Turn Based Lovers checked out Solasta: Crown of the Magister:
Solasta: Crown of the Magister - Turn-based Rpg - Gameplay
We played Solasta: Crown of the Magister. One of the most promising #turnbased #RPGs currently in development. Find out how it ended.
ABOUT THE GAME
Roll for initiative, take attacks of opportunity, manage player location and the verticality of the battle field in this upcoming Turn-Based Tactical RPG by Tactical Adventures. In Solasta, you make the choices, dice decide your destiny.
In Solasta, you take control of four heroes, each with unique skills that complement one another. Every hero expresses themselves in the adventure, making each action and dialog choice a dynamic part to the story. Players will create their heroes just as they would in a pen-and-paper game choosing their race, class, personality and rolling for their stats.
PC Gamer checked out the open world game Red Dead Redemption 2:
Red Dead Redemption 2 review
The old west feels brand new again.
"Oh Jesus Christ, what have you done?" ThomasChen978 wants to know why a dozen bodies and a couple horse corpses are piled onto the train tracks bordering the early industrial town and New Orleans stand-in St. Denis. "You just murdered half the village."
"No," I reply, "That's us. This is us. These are our bodies."
We're on round two of growing the recursive corpse pile. My posse got the idea to jump in front of the train after a few rounds of Lasso Your Friends And Toss Them Into The Sea with a couple friendly strangers. Red Dead Redemption 2, like GTA 5, has its own bowling minigame, we explain to Chen in a roundabout way, his horror inverting into blissful awareness. Die in Red Dead Redemption 2's shared open world and you'll respawn fast enough to carry your own corpse around.
Red Dead Redemption 2's stark, slow depiction of America's fading frontier is a monumental work straining against stubborn mission design and stability problems.
Starpoint Gemini 3, which is currently in Early Access, will receive an update, named Gears 'n' Cogs, which is the second update on their roadmap.
No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys, and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you - enemies will have tricks of their own with new AI and behaviour routines.
But you're not helpless - to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.
Focus points of Roadmap update No.2 are:
Newly added crafting and blueprints system
Newly added radiation effects system for nebulas
Heavily upgraded enemy AI and ship behaviour
Visual treats regarding impact hull damage on all ships
New range of upgradeable ship modules
Campaign storyline missions received first rework
The full list of changes and additions can be found here.
Terminator: Resistance is a shooter RPG set during the future war scenario of Terminator 1 and 2. The game is now available on Steam.
Purple plasma! John Connor! Post-apocalyptic romance! After examining every video, trailer, screenshot & press release, here's EVERY bit of info you should know about Terminator: Resistance, the upcoming game set during the Future War. This isn't my usual sort of content, but it seems like I'm the only person on the internet to have noticed half of this stuff, so I thought it was worth getting the word out!
About this Game
There is no fate but what you make.
Experience the events leading up to the decisive final battle for the fate of mankind in the war against the machines. Terminator: Resistance, is a first-person shooter set during the 'Future War' scenario that was only glimpsed at in the iconic films, 'THE TERMINATOR' and 'T2: JUDGMENT DAY'. The machines are destined to lose, but at what cost?
Run and gun or sneak and hack through Skynet's defences!
Level up your skills and explore a post-apocalyptic world for scraps to trade and craft!
Interact with a motley group of survivors and change their fates!
Debuted at X019 in London, the new "1987" trailer introduces players to more of the post-apocalyptic Colorado setting, and the lives at stake in the deeply reactive and highly tactical roleplaying game.
Gamasutra reports that the publisher for Rune 2 was caught in the dark about Human Head Studios closure.
"[Rune II] developer Human Head Studios announced that they closed their doors and will be starting a new studio. This is shocking news to us, as there are several entities working on Rune II -- we found out about this news when you did," wrote the publisher in a statement.
"Human Head had a longstanding agreement with Rune's publisher, Ragnarok Game, LLC, to provide ongoing support for the game. We are working quickly to resolve any current technical issues while we build the team that will execute the exciting planned future of Rune II's post-launch content strategy."
@Gamasutra Tim Cain and Leonard Boyarsky talk about what they learned from making The Outer Worlds.
Making RPGs in 2019
When Cain and Boyarsky first began working on The Outer Worlds, it occurred to them that the world of game design had dramatically changed since they last worked together on the Vampire: The Masquerade series at Troika Entertainment.
Boyarsky noted that while the RPG genre has gotten more financially viable, it's also twisted and morphed into other genres as well. "There's always the people who loved RPGs but the mainstream of games seemed to move away from that."
"I thought what they did with Mass Effect was really cool, I think The Witcher is really cool, but we just felt there was a lack of games where you have a blank slate character that was really generated by scratch from the player."
Cain jumped in to point out that when he and Boyarsky first got started in the genre, most RPG designers were working off systems inspired by tabletop design, for tabletop players. "I think too is that RPGs used to be heavily influenced by tabletop, and I think computer RPGs are finally becoming their own thing. You don't have to be a D&D RPG to get a lot of people interested in your game."
With that in mind, Cain said that one of the goals for The Outer Worlds was to design it to be more accessible than some of Obsidian's previous titles. "One of our early pillars that we decided on was that we wanted this game to be easy to get into," he explained. "A lot of RPGs-and a lot of our RPGs had this. The very first thing you were hit with were a ton of numbers, a ton of stuff you had to read in order to get into the game, and for this one said 'let's try to move as much character creation out of character creation.'"
"Let them spend skill points later. Let perks come later, let the flaws and stuff come later. Just do some quick character creation."
Before we dive into this, I have to preface that were only beginning alpha development now, so anything in this blog can change. We've got at minimum of 18 months or so until launch, a lot of testing, refining and designing still to do, and so please understand that by then a lot of things could be different to how they are right now!
For the purposes of this blog we've added in examples of where decision points may be found on the moral compass - ll the smaller dots would not be in the actual game, but rather represent dialogue options or adventuring choices which may come up during play. Each decision is tracked, with a full history of your philosophical influences ("You chose to leave a stranger to die in the outback...") as well as a percentage breakdown of where your choices were made in the different philosophical quadrants throughout your adventure.
The Moral Compass is an attempt to add more depth to the computer role-playing experience. Morality systems have largely ranged from a simple selection from a list of world views that is barely ever referenced again, to more deeply developed examples like what we see in Fable and Star Wars Knights of the old Republic.
Still, I felt that there was much more to explore here, in particular what it would be like if your character was actually of the world view you were role-playing. More specifically, I wanted to look at enforcing some kind of consistency of character so that your alignment was not quite so arbitrary - the easiest example would be how many role-playing games let you be noble in one quest and evil immediately after.
While obviously fun and allowing a lot of player freedom, it can also feel a little bit cheap and too easy to game when you can basically dictate which parts and which rewards you take on a whim.
The Moral Compass in Broken Roads was born of a combination of seeing this in many games, and a feeling I had for quite some time that games had so much potential to explore philosophy, and I worked at designing something to combine the two.
How it works
At character creation, you will be asked a series of questions that present moral quandaries or describe situations where there is no clear right or wrong solution. How you answer these will determine your starting position on the Moral Compass.
The compass itself is divided into four quadrants, which for now are utilitarian, existentialist, nihilist, and Machiavellian. Even these may change, but the intent here is not to have directly opposing moral positions and have things quite simply 'you are good or bad if you are here or there', but to present a range of attitudes towards being in the world.
As you go through the game, certain choices, dialogue options, quest or adventuring decisions and the like can have a moral component - of course they don't all, as a lot of conversations just conversation - or relates to a particular world view. These options are all located somewhere on the moral compass. Your character's philosophical leaning is marked by a white dot, and there is a golden arc extending around that point, which is their World View.
Your range of possible options that you can choose from is determined by your World View. If you make a decision on the fringes of your World View, your philosophical leaning will shift slightly towards that direction. You may also find that the dot which marks your current position moves more towards the centre of the compass, widening the golden arc. Alternatively, if you make choices very close to your current philosophical leaning, the white dot will move more towards the outside of the compass, and your World View will narrow. This is intended to simulate broad mindedness and narrowmindedness, as you have a character who is either open to a wide range of ideas but not necessarily focused on any particular system of thought, right through to somebody who is incredibly focused and possibly rigid in their ways of thinking.
While being broadminded opens up more options for you, it does prevent you from benefiting from particular moral traits and attitudes that are dedicated individual may be able to enjoy.
Moral traits in Broken Roads behave like unlockable skills or talents which you can have active when they are within your worldview. If you look at the moral compass you'll see an inner darker ring, and an outer light to ring, which marks the difference between higher-level and lower-level moral traits. Higher-level and lower-level here simply refer to if you're focused enough to have your philosophical leaning such that you are in the lighter area of the circle.
Moral traits generally provide bonuses and penalties that range from simply unlocking more dialogue options, through to allowing the use of certain weapons, or temporarily providing extra talent points or buffs to your base attributes. Here as well we don't want things to be too easy: many traits bring with them some kind of detriment as well, ranging from combat penalties to outright preventing choices from certain moral quadrants while active.
Limiting player choice
One of the things we are conscious of and have been working to balance from the beginning is ensuring that it all stays fun. There is a lot of work to be done to ensure that a mechanic that limits player choice does not feel restrictive and actually ends up feeling hindrance. How we solve this really will just come out of the next six months or so of testing internally. Perhaps we find that were able to balance this with a slightly wider golden arc and players don't feel restricted in fact enjoy the forced role-playing that this adds, or perhaps we find that we should give players the option that their World View perhaps determines only their available moral traits and certain bonuses/penalties, but still allow all dialogue/quest options even if they are outside of the golden arc. And hey, perhaps the system is already close to working just fine as designed (because that's how game dev always works you know). Watch this space - we will be posting updates as we go.
IGN interviewed Larian Studios about its new Malaysian Studio and asked about Baldur's Gate 3.
Have you asked the previous developers BioWare and Interplay about making Baldur's Gate 3?
Swen: Well, the team who made previous Baldur's Gate games have spread around but we talked to a whole lot of them. We chatted with them about how to do it. We also talked to the people of Wizards of the Coast obviously since they're the owner of Dungeons & Dragons. So we came up with something that I think it's good. We'll see.
I'm fascinated by how you're able to translate tabletop gameplay to video games. Tabletop games are quite complex already. Will Baldur's Gate 3 has the gameplay mechanics similar to Divinity: Original Sin?
Swen: No, it's not the same as Divinity: Original Sin. It's very different at its core. For me, the biggest difference is probably the class-based gameplay. The similarity, however, is that both Divinity: Original Sin and Baldur's Gate 3 will try to give you a lot of player agency. You decide to do something. The Dungeon Master thinks and says, "Sure, roll D20". They just check and we'll see if it goes or not. That's the fun of it.
We're trying to do the same but in a video game, the game itself becomes the Dungeon Master. So we have to figure out upfront on what you're going to be doing, for example, in terms of stupidity and have the game world reacts to you. That's what we want to try. I think we have cool stuff in there.
@GamesIdealist A new book about the making of the Witcher games will be coming to Amazon.
Amazon has put up a listing for The Rise of The Witcher: A New RPG King, revealing a few details. The upcoming book provides a behind the scenes look at the development of The Witcher, The Witcher 2: Assassins of Kings and The Witcher III: Wild Hunt. If you are interested, you can pre-order the hardcover with this link from the online retailer; furthermore, you can also check out an image of the front cover directly below this paragraph.
Wccftech interviewed the developers of BattleTech about their new expansion Heavy Metal.
Was it a difficult decision to add in an Area of Effect attack into the game?
Absolutely not, no. First of all, it exists in BATTLETECH lore already, we didn't create the Thumper Cannon. So no worries there. But also, when you think about what happens in the game, you've got four mechs taking on sometimes up to 12 at the same time, you can see the utility of this thing. It's not like rock, paper, scissors, dynamite or something. It helps to level the playing field but it is not a win button or anything like that. Plus it's only got two shots so we can fit it in.
Also, every game out there that's a modernish tactical game has a hand grenade which is an AoE attack, so there's no design risk there for me at all.
You've also introduced unique abilities, integrated equipment, into the new mechs, will they be coming to the old mechs as well?
Yes so all ten of the new mechs are coming with these unique bonuses, the eight in Heavy Metal and the two free ones in 1.8, they'll all have unique pieces of equipment. But again with the modding, we figure that everyone will go back and add what they think is best for the previous mods.
This is the wrong word for it, but we hope we inspire people to do that so that every mech gets a unique battlefield role based on its lore that works for everyone. That was a big part of what it was about for us. If you read the novels it sounds really cool but mechanically it's not there, so that's what we wanted to reinforce.
There's over two hundred novels, plus technical readouts and sourcebooks and that's one of the coolest things about BATTLETECH, it's got this thirty-five-year history and this massive shared universe. Many many many people have contributed to it and this is just our contribution. And we want to pay homage to them, the people and work that came before.
Vampire: The Masquerade - Coteries of New York has a new gameplay trailer.
Vampire: The Masquerade - Coteries of New York presents the conflict between two vampiric factions: the traditionalist Camarilla and the fiercely independent Anarchs. It's a unique, atmospheric, single-player narrative experience, set in a rich, fully licensed, globally recognized universe of Vampire: The Masquerade 5th Edition.
Coming December 4th 2019 to PC and Q1 2020 to Nintendo Switch.
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