The Oblivion total conversion mod Nehrim will get a Steam release in 2020:
Nehrim: At Fate's Edge
Nehrim: At Fate's Edge is a total conversion for TES IV: Oblivion. Explore the namegiving land of Nehrim with dense forests and deserts, delve into old crypts and caves, and experience an unusual, multi-layered storyline that takes place beyond known patterns of good and evil.
How extensive is the world space and how has it been created?
The land mass approximately equals the one of Oblivion. However, in Nehrim the landscape is entirely hand-built and thus has a lot more variety in it than those forests in Oblivion.
How long will it take me to beat the game?
As opposed to Oblivion, the Main Quest, including 35 single quests, is to the fore in Nehrim. Our Main Quest isn't just much more intense than Oblivion's, but also more extensive. You can beat Oblivion in about 10 hours. This most definitely will not be possible in Nehrim. Additionally, there will be about 30 side quests.
What is the most profound difference to Oblivion?
The skill system. In Nehrim, you level up by gaining experience points. You gain experience points by killing monsters and most of all for finishing quests. This is the best way to motivate the player to play them. At each level-up you get "learning points" you can trade for skill upgrades at a teacher - just as in the Gothic series.
Matt Chat talked to Trent Oster about game design and development. Also a George Ziets announcement.
Lots of great advice here on game dev from a man who's seen it all. We also talk about Axis & Allies Online. Stay tuned to the end of the video for a sneak peek and special announcement from George Ziets!
Gamecrate has taken a deep dive into the gameplay systems of Disco Elysium.
Skill checks are handled through a simple and transparent target number system. Your skill value is a total of your relevant ability plus your skill rating. You add that value to any modifiers (more on those modifiers later) and roll two six sided dice (also known as 2D6, if you were really popular in high school like me).
The total result is added up and compared to the target difficulty number. If you meet or exceed the target difficulty, you succeed. Rolling two sixes always succeeds. Rolling snake eyes always fails.
Disco Elysium doesn't gate the story progression around check success. While check failure can damage your morale and health, it can also be hilarious and interesting. Like some of the best TTRPGs, failure can be more interesting than success.
Red Dead Redemption 2 arrives on PC in a couple short weeks, and Rockstar have finally released a stunning 4K/60fps trailer of the game in action. RDR2 was a very nice-looking game on consoles, but it looks downright amazing running on PC - at times nearly photorealistic (I'm particularly impressed by the fuzziness of that bear's rear end). But enough jawing from me, check out the trailer for yourself!
AusGamers have interviewed CD Projekt RED about Cyberpunk 2077.
As a studio, CD Projekt Red is pushing the visual envelope with Cyberpunk. Even though The Witcher III still looks fantastic and can put any high-end gaming rig through its paces, Cyberpunk 2077 is taking everything to the next level. And in one case, the next-generation of hardware. "We started working on that about a year ago," John tells me when asked about Cyberpunk's use of real-time ray-tracing. "It's not something we started with because ray-tracing is also a recent thing within the industry. And we use ray-tracing for emissive lights to make adverts and the neon lighting you see look amazing. We also use ray-traced ambient occlusion and ray-tracing for the skyline."
Although PC-specific, and at launch tied to hardware from NVIDIA - Cyberpunk 2077 will look impressive no matter the platform it's played on. Advanced shadow effects from long range shadows and contact shadows, to new Houdini physics simulations for particle effects, fluids, cloth, and more. The tech team is still hard at work in some key areas, with the Global Illumination (GI) used in Cyberpunk still being refined and improved upon. To hit a mark that goes beyond anything we've seen from the studio before.
Delve into the post-apocalyptic world of Code Vein in this review for a J-RPG that isn't afraid to try new things. Code Vein is a treat for fans of anime storytelling, "Souls-like" gameplay and deep customisation. Amongst all the ambition, though, Bandai Namco occasionally trips over its own self-made obstacles.
Summary Code Vein looks and plays like a game from the last generation. You need to ask yourself if you perceive that as a criticism. Does such a comparison indicate the negative to you? Code Vein has plenty of last gen quirks, ranging from the needlessly silent protagonist, to its rigidly placed NPCs and lacklustre resource economy. That said, players are going to sign up for the Code Vein experience for the challenges its RPG tree presents. They'll sign up to experience a sincere attempt at taking a genre and bending it in completely new ways. That's what brings Code Vein up to the cutting edge, despite its various stumbling points.
GreedFall feels like a BioWare game that time forgot
Play like it's 2004
When I play GreedFall, it's impossible not to notice the little imperfections.
One NPC leans against a wall, her eyes permanently closed and gently clipping through the rest of her face. Speaking with a merchant and passing an important object back and forth becomes surreal when there's no actual object on screen, so it looks like we're engaging in a low-budget theater production or a particularly potent game of make-believe.
I also don't particularly care, because all of these little errors come with a heaping helping of quest design that seemed lost to time. This game has everything: dialogue trees with lots of branching options; old-school, Western RPG-style turn-based combat; flirting; and a long, complex narrative that doesn't always work, but keeps on trying anyway. It's a huge, sprawling, complicated mess, and that's not the worst thing for this sort of game to be in 2019.
The game feels like an older, slightly more scatterbrained Obsidian or BioWare title that I'm just discovering now, warts and all. The individual missions are well-designed and offer meaty moral choices, even if the scaffolding holding them up is a little wobbly. I feel like I'm back in my teens, curled up with a controller and a classic RPG, and I'm willing to forgive quite a lot of messiness in order to continue enjoying that pleasant sense of time travel.
An expansion for BattleTech has been announced which is called Heavy Metal.
On November 21st Heavy Metal will add tons of new gameplay options to the world of BATTLETECH, including eight new 'Mechs, one of which is designed exclusively for this expansion. https://store.steampowered.com/app/11...
Players can also look forward to eight new weapons systems to destroy their foes in unique ways, along with a brand new Flashpoint mini-campaign.
One Original and Seven Classic BattleMechs: Seven classic 'Mechs from BATTLETECH's 35-year legacy make their triumphant return along with the first completely new 'Mech designed exclusively for this expansion.
Each classic 'Mech comes with unique equipment that reflects the flavor and lore of the original board game.
Eight Game-changing New Weapon Systems:
Eight all-new weapon systems can be utilized to destroy even the most formidable opponents in a wide variety of unique ways. New Flashpoint Mini-Campaign: Come face-to-face with two legendary characters from BATTLETECH lore - the Bounty Hunter and the Black Widow of Wolf's Dragoons. A derelict cargo ship has drifted into the Periphery from deep space; what secrets does it contain, and who will ultimately control its mysterious payload?
Matt Firor of The Elder Scrolls Online was interviewed by SECTOR.
At Gamescome, we had the opportunity to go to Bethesda's stand to find out more about the current status, stage version and future of the well-known MMORPG The Elder Scrolls Online, as Matt Firor, head of The Elder Scrolls Online and ZeniMax Online, told us.
@BluesnewsVampire: The Masquerade - Swansong has been announced and will be developed by Cyanide Studio.
"At the studio, we're long-time and passionate fans of the tabletop role-playing game Vampire: The Masquerade. We have wanted to create a video game inspired by this universe for several years now. This project fits perfectly with Bigben's desire to expand its catalogue of narrative games. We are very happy to be unveiling it together," says Thomas Veauclin, Creative & Art Director at Big Bad Wolf.
"My past experience as an editor and author of role-playing games, and also as Editor-in-Chief of an RPG magazine, is proof of how important this project means to me personally," adds Benoit Clerc, Head of Publishing at Bigben." Just like me, many fans have been waiting a long time for a new adaptation of this cult game, which will be developed by one of the most talented studios of its generation."
In this narrative RPG adapted from the 5th edition of Vampire: The Masquerade, the player takes control of 3 vampires belonging to different clans of the Camarilla, the secret society to which most vampires belong. Weaving between their intertwined tales, the player has to confront the different points of view of his characters to unravel fact from fiction. With whispers of conspiracy, murder and power struggles, the player must protect his clan, discover the truth and above all enforce the Masquerade, the vampire law designed to conceal the existence of creatures of the night from humans.
Explore the ancient silk road in the simulation RPG Silk:
Enter the biggest handcrafted open world of all time, fifty times larger than Elder Scrolls II: Daggerfall! Explore three million square miles of uncharted terrain from Roman Damascus to Three Kingdoms China in an exploration RPG that transports you onto the Ancient Silk Road of 200AD.
From a parallel dimension where they still make keyboard-controlled, square-based RPGs in 2019 comes the new game from Chris Bateman (Discworld Noir, Ghost Master, Heretic Kingdoms). Can you puzzle out the secrets of the four distinct challenges await you in Silk?
Explore the vast expanse of the Silk Road in an epic journey across dangerous wilderness as The Traveller.
Overthrow Rome's greatest enemy, the powerful Parthian Empire, as The Rebel.
Master the art of raiding to capture the fortunes of rival kingdoms as The Warlord.
Carve out a trading empire between the brutal battlegrounds of the Silk Road as The Noble.
One colossal world, four unique challenges. Do you have what it takes to master Silk?
Level up any seven of the thousands of Advisors in the game as you hire your perfect party, each of which unlocks hundreds of unique choices in the world
Battle, Trade, or Explore: play the game your way as you amass a well-provisioned caravan or build your own renegade army
Discover the lost genre of tile-based RPGs (Eye of the Beholder, The Bard's Tale) remastered for the twenty first century
Like all good detective stories, what appears simple at first becomes so much more than that in Disco Elysium - and here it gets so, so much weirder, too. It takes the age-old mechanics of tabletop RPGs like Dungeons & Dragons and twists them in strange ways around a macabre tale of violence, poverty, and a society on the brink of collapse. Through sharply written dialogue and an expertly crafted world, it uses some unique game mechanics - such as debating against 24 different sections of your own brain - to create an experience that will stay with me for a long time. And, somehow, it manages to make all of this fun and, surprisingly often, funny.
The premise of Disco Elysium is straightforward: A body has been discovered, hanged from a looming tree in the backyard of a hostel, and it's up to you to work out how it got there over the course of the 30-hour story. Everything that surrounds this core mystery is far from simple, however, not least being that you kick things off with an almighty dose of hangover-induced amnesia. You can't even remember your name, let alone that you are a cop on a murder case. A part of your consciousness described as your ancient reptilian brain - which you literally engage in conversation with - attempts to persuade you to give up your quest even as your snivelling limbic system battles against it. As you stumble around your wrecked bedroom searching for remnants of your former self, it quickly becomes clear that this isn't simply a whodunnit, but a journey that will challenge you to solve crises on both profoundly personal and societal levels. It's a gorgeously designed isometric RPG that makes you think at every turn of its painterly streets.
Verdict Disco Elysium is a unique blend of noir-detective fiction, traditional pen-and-paper RPGs, and a large helping of existentialist theory. Its twisting plot, cast of memorable characters, and sheer depth of choice combine to create an experience that begs to be savoured. A few minor gripes aside, it hits on almost every single one of the marks it sets out to achieve and left me yearning to spend more time in its world.
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