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Eschalon: Book II: The Secret of Fathamurk Game news - posted by Jason
on Fri 03 September 2010, 17:27:20 More info on Eschalon: Book II Basilisk Games have announced a free Eschalon: Book II expansion with a terrible name: The Secret of Fathamurk.
Basilisk Games, Inc. today announced the development of an add-on adventure for Eschalon: Book II called "The Secret of Fathamurk".
"This expansion for Eschalon: Book II will add 5-10 hours of new gameplay for fans of the game," said Thomas Riegsecker, Lead Developer of the Eschalon series. "Better yet, we're not charging players a dime for it. If you own Eschalon: Book II you will have access to this new content free-of-charge with the 1.05 update."
Eschalon: Book II is available now for Windows, Macintosh and Linux based computers. "The Secret of Fathamurk" expansion will be included in the 1.05 update coming this October. Current owners need only to download the updated game to have access to this new content. The final release date for this update will be announced on the Basilisk Games website. Visit http://basiliskgames.com for more information.
And while you're there, grab the brand spanking new Book I v1.06 patch.
This newspost brought to you by Marquess Cornwallis
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Another Neverwinter Interview with Jack Emmert Interview - posted by VentilatorOfDoom
on Fri 03 September 2010, 12:55:44 Cryptic's COO Jack Emmert once again answers some questions concerning their upcoming Neverwinter OMG, this time at Voodoo Extreme.
In your press release you also mentioned that you are working closely with R. A. Salvatore in creating the game. Is he going to be heavily involved in the project? Jack Emmert: He is writing a trilogy that's set in Neverwinter and from a storyline perspective much of our game ties in to what his novel is doing. So from that standpoint we've had many creative meetings back and forth. We're taking his novel and his characters and seeing how we can thread that into our game. It's a cooperative thing where he's got his novels and he's been happy to share ideas back and forth. Obviously with Wizards of the Coast too, we've been in story meetings, hashing things out. He's a brilliant author and I don't want to say that Cryptic is in any way setting the storylines for his trilogy. It's more like he has some great ideas and stories for Neverwinter.
As for the toolset, you don't have to be a brian surgeon to use it:
VE: How similar / different is Forge going to be from the Aurora toolset of NWN? Jack Emmert: I would say it's completely different because this is our tool and we're kind of starting from a different philosophical point. We're trying to create a robust set of tools but at the same time you won't need a high degree of technical proficiency. It's still a pretty elaborate toolset but you don't have to tinker with the server and all that because we already have that taken care of.
Also, they'll bring some true innovation to the table, immersion instead of dice rolling:
VE: We also asked our readers to send in their questions so here they are. How much Dungeons and Dragons is there in the actual gameplay? Is the goal to have it play with dice rolling in the background (like DnD Online) or is the goal to find a different way to handle things that makes it more action RPG oriented (Like Sacred or Diablo)? Jack Emmert: We're using the rules as a starting point. There won't be any dice rolling because we want to immerse people in the setting and the more obvious you make the ruleset, the less immersive the game becomes. But we are basing everything we do on DnD 4th Edition. The mechanics have been changed but they'll be familiar. By and large, we're trying to keep as faithful as we could to 4th edition rules.
The way of the future, DnD without any dice rolling whatsoever.
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Dungeon Siege III Interview Interview - posted by VentilatorOfDoom
on Fri 03 September 2010, 12:00:35 More info on Dungeon Siege III - More info on Obsidian Entertainment Another GamesCom based Dungeon Siege 3 preview surfaced, this time G4TV questioned Obsidian's Nathaniel Chapman and Gas Powered Games' Chris Taylor.
G4: I noticed as I watched the demonstration that the way loot is presented to the player is very rooted in the game world, rather than a box popping up listing what's in a chest, or loot falling out of enemies as they die. How did that come about?
Nathaniel: We have a goofy term for it on the team, we call it "Pow!" It's basically the idea that when loot comes out of a monster it shouldn't just appear on the ground; it should explode out of them with, like, sparkles and a million particle effects. Just the idea that whenever you do something in the game, it should be awesome. With the loot, we didn't want it to feel like, "Okay, I'm opening up a window and clicking buttons to get my loot."
You see in the demo that when you attack a skeleton, bones fly off them. We just wanted to have that feeling that everything is visceral and in the world, that was really important to us.
The significance of loot exploding out of the enemies with sparkles and particle effects - I always underestimated it.
Spotted at: RPGWatch There are 23 comments on this article.
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Why You Should Sit Up and Take Notice Preview - posted by VentilatorOfDoom
on Fri 03 September 2010, 11:03:10 More info on Witcher 2, The - More info on CD Projekt High fantasy has rarely looked better, IGN concludes in their The Witcher 2 preview.
Choices and Consequences that Matter Three opening scenarios multiply out to a full 16 different endings. That kind of scope is staggering, when you stop and consider the potential routes necessary to bridge you from one point to another through the game world. In fact, during our presentation, we were privy to the entire game schematic – a tangled mass of plot points, missions and interconnected events and scenes that looked more akin to a circuit board wireframe than anything. In practice, The Witcher 2 really does build on the first game's impressive choice/consequence backbone. Characters live and die by your decisions and entire missions become available or are never seen depending on your stance. In one example, the non-linear nature of the game allowed the developer to demonstrate two entirely different paths and radically different outcomes for the same area. Geralt, imprisoned and tortured in an underground dungeon, must escape. However, depending on whether or not you decide to play the game using stealth (and whether you were merciful to a particular character earlier on), you'll take two very different paths through the sprawling dungeon –and encounter entirely separate plot-developing side-characters and quests. With intricately written scenarios like this, we're guessing a few replays are going to be very much warranted. Roll on, 2011.
C&C - this time they do really matter! Promise.
Spotted at: RPGWatch There are 24 comments on this article.
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Interplay Returns to Publishing Company news - posted by VentilatorOfDoom
on Fri 03 September 2010, 10:54:28 More info on Interplay Interplay, winner of the "Best Zombie Impression" 2008, keeps on shambling.
This is the first time Interplay has returned to games publishing since it practically shut down in 2004, though it managed to stave off a corporate death thanks to the sale of the Fallout license to Bethesda in 2007. The company is still working on a Fallout MMO with Masthead Studios, though that title needs to be released before the end of 2011 or Bethesda will reclaim the rights by default.
They're still alive.
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RPGCodex Meetup @ PAX? Community - posted by VentilatorOfDoom
on Fri 03 September 2010, 10:43:49 LusciousPear, honorable Codex donor and Seattle resident, wants to meet up with other Codexians at PAX.
Hey there, I'm an Enforcer at PAX (tabletop), Codex donor, and Seattle resident. I'm thinking about having a small meetup around 7pm on Saturday, starting at Tabletop HQ. I figure we can get together at Tabletop for a few hours, play some games, then go get beers or food. Would you guys like to put something on the front page? Or perhaps pin an announcement on the forums? I can send more detailed info if you'd like.
As you can see, the plan is to meet, play some tabletop games and then get some beers to get drunk. After the right level of driunklness has been achieved it'll be time to harass interview some devs. For the glory of the Codex!
PM LusciousPear or reply to this thread if you're interested.
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BioInterview: Games Are Not Art Interview - posted by VentilatorOfDoom
on Wed 01 September 2010, 15:59:50 More info on BioWare .. saying that is so "last century" confirm the BioDocs.
“That comment is so last century,” chimed in Muzyka, “That’s just the reality now. We’re in a different century where that kind of – to say that games are not an art form, that interactive entertainment isn’t relevant when there are millions and millions and millions of fans, and more every year, playing them. You know, this generation are definitely into the content. It’s so diverse.”
...
“They have an emotional impact,” said Zeschuk adamantly, “It depends what you use as the definition, right? For us largely, it’s things like, things that can have an emotional impact, lasting, on the person. I think that part of the problem with the debate has largely been not understanding the art form or the form of video games themselves... So, is Pac Man art? Sort of, I mean, in a way, in its simplicity it was, but you know, what we’re doing today is completely different. Is a hack n’ slash fighting game art? Ehhhhh, that’s marginal. You know, it’s the same way as movies... lots of movies aren’t art and some are. It’s like anything else. “
It's official, games are art.
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GamesRadar Wants to See Things in Mass Effect 3 Editorial - posted by VentilatorOfDoom
on Wed 01 September 2010, 15:51:28 More info on Mass Effect 2 - More info on BioWare Gamesradar had a brainstorming during which they figured out what Mass Effect 3 really needs to rock even more than ME2. Things like killing an evil Shepard clone or that Tali should be kinda ugly.
The Quarian mechanist was one of the most popular members of Shepard’s crew, but even though you got to romance her in Mass Effect 2, you never got to see her face. That’s why we’re betting that you you’ll get to see what she really looks like in Mass Effect 3.
We just hope that when you finally lift the veil from her face, she doesn’t turn out to be too pretty. Here’s the thing. Tali is smart, she’s funny, and she’s kind of geek when it comes to ship technology. So she’s pretty much the perfect in-game soul mate for anyone who’s been following an RPG trilogy for about five years. If you’re like us, your love for Tali is more pure than an un-played NES in mint condition; it just transcends simple physical attraction. So making her gorgeous in a traditional sense would just ruin everything, because you’ve already grown to like her without having a clue as to what she really looks like.
At the very least, Tali needs some kind of horrible skin condition and perhaps a disturbing lip scar, something weird enough to make her shy about unmasking, but not so hideous that you’ll wind up racing through your radial menus for the option to back out of the conversation.
It doesn't matter how she looks, as long as the level of emotional engagement is sufficient.
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Drakensang: TRoT Published By Eidos [Unconfirmed] Game news - posted by VentilatorOfDoom
on Wed 01 September 2010, 13:50:19 More info on Drakensang The product box displayed at this belgian game site seems to indicate that Drakensang: The River of Time has been localized to english and will be published by Eidos. Which is good news if you're waiting for this title.
Spotted at: RPGWatch There are 10 comments on this article.
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King's Bounty: Crossworlds Review Review - posted by VentilatorOfDoom
on Wed 01 September 2010, 13:06:59 More info on King's Bounty: The Legend - More info on 1C Company RPS took a glance at Katauri's third entry to their RPG/Strategy hybrid King's Bounty series.
I wish Crossworlds did more, especially given the melodramatic title. It’s showing us the same core stuff, the same core places and the same core fights, and I really need it to move on after three years. But this is as far as it could sensibly push what it is capable of, and it goes much further than Armoured Princess, the staid and unambitious middle-child of this vital series, ever did.
As such, it’s the title I’m going to nod to whenever anyone asks me which KB game to pick up. It mightn’t have the anecdotal power of the first, but that surprise delight was also hamstrung by a dreary, grindy second half. Crossworlds is a game you can tackle in peppy chunks, enjoying a series of fresh experiences rather than one over-long one. This is the status quo-perverting wonder that made King’s Bounty sing, now extended to its strategy rather than just its setting. It might cling to safety in the broadest sense, but it’s impossibly clever and cartoonish where it matters.
Seems to be just more of the same.
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MCA Blog Entries Editorial - posted by VentilatorOfDoom
on Wed 01 September 2010, 12:02:18 More info on Obsidian Entertainment - More info on Chris Avellone Magnificent Chris Avellone keeps on sharing his wisdom and gives insight into the inner workings of a game developer company.
Project Directors are selected based on their ability to hold or create the vision for a project, motivate and inspire the team, and their ability to focus the game to the vision and the game pillars. Any individual on a team who has demonstrated these qualities at a senior level as they've risen through the ranks in their discipline (usually to lead status) is considered a candidate for Project Director. Rich Taylor, for example, consistently demonstrated strengths as a lead programmer, and also demonstrated good judgment and decisions on how to go about making the game he was leading (Mask of the Betrayer, Storm of Zehir, and now Dungeon Siege).
Lead Designers are selected for much the same reason - they're usually senior designers who've shown the same strengths in upholding the game vision, ability to motivate and lead a team, and can manage effectively. Like other lead roles, Lead Designers are not necessarily chosen for their design ability, and they may not be the best designer in their discipline, they simply need to understand the design pipelines, understand the toolset and its breakdowns, and how to manage a team - this is because leads spend more time managing the designers in their discipline than doing actual core design work. If they excel in design, as Josh does, then that's a bonus.
Spotted at: RPGWatch There are 24 comments on this article.
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Dragon Age II Video Interview Interview - posted by VentilatorOfDoom
on Wed 01 September 2010, 10:39:45 More info on Dragon Age 2 - More info on BioWare Watch this video interview with Dragon Age II lead designer Mike Laidlaw, covering topics like the "framed narrative" concept among other things.
Spotted at: Gamebanshee There are 9 comments on this article.
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Buying Used Games Doesn't Make You a Bad Person Editorial - posted by VentilatorOfDoom
on Tue 31 August 2010, 12:06:57 More info on Spiderweb Software - More info on Jeff Vogel ... says Spiderweb's Jeff Vogel. And he explains why:
Second, books are works of art and media for transmitting ideas. Art and ideas are good things, and we as a society want them to move around freely. This helps us to have, you know, a culture. Not to mention the free flow of competing ideas that is necessary for a healthy republic. And, if you take video games seriously as works of art and human expression, as I know the Penny Arcade guys do, you should want a similar freedom to apply to them.
(By the way, when I wrote not long ago about times when piracy is OK, many people told me that they pirated games when they were young because they had no money. In the world of books, this simple fact is understood. That is why libraries exist. As much as the publishing industry might not want them too.)
I often buy books new. I see it as part of my duty to support that industry. Someone has to do it, or there will be far fewer new books. But, at the same time, libraries and used bookstores are Good Things. I bet if you went to Gabe and Tycho and told them it was immoral to go to a library, they would think you were an idiot and throw poo on you. But here they are taking this exact point of view for video games. Which are also works of art and media for distributing ideas. Honestly not sure what they are thinking here.
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Arcania: Gothic 4 Preview Preview - posted by VentilatorOfDoom
on Tue 31 August 2010, 11:01:56 More info on Gothic 4: Arcania - More info on JoWood Productions Hooked Gamers put up a preview based on GamesCom info.
Learn why the lack of mini maps and quest arrows is fucking hardcore:
The Gothic games have always targeted a hardcore RPG audience, mostly due to the lack of aides such as mini maps and directional arrows pointing towards your currently selected quest. ArcaniA will ship with a number of aides, including said mini map, but leaves it up to the player which of them he switches on. An overall map shows your location on the large island that makes up most of the game world. Jowood describes the game world as a 'natural barrier open world' which translates into large, isolated areas that can be accessed only when you are ready for them. Readying yourself means taking quests, gaining experience and leveling up your character. One example given of such a barrier was a bridge guarded by a bunch of thugs not willing to let you pass unless you carry out some jobs for them.
...
ArcaniA: Gothic 4 may in some ways be a reboot for the series, but it shares much of the DNA of its predecessors. And from what we were shown at Gamescom, only the strong and wanted DNA strains were brought along. To prove that ArcaniA is still very much a Gothic game, Jowood even promises the return of iconic NPCs such as Lester and Diego. And with no less than seven unique factions to piss off or impress, there is plenty of trouble to be found too.
Spotted at: 10 years Gamebanshee, rejoice! There are 35 comments on this article.
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Heavenly Two Worlds II Preview Preview - posted by VentilatorOfDoom
on Tue 31 August 2010, 10:38:25 More info on Two Worlds: The Temptation - More info on Reality Pump Studios Diehard Gamefan had the opportunity to take a look at Reality Pump's Two Worlds II. That way they discovered why you don't hit guys which are heavenly. Or have a family. Or both.
My time with Two Worlds II was mainly spent roaming around killing any monsters I saw, talking to people. There were also some attempts at lockpicking, but the character I was playing as had low lockpicking aptitude (timing was also requisite for a successful attempt), so those fell flat. At one point I hit an NPC, and all he did was utter in a low deep monotone voice “hey” and “No, please, I have a family” (I heard it as, “No, please, I am heavenly“, which made no sense) and went right back to smithing something invisible as if I hadn’t just been trying to bludgeon him. Everyone in the room started cracking up, and Aubrey explained that that was just filler voice recording, so it likely will not be in the final retail version. I have to admit, while my interest in Oblivion quickly waned when I tried to play it, my time with this game actually made me want to try it (and no, not just because of that NPC).
Spotted at: RPGWatch There are 7 comments on this article.
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GameBanshee Ten-Year Anniversary Site news - posted by VentilatorOfDoom
on Tue 31 August 2010, 10:27:31 Our friends from Gamebanshee, a site mainly known for hosting our press releases, celebrate their 10 year anniversary. You can win useful things, although the winners will be picked "randomly".
So here's the deal. For the next five days, there will be one major giveaway news article (like this one) with a list of all the goodies up for grabs. If you'd like to throw your hat into the ring for a chance to have one of the listed items sent directly to your door or email inbox (depending on what you win), simply post a comment under the news article. That's it. Next week, I'll be going through all five news articles and will randomly choose the winners.
Of course, we have to have a few rules:
- You must have a valid email address attached to your GameBanshee account. Without one, I cannot contact you with the information you need to receive your swag. - Only one comment per news article per IP address will be accepted. Members who post more than one comment under a single news article with the same or alternate usernames will not be eligible for any of the items. You can technically have a total of five chances to win if you post a single comment under each of the five giveaway news articles. - This promotion is available to all members worldwide, as long as your shipping address is valid with the USPS, UPS, and FedEx.
Congratulations Gamebanshee! Keep up the good work.
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Meet DoubleBear Live and in Person Community - posted by Jason
on Tue 31 August 2010, 09:33:26 More info on DoubleBear Productions - More info on Annie Carlson Your chance to share awkward moments of superficial social contact with Annie & Brian Mitsoda is coming up this Friday. No doubt they are eager to hear you tell them in great detail why the art direction in Dead State is hideously hideous and Sims-like and could be so much better if only they listened to your advice on modeling etc.
Hey folks – DoubleBear is going to be at PAX 2010 in a very big way, with Annie and Brian appearing on THREE PANELS (individually on one each, and on another one together). We thought we’d have another meetup before the panels to say hi to everyone, answer questions, sign cans of soup, etc. Just like last year, we’ll be hanging out at the 6th floor lobby (near the escalators down to the 4th floor), and should be very easy to spot because Brian is seriously SUPER tall.
Also, Annie should be easy to spot due to the fact (or at least rumor) that she has boobs, which will likely be in short supply at PAX.
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Deus Ex: Human Revolution Preview Package Preview - posted by VentilatorOfDoom
on Mon 30 August 2010, 19:30:44 More info on Deus Ex 3 - More info on Eidos Several GamesCom based previews for Deus Ex: HR hit the web.
Starting out with G4TV and some hands-on impressions:
Throughout the conversation, you have to option to use the guard’s depression against him, or assuage his guilt and show him that whatever happened wasn’t his fault. This encounter was relatively easy to navigate, so there was no need to use social augmentations like charm or one that lets you scan your subject’s pupils to get a read on whether they are lying or not, giving you a strategic advantage in the conversation. We chose the “nice” path, which led to the guard happily giving us access to the station. And since we talked our way in, we were free to investigate the entire building (talk to people, use computers to access files, etc.). For the sake of time, we proceeded down to the morgue, got the chip, and calmly and quietly exited the front door without issue.
DigitalSpy found the social route to be not very exciting:
Going down the social route isn't nearly as exciting, but effectively showcases how you can approach the mission in an entirely different manner. Entering the reception with the way onward once again guarded, Jenson turns his attention to the desk and asks for help. As luck would have it, it's an old partner in crime turned police desk jockey, who resents Jenson for what happened to him. Conversations using the social augmentation can crush, please and absolve people, and while pleading with him to progress doesn't work, discussing what exactly lead to his exit from their outfit gives him the peace he has longed for and the way forward you want.
From there, Jenson walks freely through the station, and instead of workers springing from their desks to confront you, or security cameras harshly sounding at your presence, they continue their daily business, allowing you to listen in on conversations that flesh out the story and the game's futuristic world. The guard buzzes you into the morgue and coroner mistakes you for someone who passed him a memo earlier that day, providing you an additional dollop of information and easy access to the hub. While the set-up for this example was very contrived, especially with how the desk worker's opinion completely flips within a matter of sentences, the peaceful route does certainly have its advantages.
Game On found out that Eidos aims to maintain the flow of the game:
Eidos Montreal were quick to stress that combat is designed to be a challenging option and won't be as straight forward as most other first-person or third-person shooters. Perhaps most controversial has been the announcement that Human Revolution will use a regenerating health system. While many see this as a simplification to cater for the console market, the developers emphasised that the decision was made in order to maintain the flow of the game. When replaying the previous games, the developers felt that constantly breaking off the combat to backtrack for health machines or extra medical supplies killed the pace and this was something they wanted to avoid. During the playthrough this certainly seemed to be the case, but how it will work across the different difficulties remains to be seen.
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Inon Zur Video Interview Interview - posted by VentilatorOfDoom
on Mon 30 August 2010, 19:06:15 More info on Inon Zur Inon Zur, of the Digimon soundtrack fame, gets video-interviewed by Gamespot.
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Haiku Quest - Christopher Walken Needs More Haiku Game news - posted by Jason
on Mon 30 August 2010, 18:01:39 More info on Haiku Quest Everyone knows that serial killer roguelikes are currently all the rage, but only the serious heads are down with the underground haiku RPG scene. With that in mind, check out Haiku Quest from John Szczepaniak (of Hardcore Gaming 101 fame).
- A JRPG style of design
- A large overworld to explore
- Villages to visit
- NPCs to speak with
- Stores and inns to stop by
- Unique “instant-time” battle system
- Five different monsters to fight
- Streamlined inventory system
- 125 different poems to compose
- 5 true haiku to decipher
- A special "hidden secret" from the gods of haiku
- An incredible ending which will leave you floored
- The voice work of Christopher Walken
Spotted at: Hardcore Gaming 101 There are 8 comments on this article.
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