form of high positions in Camarilla Courts.
What can you expect from playing a Ventrue?
Ventrue are blue blooded tyrants who incite obedience in both their allies and their foes. Using the Disciplines of Presence and Dominate, they can mesmerize as well as awe their prey. Feeding builds up Fortitude, allowing the Ventrue to soak up more damage in case any enemy is powerful enough to resist their force of will.
Explore the Koronus Expanse.
Begin your adventure aboard your personal, giant voidship, traveling between the multitude of systems within the Koronus Expanse, a barely charted and incredibly perilous region of space. Despite being considered a backwater of the Imperium, this region encompasses an enormous stretch of the void, filled with dangerous creatures and prodigious opportunities for profit and exploration.
Your decisions matter, Lord-Captain.
During quests show your subjects mercy or disdain, stay faithful to the God-Emperor, or consort with enemies of Mankind - your every decision and every act, even in character creation, is changing the in-game open world and those who inhabit it.
Gather your crew.
Rogue Traders never travel alone. Gather your retinue of righteous heroes, twisted psykers, and perfidious xenos. All of them are ready to follow you into the darkness between the stars. They will offer you counsel, aid you in battle, and allow you to amass ever more power. In return, you can guide them through their own personal journeys, changing their destinies forever.
Plan your actions carefully.
Slaughter the enemies of Mankind in a fully-fledged isometric turn-based tactical combat. Take advantage of cover, the environment, and careful positioning to overpower your enemies. When that is not enough - use your companion`s powerful abilities to turn the tide of battle and achieve victory even in the direst of situations. Our video game adaption of the classic Rogue Trader ruleset allows an enormous number of possibilities for you to explore.
Hello everyone - we've reached the end of November, so it's time for our monthly development update. This month has been fairly intense but once again the project has made good progress.
The biggest news is the official release of Milestone 2, our first major update since the game's Early Access launch. I discussed the many upgrades made in Milestone 2 here so I won't cover them again, but getting everything ready for this release took up most of the month.
Our thanks go out to all the testers who were reporting bugs and giving gameplay feedback on the Experimental branches over the past couple of months, as it has been incredibly valuable!
Broadly speaking, all this testing meant Milestone 2 launched in pretty good shape - but we've already patched a few major bugs and put out a fix for the funding situation being overly restrictive on the easier difficulty settings. We're continuing to monitor stability and balance issues, so please do let us know if you're encountering problems and we'll consider further patches!
Although Milestone 2 is barely out the door, we're already hard at work on Milestone 3. This update contains the alien Cruiser UFO, which is crewed by aliens carrying deadly Fusion weapons. If you can successfully capture one of these Cruisers, you can unlock the final interceptor and dropship aircraft, plus another tier of infantry weapons and an upgrade for the MARS that turns it into a hovertank.
We'll also be continuing to work on the alien AI and the air combat, and we're hoping to add various community-requested features into this update too (e.g. the ability to autosell "junk" items after combat). Finally, we're expecting Milestone 3 will have significantly improved loading times compared to earlier versions of the game!
Unity 2022 Upgrade
These faster load times will be happening partly because we're in the process of upgrading from Unity 5.5 to Unity 2022. We've already done the necessary technical work for this, but there's always teething issues with a major engine upgrade, so I expect we'll have to spend a couple more weeks fixing things up before things are fully back to normal.
Players should see faster load times and better performance when this work is complete, along with proper support for multiple monitors and borderless windowed mode etc. It will also make development work more efficient, as the codebase compiles much more quickly etc. Finally, it'll also bring us one step closer to mod tools - as some of the work we'll be doing upgrading our internal editor tools could be re-used to create a more effective mod editor.
I think I'll wrap things up there. If all goes well, we might have an early prototype of Milestone 3 ready for people to play on the Experimental branch by mid-December (if not, it'll be early January).
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