Blood Bond: Into the Shroud explores RPGs in a new way. With no hand-holding, few forced battles, and no strict paths to follow, you will be rewarded for your exploration across Jordenheim and the discoveries you make. Blood Bond: Into the Shroud is heavily inspired by Norse myths and legends. It is the birth of the world of Jordenheim. Our goal as developers was to provide you a great old-school RPG experience with modern graphics and done in a modern engine. Built-in Unreal.
You will play the role of Astrid, a young Viking witch, and daughter of two heroes of yore. Raised only by her mother and abandoned by her father, Astrid has been outcast by her village. Our story takes place after a hunt, Astrid has found her village destroyed and her mother missing. Unsure of her own capabilities, she seeks out her father, Birger. Thus, begins Blood Bond: Into the Shroud's adventure of self-discovery. Discover the power of Viking inside and the truth behind it all.
Exploration & Discovery: Dive directly into exploring your environment. You'll gain XP for everything you do from picking plants for medicine or discovering a mysterious setting. Talents: Pray to the Gods to receive their blessing. What is bestowed upon you is completely up to them. Gain talents in a variety of ways from quests, boons from the gods, or discovering them through exploration.
Combat: Choose your battles wisely or use stealth to find another way. Be cautious with your ax, bow, and spells for there is no auto-targeting or easy mode combat.
Status Effects: Create buffs, debuffs, or states to aid in your journey. Don't discredit a status effect as it may be beneficial in one situation and detrimental in another.
Crafting: Gather and craft clever items to ensure you succeed in your journey. Crafting is an essential part of your journey as you may not be able to obtain all talents, traits, and abilities on your journey.
We welcome you to the world of Jordenheim and the saga of Astrid of Guilon.
Thank you for supporting our indie game development efforts! We bid you welcome, to the world of Jordenheim and look forward to hearing about your experiences. What will your saga be?
The developers of action RPG Bygone Dreams were interviewed by alt/char.
Q: Can you say something about your studio and the game itself, i.e. where did the idea for the development of this game come from, and why action-RPG?
A: Prime Time studios is a game and movie production company that's been around for almost two decades. It's the company behind Birds Like Us, Bosnia's first feature-length animated movie featuring the voices of Alicia Vikander, Jim Broadbent and Jeremy Irons; as well as Scream For Me Sarajevo, a documentary telling the story of Bruce Dickinson's concert in Sarajevo during the siege.
Q: What can you tell us about the size of Bygone Dreams?
A: Bygone Dreams originally started as a small boss rush game with unique and quirky characters, but over time we started expanding until we ended up with a large world and 25+ hours of gameplay.
When all is said and done, I am fairly certain that it's one of the biggest indie games ever made.
Q: What can you tell us about the customization of the character and his equipment/skills?
A: While the main character is always the same, his armour and weapon loadout will be customizable. We like to consider the game an action-adventure with RPG elements rather than a full-fledged action RPG, but that being said the character does optionally level up, and most of the equipment can be upgraded by forging.
We decided early on to focus on a smaller pool of weapons with unique traits rather than have 100+ weapons that essentially behave the same. Due to this, all our weapons have unique effects defining their play style. As an example, one of our weapons makes enemies drop mana-refilling globules making it a great choice for a battle-mage build where you'd use your spells indiscriminately, then switch to melee to refill your mana.
The director for Mass Effect, Mac Walters, has been interviewed by c|net along with environment director Kevin Meek.
What advice would you give to fans looking to spice up their playthrough, with this new version of the trilogy, aside from switching from Paragon to Renegade or vice-versa?
Meek: I'd suggest for people to try different character classes. When I played Mass Effect 1 for the first time, I played as a soldier -- the generic right-down-the-center option, with access to all the weapons. I didn't know what type of game it was going to be or what the biotic powers were.
Now we've eliminated a lot of those class restrictions on weapons. You can choose Vanguard, which gives you a bunch of biotic powers and still use whatever weapons want. And then when you get to Mass Effect 2 and 3, those powers let you do all these really fun things like lifting people up and throwing them off buildings, and warping yourself across chasms to slam into enemies.
Walters: Another good one is the DLC, especially in 2 and 3, if you didn't play it before. We used that additional content to experiment with the level design and gameplay -- there's some really cool and fun stuff. If you finish Lair of the Shadow Broker (a piece of DLC from Mass Effect 2), you can re-spec all your characters, plus all these other cool bonuses that come with it.
Whenever I've talked about this collection to people, a lot of them will bring up the negative response to Mass Effect 3's ending. What would you say to those players, especially those on the fence about the Legendary Edition?
Walters: The ending's extended cut was part of the DLC, so that's part of your new baked-in experience with the Legendary Edition. But I guess people have to make up their own minds about it -- we haven't changed any of the story. It's also been a little bit of time, so people play through it as a whole and then reassess. If they still have the same feelings about it then, that's fair. I know I viewed the trilogy in a very different way now that it's all together. I'm hoping other people will see it that way as well.
Meek: I think the sci-fi beats of the ending might hit people in a different way now than they might have nine years ago. Playing it as a whole trilogy and treating it as one giant arc, rather than three arcs, goes a long way to potentially changing people's experiences.
Gamingbolt reports on a rumor about Arkane's next fantasy IP which suggests a focus on Vampires and is set to be unveiled at E3.
The rumour originated on ResetEra and has since been shared on Twitter by @_XboxNews. Arkane Austin's new IP is apparently called Omen (or that's its working title, at least) and has vampires. The game apparently has Spring 2022 target launch window, and will allegedly be revealed at E3 next month, perhaps with a CGI trailer.
Wccftech have written a preview for Pathfinder: Wrath of the Righteous.
Setting out to outdo their previous game, Owlcat Games seems to be on the right track to make Pathfinder: Wrath of the Righteous not only a better game but also a much more accessible one. Instead of letting the player figure out by themselves the complex mechanics that power the experience, or where to go to complete a quest, Pathfinder: Wrath of the Righteous provides all the help needed to understand what is going on, with contextual tutorials every time a new mechanic is introduced and an intuitive system that lets players learn more not just about the mechanics, but also lore, locations, and characters by simply hovering over a highlighted item. The end result is a game that is enjoyable straight from the get-go.
And there is quite a lot to enjoy from the very beginning of Pathfinder: Wrath of the Righteous, as the new game from Owlcat has upped the ante on pretty much every front. Reaching the Worldwound, where the opening of a rift to the Abyss has unleashed terror across the land, the player will have to lead the Crusade to crush the demon hordes that have invaded the world. The main character can be customized with an extensive character creator that lets you pick between 25 different classes with multiple archetypes all coming with unique traits and skills, 12 different races, and different moral alignments, making for an authentic Pathfinder experience where the player dictates with their choices how the world is shaped right from the start.
PC Gamer reports that Heroes of Might and Magic 2 is being rebuilt in an open source engine. You will need the original game in order to try it out.
Fheroes2 is a multiplatform, open source recreation of the Might and Magic 2 game engine with a dream list of features, including improved AI, larger resolution support (and window resizing), faster unit splitting, hundreds of bug fixes, and the most coveted of all features: an instant battle option to skip easy fights, and a restart button to replay the battle manually if you're dissatisfied with the results. The videos also show off the highly polished animations, making me slow down and watch the tiny horseys gallop across the map.
IGN presents the official Elder Scrolls Online: Deadlands and Damnation trailer:
The Elder Scrolls Online: Blackwood - Official Deadlands and Damnation Trailer
Check out the latest trailer for the upcoming Blackwood chapter of The Elder Scrolls Online, available on June 1, 2021, for PC, and on June 8, 2021, for Xbox One, Xbox Series X/S, PlayStation 4, and PlayStation 5.
Before the events of The Elder Scrolls Online: Blackwood, there was a deal made with the Prince of Destruction. Discover the desperate schemes and mortal ambitions of the Longhouse Emperors that set up the storyline for the upcoming Blackwood Chapter and Gates of Oblivion year-long adventure.
Angelarts interviewed the lead writer Nicolas Lietzau and voice actor Ben Britton about Enderal:
Let's Interview Ben Britton & Nicolas Lietzau
This is my second Enderal related interview, where I talk to both Nicolas Lietzau (lead writer of the Enderal video game and author of Dreams of the Dying) in addition Ben Britton (voice actor for Jespar in both the video game and the novel). In Part 1, we talk mostly about Ben's experience working as a voice actor for Enderal. Part 2 will dive deeper into the novel itself.
SaGa Frontier Remastered
The beloved 1998 RPG Classic, SaGa Frontier, is reborn with improved graphics, additional features, and a new main character! Experience this role-playing adventure as one of the eight heroes, each with their own storyline and goals. With the Free Scenario system, unfold your own unique journey. Engage in dramatic battles, using the Hirameki system to gain new skills and carry out combined attacks with your allies!
Review: SaGa Frontier is a game whose original release could best be described as unfortunate. It came not long after Final Fantasy VII had made many new players interested in RPGs, only to give them a game that was almost the exact polar opposite of what FF7 was: non-linear, obtuse, story-light, and filled with gameplay elements that defied genre norms. Many who bought SaGa Frontier on the Squaresoft name alone were blindsided by just how goddamned weird it was when all they wanted was another FF7. The backlash to Frontier would taint the SaGa series' reputation in the West for years as impenetrable trash. Yet there were still folks who carried the torch for SaGa Frontier, embracing its obliqueness and brutality and singing its praises for years. Those people were no doubt elated when Square-Enix announced a SaGa Frontier remaster on modern platforms, eager to see their much-maligned favorite get a chance to shine once again.
Let's start with a disclaimer. Reviewers have had a short time to gather their thoughts on Mass Effect: Legendary Edition. I sacrificed all sorts of sleep to deliver this piece as swiftly as possible, but as it stands, I've "only" beaten the first game, made it midway through the second, and just shy of midway through the third. I know the original games inside and out, though. Barring a bug that blows up my house at the end of one of the sequels, I can safely say I have a good feel for what's changed, what's stayed the same, and whether or not Legendary Edition is worth the investment. We'll update this article as soon as I've finished ME2 and ME3 with any additional details.
Mass Effect: Legendary Edition is just about everything I had hoped it would be. It carries the torch from past into future, dutifully imbuing Shepard's fantastical voyages with a sense of modernity that will help the series continue to attract new fans as we inch boldly closer to whatever comes next. It doesn't reinvent the wheel because that's not what it sets out to do, but it does improve the first game to a considerable degree. It takes care to transfer the largely-unchanged sequels into a new decade of gaming.
Returning SPECTREs will have the same good time, with bells and whistles to accentuate it all. Prospective players, even those whose RPG interests are of the decidedly Japanese variety, will be hard-pressed to find a better sixty-dollar buy in 2021.
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