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.
Spiders have Tweeted that Greedfall has sold 1 million worldwide and will be getting new content.
GreedFall has sold over one million copies worldwide. Thank you so much for making the journey this incredible! Following our community's feedback, Teer Fradee is now coming to next-gen consoles and getting new additional content. Stay tuned!
Drox Operative 2 has now been in early access for a little over 5 months and is currently available on Steam and GOG.
As of this post, we've released 26 patches (7 since the last post) with 933 total changes (152 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.
Spying: You can now plant spies on planets. This gives the player more ways to cause havoc and allows another way (other than treaties) to get information on what the races are up to.
Planet screen: There is now a planet screen that shows all of the information on planets that you have gathered through exploring, spying, or given through treaties.
Anomalies: There is now way more anomaly variety. There are also now anomalies that trigger when the player gets too close and many that give bonuses that last the rest of the sector.
Rebels: Rebels are now a playable option once they are unlocked and all of the rebel factions are more interesting and unique.
Better 4X info: The player now gets more info on race ship tasks & destinations, race production, and planet values.
Component protection: You now have more ways to protect components from damage. Components can no longer take damage if your structure is over 75% and components to the left and right on the layout will protect those in the middle some what.
That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here).
The Adventure Game/Visual Novel Woodsalt will be released on December 9:
"Woodsalt" Gameplay trailer - Out on Steam and Nintendo Switch December 9th
The title is a sci-fi psychological thriller adventure game set in a classic 90s JRPG style. It's practically an interactive book with free-roam with a whole array of impactful choices to make that determine your journey.
The basic gist of the plotline goes as follows:
You control a man called Emcy who wakes up on Nu-Terra, a city within a bubble far away from earth 1000 years after humanity evacuated the planet.
During the story, you learn about the world around you, the people that exist and their existential troubles.
Over the course of the game, you'll speak to side characters whose opinions of you will be affected by your actions.
There are 3 main story endings, 22 side plots and 10 Easter eggs to find!
Drakensang is now available on GOG for 75% off. Note that this release is region blocked in NZ and Australia.
Get ready for an adventure set in the popular medieval fantasy universe. Drakensang is now available on GOG.COM with a 75% discount lasting until 2nd December 2020, 2 PM UTC. Experience an exciting story within a huge campaign involving numerous main and side quests, as well as take part in intensive tactical combat!
Share our love for games? Subscribe to our newsletter for news, releases, and exclusive discounts. Visit the "Privacy & settings" section of your GOG.COM account to join now!
A love letter to Dragon Quest from the makers of Yakuza
The latest entry in SEGA's Japanese mafia-simulator is here. Yakuza: Like a Dragon is the seventh main entry in the long-running Yakuza series, which originated on PlayStation but is now available for both Xbox and PlayStation consoles. Like the switch from Sony to Microsoft, Yakuza has changed genres from brawler action-adventure to an action-RPG that is unabashedly inspired by Dragon Quest. But does this changeup land a home run for Yakuza, or does it strike out from being too different? Here's our full review of Yakuza: Like a Dragon on the Xbox One X.
Yakuza: What's the Story?
Yakuza: Like a Dragon is one of the most beautiful love letters to a completely unrelated series that I've ever seen. The developers at Ryu ga Gotoku studios clearly have a deep nostalgia and appreciation for Square Enix's classis RPG franchise. There are some deep cuts for fans of Dragon Quest, including small nods to reoccurring dialogue throughout the series, skill names like Giga Swing inspired by Gigaslash, and even enemies that mimic monster animations from prior Dragon Quest titles.
The story, however, is very much the kind of tale I would expect Kazuma Kiryu from previous Yakuza games to experience. The beginning cutscenes set the stage for new protagonist Ichiban Kasuga's 45-hour long journey and is full of twists, turns, betrayals, and ultimately redemption arcs. The central driving theme of Like a Dragon revolves around "friendship" and the relationships that Ichiban creates and strengthens through adversity and hardship.
Despite its flaws, Like a Dragon still manages to impress and provide a quality Yakuza experience. The story was masterful and the comradery between characters felt deep and realistic. None of the main villains or party members lacked any depth to their character, and felt more believable than in previous Yakuza titles. The homages to Dragon Quest liberally sprinkled through Like a Dragon were satisfying and nostalgic, with deep level of love and appreciation for the franchise on clear display.
Yakuza: Like a Dragon is surprisingly one of the best JRPGs that I've played since I beat Dragon Quest XI over three years ago. It's especially impressive coming from Ryu ga Gotoku studios which has never made a turn-based RPG before. However, there are some glaring issues that take away from the overall experience; most notably the lack of a weakness indicator and wonky AoE moves during battles. If only the battle system was perfected, then Like a Dragon would be a top-tier JRPG. Regardless, I would recommend to any RPG fans that Yakuza: Like a Dragon is a must-play title.
Dev Update #24 - Community Feedback & Sourcebook Update
Hello there everyone!
Today we're going to be doing a slightly different Dev Update than usual. You might remember that we've always been talking about working hand in hand with the community. This stance, which started during our Kickstarter Campaign, has not changed - if anything, Early Access is a direct extension of that. So far we've mostly used our Dev Updates to talk to you about what we have in store for Solasta. What we've planned, what we're working on, so on and so forth. This time however, we're going to be looking at some of the most popular suggestions and feedback we've received so far - and tell you what we'd like to do on each topic after sitting down together and discussing about it. For those who are curious on how we tackle feedback, we're holding regular meetings with the core team to go over the various community feedback. Considering the amount we've received, there are many suggestions that won't be featured here - but worry not, Community Feedback Reviews will come back in future Dev Updates as well.
Community Feedback Review #1 - Let's get started!
Alright folks, time to tackle them suggestions and feedback! Hope you've got a mug of coffee / cup of tea / bottle of vodka (wait what) ready, because this is going to be fairly long.
Do you plan on adding a "quick start" feature to skip tutorials once we've already completed them once?
Yes. This is something we're planning to do in the long run, however it is very likely that this feature won't be available during Early Access as we might still be adjusting things left and right - which might include the tutorial levels. Our current idea would be to have your party start in Caer Cyflen, skipping the tutorials and cutscene with lord Carran so you can immediately go to the council to start your adventure.
Will you be adding more crucial choices to dialogs?
This one is a hard one. Ideally, we'd love to have a wide range of impactful choices that would strongly impact the various quests you're tackling, but here's the thing - these things need time and money. A lot of it.
Let me elaborate. Adding a dialog choice would mean additional writing, which in itself isn't too bad. Considering Solasta is fully voice acted, you'd have to add voice recording which already starts to become expensive. Then, if you decide that the decision affects the quest - for instance by opening a new path to go around an encounter for instance - you add on top of this time required for game design and level design (to create that new path). And then you also add time required every time we do a test run, because if we don't test all the options chances are some of them may not work.
I explained this in a forum post a long time ago, but it's the same reason we're not going for multiple endings. Let's say you have the time to write three large story quests for the end of your campaign, each taking around 5 hours to complete for the player. When you arrive at the end of the game, if you play those 3 quests back to back, the game is linear but every player gets 15 hours of extra playtime. On the other hand, if you have a to choose between three different endings - each with their own quest - each player only gets 5 hours of gameplay. Now you may argue that players get more overall playtime because they would be encouraged to re-play the game to see the other endings, but those players are exception and not the rule - most players are satisfied with a single playthrough.
So, a single end with more content, or multiple endings with much shorter content for each of them? In the case of Solasta, we never intended our game to be very long - so cutting content to add more forks in the road doesn't sound like a wise choice for us. We'd rather focus on delivering a single, well crafted campaign - even if it might feel a bit railroaded at time.
Now that being said, we also noticed that some dialog options may feel redundant or poorly exposed - for instance a lot of players were really surprised at the fact that experienced adventurers would just put an unidentified crown on their head without second thoughts. You can help us by bringing up particular cutscenes / dialogs where you feel like something just feels wrong so we can take a look at them and change the script a bit to make them feel more natural - I'm sure most of you would have less issues with the crown scene if it was implied that the crown was magically influencing the party to wear it.
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