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Fri 03 July 2009
a3
Do you play a lot of RPG-games? Then you might have a bright future in the world of internet poker as well. Learn poker rules and use your ability of getting into character when you bluff your opponents.

Game Design Essentials - 20 RPGs in 22 Pages

Editorial - posted by Jason on Fri 03 July 2009, 22:19:48

More info on Wizardry: Proving Grounds of the Mad Overlord


John Harris took a break from his @Play column to throw down a 22 page article for Gamasutra, Game Design Essentials: 20 RPGs, wherein he pokes at the innards of 10 western RPGs and 10 of the Japanese variety.
Even though there are many scripted encounters, or "specials," a key difference between Wizardry and the D&D sessions it seeks to emulate is the absence of a flexible DM to allow the players to try things that aren't offered in the basic ruleset. There is no jumping up on tables, swinging from ropes, prodding with 10-foot poles, knocking on walls, or listening at doors or using them to block pursuers. Monsters don't exist until they have been triggered, and once a fight begins it takes place entirely in that square of dungeon map, and cannot sprawl out into the dungeon.

It is important to note that, in the 25-plus years since Wizardry was released, no CRPG has satisfactorily addressed this limitation, that of system inflexibilty. The lack of verisimilitude remains the most grievous difference between them and pen-and-paper games.

The article is worth a read, even the JRPG parts (there's a section on Earthbound), although some folks will point and laugh at this bit in the Baldur's Gate section:
Finally, I don't think I can let this game pass by without noting the extremely well-done characterization of the potential party characters. I am not aware of anyone who has played this game who had a certain ranger named Minsc join his party who wasn't utterly enthralled by the character.

There are 6 comments on this article. Click here to comment.

a3
Everyone is aware that to be successful in RPG games, you need a strategy and execute it to perfection. The same thing applies for online poker games, especially in texas hold'em. There are also some reckless players in RPG games that just ruin the fun for everyone. I would believe they can do well in an online casino by trying out their luck.

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Tue 30 June 2009

Alan Miranda Interviewed at Rock, Paper, Shotgun

Interview - posted by Edward_R_Murrow on Tue 30 June 2009, 23:36:33

More info on Neverwinter Nights 2: Mysteries of Westgate


The CEO of Ossian Studios, Alan Miranda, did an interview with the folks at Rock, Paper, Shotgun, speaking on the founding of the studio, the development of Mysteries of Westgate, and the response to Mysteries of Westgate.
Coming off the high (well… utter exhaustion, really) of releasing Daggerford, we were soon contacted by Atari. They hadn’t missed noticing how well DoD was doing and were very interested in having the same thing done for NWN2. At the time, we had just received the beta version of the NWN2 game/toolset, so while we experimented with that, we started pitching ideas to Atari about the game we would make for them. By January 2007 we were set to go with MoW.

Looking back at how things ended up with MoW’s release in April 2009 (over a year and a half after finishing the game), and remembering how Atari initially wanted us to keep the new content in MoW very light in order to finish and release the game before the first expansion (MotB), I am left to wonder what the game would have been like had we been able to add more content with a longer development. Some reviewers have mistakenly compared our adventure pack to an expansion pack and criticized it for not having an expansion amount of content. Budget-wise, they are a very different scale of game. Furthermore, we were contracted to deliver a 12-hour game, whereas we delivered a game that takes most players between 15 and 25 hours to play (75% of players according to a recent poll we did). Just like DoD, we went above and beyond with MoW.
[...]
Having decided to set our game in a city, we wanted to make it a place you could explore, with interesting people and places to come across. So exploration was key, but so was making Westgate feel like a city and not simply filler, with empty streets to fill in the space between Plot Point A and Plot Point B.

So we did a lot of planning on how to fill in the city with sidequests, ambient NPCs, encounters (aka fights), and interactive objects. I had seen how popular our sidequests were in Darkness over Daggerford (we don’t do the typical FedEx “Find my potato” variety) and so the gameplay for MoW was given a similar sandbox aspect to DoD, with many sidequests that you could undertake. However, MoW isn’t a complete sandbox style of game, and nor is it a strictly linear one with its core story – it’s somewhere in the middle. I think we did a good job on this aspect.
[...]
Perhaps having to hype the game for a year and a half (because we never knew when it would release), also led to expectations that MoW was bigger than it was. It is interesting to note that out of the 8 reviews for MoW on Metacritic (where it received a 73% average), the top 4 reviews are European and the bottom 4 are American. Extract whatever conclusion you like from that.
I find that interesting that the response was so divided by geographical location. Interesting to say the least. The interview has a lot more information, so it's worth a read.
Spotted at: RPGWatch

There are 32 comments on this article. Click here to comment.

Gentlemen, We're Through The Looking Glass

Game news - posted by Edward_R_Murrow on Tue 30 June 2009, 23:21:55


Though the Codex is none too keen on Diablo imitators, the announcement of the new action RPG, GREED, is basically a case study in terrible marketing, typical "features", and goofy language mistakes. From the press-release;
Dueren, June 30th 2009 – Headup Games, a recently founded and independently financed publishing company for core PC titles located near Cologne in Germany is proud to announce its main project for this year to be GREED, a merciless hack'n'slash action-RPG. GREED is scheduled for release in November 2009.
[...]
In contrast to the genre ancestors, the story of GREED takes place in an adult and mature science fiction scenario. In the futuristic universe of GREED the discovery of novel interstellar travel possibilities has lead to a new age of colonialization. The five largest colonial powers are entangled in a full-scale war over a new element called Ikarium, the recently discovered rare source of nearly unlimited energy. You as a former member of an elite military unit will fight a battle for your survival not know-ing that your actions will lead fate of all mankind into dramatic consequences…
[...]
Helpful innovation can be found in numerous innovative features such as the unique dodge move, self-charging shields or destructible environments.
[...]
The combination of the different character-specific skills and abilities in three categories gives you the diversity needed to conquer even the toughest foes.
[...]
The company targets primarily at male core gamers.
Apparently it's made by the same crew who made Avencast. Check out the full release at GameBanshee, because the publisher's website doesn't seem to do a thing for me.
Spotted at: Gamebanshee

There are 30 comments on this article. Click here to comment.

Mon 29 June 2009

Sprechen Sie Deutsch?

Preview - posted by Edward_R_Murrow on Mon 29 June 2009, 23:12:07

More info on Risen - More info on Piranha Bytes


If so, you may find this Risen Dialogue Video informative. It showcases the player character in a pretty lengthy dialogue with some sort of guard. I'm not really qualified to comment much on it, seeing as my understanding of the language is limited at best, but I'm sure some of our resident Germans will have commentary.
Spotted at: RPGWatch

There are 27 comments on this article. Click here to comment.

Alpha Protocol Video Walkthrough

Preview - posted by Edward_R_Murrow on Mon 29 June 2009, 22:31:18

More info on Alpha Protocol - More info on Obsidian Entertainment


GameTrailers has a video walkthrough of Alpha Protocol up, showing the E3 level with an Obsidian developer doing some commentary. I think it would have looked better had they used the magic of editing and good marketing to show how different paths would play out in different ways; play a comparative to really drive that point home. Maybe even show the pre-mission equipment choices and how a different character archetype would have a different loadout. As it stands now, Obsidian isn't exactly showing their best stuff, displaying what looks to be...well...Mass Effect but not in space.

Also it's likely "old", but it's new to me, and I'm sure some others might be interested.
Spotted at: Gamebanshee

There are 92 comments on this article. Click here to comment.

Gamesradar Slams Mysteries of Westgate

Review - posted by Edward_R_Murrow on Mon 29 June 2009, 03:03:04

More info on Neverwinter Nights 2: Mysteries of Westgate


In under 500 words, please make the most vague, contradictory review of Mysteries of Westgate possible. Go!
The pacing problems carry over into the action: early confrontations quickly hit walls of difficulty that it can take an irritating degree of mid-battle party micro-management to scale.
You mean I can't just put the game on auto-pilot? I actually have to play it? Also, this
Basing the action in a technically safe city, Ossian have also reduced the number of combat opportunities
Doesn't jive too well with this
There are whiffs of artificially extended game-length, one particularly galling example coming later in the main quest, forcing you through hours of backtracking and drudgery
Now I realize that "backtracking and drudgery" isn't always combat. In fact, traveling back and forth can be a pain. Oh wait...from our good friend Vault Dweller's review;
In many games, including Baldur's Gate 2 and especially The Witcher, traveling between areas ranges from tedious to painful. It's definitely not the case here. Each area has several exits, so you are always close to one, and once you exit an area the travel menu will give you a list of all main locations and will teleport you next to a building you wish to enter.
Great job Gamesradar! But hey...at least you've got your priorities down...
Spotted at: Gamebanshee

There are 22 comments on this article. Click here to comment.

Sat 27 June 2009

A Wight By Any Other Name....

Preview - posted by Edward_R_Murrow on Sat 27 June 2009, 22:31:04

More info on Dragon Age - More info on BioWare


Bioware has once again updated the Dragon Age website's creature section, this time profiling both the Devouring Corpse
As demons pass through the Veil into our world, they seek out that which they desire most: Life. Unable to distinguish between those that are living and those that are not, many demons possess the bodies of the dead. Trapped within the lifeless corpse, the demon is driven mad and will lash out at those around it who are truly alive.

A devouring corpse is a body possessed by a hunger demon. It has a ravenous appetite and will seek to feed on any living thing it finds. Many of these creatures have demonstrated the ability to drain the very life force from their opponents.
as well as the Arcane Horror.
Every child knows that an abomination is a creature created when a demon possesses a mage. Few realize, however, that the dangers of possession extend even beyond the mage's lifetime. Demons often cannot distinguish between a living being and a dead one and will readily take control of either––which may explain the Chantry's introduction of the cremation ritual. When a mage's corpse is possessed by a pride demon, the specific abomination that results is known as an arcane horror, a powerful creature possessing both the twisted insanity that afflicts most undead as well as the magical power that the mage wielded when alive. Although not nearly as capable as a true abomination created from a living mage, the arcane horror often demonstrates mastery over both blood magic and other animated corpses.
Those don't sound like derivatives of Dungeons and Dragons undead in the least...no sir. So much for "low fantasy" as well, though I suppose that went out the window a long time ago
Spotted at: Gamebanshee

There are 292 comments on this article. Click here to comment.

No Aliens RPG from Obsidian Confirmed

Development info - posted by Jason on Sat 27 June 2009, 21:59:52

More info on Obsidian Entertainment


Obsidian posted a message on their forums to confirm that their Aliens RPG is no more.
Hi guys, The Guildmaster here. Rumors have circled around a bit regarding the fate of the Aliens role playing game that Obsidian and SEGA had been working on. Unfortunately, it is true that we are no longer working on the game, and we wanted to finally announce that officially to everyone who has been following its development. We’re going to keep this forum up for another week for archival purposes and to allow you guys to finish up any open threads, and then we will shut it down since it is no longer a product that is in development.

All of us here at Obsidian would like to thank you for your interest and support during its development, and we encourage you to check out the recent news about Alpha Protocol, which is coming to the PC, Xbox 360 and PLAYSTATION 3 very soon!

Of course, this doesn't indicate whether Sega might continue the development with another team down the road.

About the game itself, Obsidian programmer Anthony Davis shed a little light on what could've been in response to comments on the concept art.
The little guy next to the Alien is for scale genius. This was a concept piece.

The Xenomorphs according to canon absorb some dna traits from host creatures. The two in question here were the behemoth, taken from a very large herbivore, and the second was something were calling a stalker, essentially an Alien that can cloak like a chameleon, taken from a chameleon type creature host. There were also Queens, scouts, soldiers, spitters, and more - including black and red variants for those who know the material.

The game was most certainly NOT a grind fest. Experience was awarded for completing objectives and stealth was greatly encouraged.

Basic gameplay was your party was composed of 3 to 4 members. Party members could be from 1 of 4 different professions, marine, agent, engineer, and ugh...I forget the 4th at the moment .

In addition to stealth, party members could place traps for Aliens, such as turrets, mines, door bombs, and more. Doors could also be welded or cut to slow down Alien movement and create bottlenecks.

There was research, crafting, base defense and much more in the game and working.

There are 159 comments on this article. Click here to comment.

Wed 24 June 2009

Soldak wants design help from YOU

Development info - posted by Elwro on Wed 24 June 2009, 19:25:46


Steven Peeler, the guy behind e.g. Depths of Peril, begins design of a new game and wants your feedback. Don't rush and copypaste your multifaceted TB combat system design, though:
Our next game is going to be more of a hardcore, realtime dungeon crawl (hardcore compared to Kivi that is).

It's going to be an action RPG that is going to take some elements from Depths of Peril (no covenants though) and some from Kivi's Underworld. I'm thinking of having some of the key features revolve around random elements (controlled randomness), a very dynamic world, and lots of smaller game mechanics that can interact to result in some more emergent gameplay than is usual in an action RPG.

This doesn't give you much to go on yet, but now is a great time to give your input of what you would like to see in a realtime dungeon crawl. Don't worry I have plenty of ideas to make this a really cool game, but I love hearing feedback from all of you.
If you think you know what the key ingredient missing from all recent realtime dungeon crawlers is, drop Soldak a line here.

Spotted at: RPG Watch

There are 11 comments on this article. Click here to comment.

Tue 23 June 2009

J.E. Sawyer Interview By Grupo97

Interview - posted by Edward_R_Murrow on Tue 23 June 2009, 02:01:09

More info on Obsidian Entertainment - More info on J.E. Sawyer


Gaming site Grupo97 has an interview with J.E. Sawyer up (in English), that asks some interesting questions about his views on gaming in general. Anyone looking for New Vegas information will be slightly disappointed, but it's a good read itself. Here's a few juicy quotes.
The threshold of simplicity that a hardcore gamer will accept is a lot lower than the threshold of difficulty that a mainstream gamer will accept.

A hardcore gamer may accept an automapping tool but scoff that in "the old days", he or she had to write things out on graph paper. A mainstream gamer will probably not accept the absence of an automapping tool. He or she will stop playing the game and tell everyone they know that it is terrible.
[...]
- Fallout, Baldur's Gate, Planescape Torment... Great games were developed at Black Isle, kind of games not easy to see today on the shelves. Some of them sold great, as Baldur's Gate. Do you believe would it be still possible to develop similar games to those today?

I guess it depends on how similar they need to be. In terms of mechanics, I think a lot of gamers wouldn't accept the controls or conventions of those old games. In terms of content, I believe it's still possible to do, but it's harder now.
[...]
The current gaming market doesn't typically support big budget games that deal with intellectually mature issues. Mature content is equated with sex and violence. Video games have not often been used as a theme-based or didactic medium, but that's not entirely the publisher's or developer's fault. As with films and books, most gaming audiences simply don't care as much about issues and themes as they do about visceral feedback.
[...]
I only did a bit of design work on the Dark Alliance games, but I think it was good for Interplay and Black Isle to work with Snowblind on those projects. Black Isle consisted almost entirely of PC RPG developers and it gave us a narrow focus. I think working on console titles helped open up some of the developers (myself included) to look at other input systems and gameplay styles.
Go check it out. It's a nice interview.

Thanks Santiago!

There are 188 comments on this article. Click here to comment.

Risen Set To Blitzkrieg Deutschland On October 2nd.

Preview - posted by Edward_R_Murrow on Tue 23 June 2009, 01:42:40

More info on Risen - More info on Piranha Bytes


A post on some forums by a Deep Silver (the publisher of Piranha Byte's game) community manager has announced that the German version of Risen will be released on the 2nd of October.
Jetzt aber ist es offiziell! :-)

Risen erscheint am 2. Oktober '09 in Deutschland für PC & X-Box 360.
The North American version will probably be released a few months later, despite what some say. Expect the German version to possibly be a beta test for the more lucrative North American market.
Spotted at: RPGWatch

There are 57 comments on this article. Click here to comment.

Team Xbox Does A Decent Alpha Protocol Preview

Preview - posted by Edward_R_Murrow on Tue 23 June 2009, 01:16:19

More info on Alpha Protocol - More info on Obsidian Entertainment


It's still based off the same E3 demo, but Team Xbox got some extra info out of Obsidian. Some of it was bad, but there were more promising things said in the preview than I've seen in other coverage.
The game’s combat is as versatile. In our viewing of the game, we saw extensive use of cover as a way to avoid enemy gunfire, but also to catch your breath (and gain back some health) while formulating a strategy for what you’re going to do next.
Paging skyway.
And the game’s “perk system” will add to your abilities as well. Ernst noted that it’s not like Fallout 3’s perks, because you don’t just get them when you level up. Instead, you’ll earn them on the fly as you play, pulling them down for certain things you accomplish.
So it's like what a lot of Fallout 2 and Arcanum perks were like? Hopefully there will also be "reputation" perks.
The game is structured into three acts, so there’ll be plenty of storyline to work your way through. Ernst stated that Alpha Protocol will not only have multiple endings, depending on the various decisions you make throughout, but that it’ll also have “multiple middles,” which makes it sound like a broad RPG with loads of things to experience—which lends itself to a lot of replayability. If there’s truly a lot of branching off that can happen depending on the direction you take at a crossroads—either at a physical intersection or just a dilemma where you have numerous options for how to proceed—it’ll be fun to see how the story evolves and characters react when the circumstances are changed.
This is a tall order. If Obsidian actually accomplishes this, it would be very impressive and make for quite a game.
Spotted at: Gamebanshee

There are 32 comments on this article. Click here to comment.

Thu 18 June 2009

A Very Survival Horror Type Of Setting....

Preview - posted by Edward_R_Murrow on Thu 18 June 2009, 08:01:00

More info on Elder Scrolls IV: Fallout - More info on Bethesda Softworks


...in Fallout 3's Point Lookout. Gaming Giant did an interview with Bethesda's Jeff Gardiner, asking the tough questions
Will it feature new achievements?

Yes there are four new achievements.
as well as finding out just how true to the spirit of Fallout this is and in no way more of Bethesda trying to shoehorn cheap horror into the franchise.
There the player will uncover a mystery in a very ‘survival horror’ type of setting.
[...]
The main quest will lead you to investigating a mysterious cult of locals who have taken over the area by infiltrating them. There are also approximately half a dozen side quests, which include delving into a mystery of Consance Blackhall and her occult obsession, helping a local whose sick and needs a special tonic, and helping a local kid who hasn’t been mutated from years of living off swamp water.
There's also a bunch of information that has been repeated over and over in other previews, in case you haven't heard anything about Point Lookout.
Spotted at: No Mutants Allowed

There are 30 comments on this article. Click here to comment.

Achievement Unlocked: Get With All The Girls

Preview - posted by Edward_R_Murrow on Thu 18 June 2009, 07:47:46

More info on Alpha Protocol - More info on Obsidian Entertainment


More Alpha Protocol previews coming in, though these actually have some snippets of "new" information. First we have MaximumPC:
We were also shown a bit of stealth – which, I imagine, terrified enemies allowed to be performed on them simply because they’d already seen their comrades’ barely recognizable husks and wanted their demises to be quick and clean. Stealth takedowns came in two flavors: lethal and non-lethal. Apparently, non-lethal takedowns are best used when infiltrating friendly territories. Beyond that, well, just remember, God is watching.
[...]
Color me impressed. After the presentation ended, though, I still had one ace up my sleeve. Jokingly, I asked if – like James Bond – your main character could potentially romantically “get with” all the main female characters in the game. “Yes,” said the presenter. “There’s even an achievement for that.”
Next up is Gaming Angels:
There are even mini boss battles - if you choose the attack option while in conversations, certain characters will go into a mini-boss battle mode. These generally don’t end in death but can change how the characters align with you.

When you complete missions, you go back to your safe house, your RPG hub, where you can check your email or go to the store to buy intel or buy and upgrade your weapons. There is even a dialog system within emails where you can choose to be brief, direct, or snarky!
[...]
You can only go to Level 15, however, you will not max out your abilities your first run through. You will need to play the game a few more times in order to fully max out all your levels. The game promises 25+ hours of game play with over 40 missions available. With the new dialog system, playing the game 2-3 more times seems likely as the outcomes will be change dramatically each time you choose a different approach so there seems to be some replay value to the game.
Some sort of Successive Play mode, or a preview error?
Spotted at: Gamebanshee

There are 66 comments on this article. Click here to comment.

Bioware Blogs on Mass Effect 2

Preview - posted by Edward_R_Murrow on Thu 18 June 2009, 07:37:27

More info on Mass Effect 2 - More info on BioWare


After the E3 hubbub, Bioware took the time to clarify some of the details contained in many of the previews and expand a little bit on them in a blog piece over on IGN.
In Mass Effect 2, you (as Commander Shepard) are faced with what appears to be a suicide mission: taking a team into the heart of enemy territory where you shouldn’t have any chance of coming back alive. Your survival therefore is based on how well you’ve built a team – who you recruited, how well-equipped they are, and whether they’re loyal to you. Loyalty (and the things you’ll do to earn it) is a central part of the game, and it is critical to Shepard surviving the final mission.
[...]
If you do die in the ending of Mass Effect 2, it will not come as a surprise, nor will it be random. It will be pretty obvious that you headed into the final mission knowing that Shepard probably wouldn’t make it out alive. Throughout the middle of the game you are building up information, resources, a team, and a ship that will be able to do the job, and although you can jump straight to the final mission at a certain point, you’ll have a good feel for whether you’re likely to survive it.
[...]
But Mass Effect is a trilogy about Commander Shepard’s journey - if your Shepard dies in the end of Mass Effect 2, that’s the end of him / her. In that case, you can play Mass Effect 3 as “a” Shepard – just not “your” Shepard. As in real life, not being able to keep living is really the main down-side of death. So if you care about playing the next game with your character, make sure you survive this one.
[...]
If you have completed Mass Effect and you still have your savegames, you can view each playthrough you’ve completed, and choose the one you want to continue from. The Mass Effect savegame doesn’t just contain a couple of your big choices. It contains countless decisions you’ve made, both large and small. These things could each potentially carry forward and affect your story in Mass Effect 2. This has never been done before on this scale, and it means you’re actually continuing your own story from exactly where you left off.
[...]
Some have asked “I built a level 60 character with lots of loot in Mass Effect – will it all carry over to Mass Effect 2?” We will definitely provide benefits for those who put time into developing their character in Mass Effect. But to support all the improvements made in combat and inventory, the skills and items are pretty much completely redone for Mass Effect 2. So if you import a character from Mass Effect, Mass Effect 2 will adapt the key assets of your character into starting benefits that work in the new system.
[...]
And the two most common questions: “Did you fix the slow elevators?” and “Will there be alien love scenes?” Yes and yes. We actually had our new level transition system on display in the demo, which replaces elevators and other transitions from the first game. The new system did its job perfectly in the demo– it was a natural part of the visual narrative and went by fast enough that no one noticed it even happened. As for whether there will be alien love in an elevator, you’ll have to play to find out.
Sounds mostly good. It's strange how differently Bioware handles Mass Effect 2 as compared to Dragon Age.
Spotted at: Gamebanshee

There are 61 comments on this article. Click here to comment.

Wed 17 June 2009

Aliens RPG not dead yet

Game news - posted by DarkUnderlord on Wed 17 June 2009, 15:05:27


Jotstiq have the official E3 quote from SEGA:
The big, green gooey eggs containing Sega's long in development Aliens: Colonial Marines and Aliens RPG are going to hatch -- just not soon. When we asked why the games were absent from this year's E3, Sega replied, "Aliens vs. Predator will be the first to ship out of our triplet of Aliens titles; hence it was shown at this year's E3. We'll have more news to share about the other two games in the near future so stay tuned." Rumors of both titles being jettisoned out an airlock have been swirling since earlier this year.

Up next: SEGA asked to define "near future".

Spotted @ GameBanshee

There are 37 comments on this article. Click here to comment.

VGTribune Slams Dragon Age

Preview - posted by Edward_R_Murrow on Wed 17 June 2009, 01:45:34

More info on Dragon Age - More info on BioWare


It seems Bioware's marketing may be pulling in the wrong crowd. The folks at VGTribune aren't exactly enamored with Bioware's playable demo.
Sure, dragons are cool and Dragon Age Origin’s developers know how to make a great trailer, but that’s not enough to make a great game.
[...]
At that point I thought I would be alright with juggling the three characters in order to progress through the game, but I hadn’t put my finger on the gameplay’s flaw yet. After hitting the attack button several times for the character I had selected, I realized that I wasn’t attacking. That’s when I realized that each of the character’s attacks had to refresh before they could be used again. These refresh rates take so long that they force you to switch between characters if you want to deal any real damage. Each character has three attacks, but as they do little damage and quickly run out, players are forced to swap out their characters until they find one whose attacks attacks have refreshed. Although I only played for a few minutes, this quickly began to annoy me. Swapping between characters and trying to find the one whose attacks are available in order to deal minimal amounts of damage is not my idea of fun.
Perhaps marketing an RPG in the same way one might market God of War wasn't such a sharp idea and might give a lot of people the wrong impression?
Spotted at: Gamebanshee

There are 109 comments on this article. Click here to comment.

Dragon Age Creature Update: The High Dragon

Preview - posted by Edward_R_Murrow on Wed 17 June 2009, 01:30:36

More info on Dragon Age - More info on BioWare


No, it's not Puff the Magic Dragon, it's this thing. Though I wouldn't click on that link, seeing as Bioware has one-upped their previous Dragon Age website in terms of clunkiness.
They say that dragons once ruled the skies of Thedas. The greatest of these were the Old Gods, beings thought to have tricked mankind into turning away from the Maker, and who were imprisoned beneath the earth for their deceit. Their children were the winged beasts worshipped by the magisters of the Tevinter Imperium; images of dragons adorned every statue across the land. In more recent ages, Nevarran dragon hunters supposedly brought the species to extinction, harvesting them for their bones, which absorb enchantment like no known metal. But at the end of the Blessed Age, a high dragon emerged in the Frostbacks and began a rampage through the highlands. The next Age was named in her honor. Because a high dragon only begins a rampage when she is ready to lay a new clutch of eggs, that sighting will certainly not be the last.
How incredibly generic sounding. At least we now why it's called Dragon Age now...
Spotted at: RPGWatch

There are 35 comments on this article. Click here to comment.

Tue 16 June 2009

Atari Caves; Mysteries of Westgate Activation Limit Removed

Game news - posted by Edward_R_Murrow on Tue 16 June 2009, 22:45:04

More info on Neverwinter Nights 2: Mysteries of Westgate


After being delayed for a very long time by Atari for the purposes of adding a new DRM scheme, Mysteries of Westgate is being stripped of much of said DRM, though it will still require activation over the internet, however it won't limit the number of activations one may have. From a post by Alan Miranda:
Ossian Studios is pleased to announce that there is no longer a 3-activation limit on NWN2: Mysteries of Westgate. The activation limit has been removed by Atari after Ossian highlighted to them how many fans were not happy with it. You can now install MoW as many times as you like on your computer. Here are some quick facts about this change:


* Q: Do I still need to activate MoW to play?
A: Yes. The DRM activation limit has been removed but you still need to activate MoW online for each new installation on your computer. After the one-time activation for each installation, you don’t need an Internet connection to play. Activation is necessary to prevent serial numbers from being posted to the web where hundreds or thousands of people can access it.


* Q: So, I don’t have to worry about changing my hardware and not being able to re-activate MoW?
A: No. You can change the hardware configuration or operating system on your computer as often as you like and can re-activate MoW as many times as you like.


* Q: Is it okay if I install the game on more than one of my computers?
A: Yes, that’s fine.


* Q: Are the MoW resources still encrypted?
A: Yes, the MoW resource files are still encrypted. However, we have provided most of this content for free from the Mysteries of Westgate page on the NWVault:
It seems many companies start with this "three activations" stuff and then cave afterwards. Either they are incapable of learning from other's mistakes, or they are doing some very unconventional public relations.

Thanks Starwars.
Spotted at: Iron Tower Studio Forums

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More Dark, Gritty, Mature Previews

Preview - posted by Edward_R_Murrow on Tue 16 June 2009, 09:21:49

More info on Dragon Age - More info on BioWare


The "New Shit" and it's E3 appearance are still getting some coverage. First up is Xbox 360 Achievements
Each of your party members in Dragon Age: Origins will have their own characteristics – all members will have needs, motives and desires. As a result of your womanising, Leliana is quite pissed off to say the least and demands you make a choice between her and Morrigan, and show them both a little respect. Laidlaw went with the crowd on this one choosing Morrigan as the Warden’s true holder of his heart. As a result, Leliana now becomes disapproving of our main character which will negatively affect her in combat. Laidlaw comments that you can actually disgruntle them enough to make them leave your party, and on some instances if things escalate fast enough, force them into attacking you. The whole interaction with your party seems like a complex and intuitive system but only reading what your character says rather than hearing dialogue seems a bit of a faux pas to us and a little 1990. Don’t expect anything as advanced as Mass Effect’s dialogue because you’ll be sorely disappointed.
[...]
The second part of the presentation/walkthrough was more combat orientated as the Warden and co. head out to visit Flemeth, the source of the book of the secrets you gave Morrigan, and her mother. Flemeth was not only expecting your confrontation but heavily infers that Morrigan is just using you, and using sex as a weapon – something that Laidlaw commented was entirely possible. This puts you in a bind giving you the option to abandon Morrigan to her fate, work with Flemeth to cast her over to the old witch or kill Flemeth. As usual, the almighty power of sex presides and so the Warden chooses to kill Flemeth ... or at least try. Did we mention that Flemeth was a shapeshifting mage who could turn into a dragon? Ah ha ... course we didn’t.
Then we have RPGSite.net
With a grin Silverman cuts the sex-scene short, telling us we'll have to wait for the final game to see just how risqué said scenes get. Our character appears outside Morrigan's shed once more and then we head over to Leliana. Uh-oh - she knows, and she's mad.

Watching this segment demonstrates perfectly how this game handles the Bioware mantra of choice and consequence. In many ways, Dragon Age is more nuanced than Mass Effect is, as characters weigh up each action and response you make to them in a more meaningful way.
Bolded the...uh..."interesting" parts.
Spotted at: Gamebanshee

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a3
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