Thu 17 May 2012
Tue 15 May 2012
Fri 20 April 2012
Thu 17 May 2012
Tue 15 May 2012
Mon 14 May 2012
Sun 13 May 2012
Sat 12 May 2012
Fri 11 May 2012
- RPG Codex Interview: Sean Punch, GURPS Line Editor, on P&P, Fallout, Digital Media, and RPG Design
- RPG Codex Interview: Dreadline, Party-Based Monster ARPG by Ex-Irrational Games, Ex-Harmonix Devs
- RPG Codex Retrospective Interview: Leonard Boyarsky
- RPG Codex Interview: Faster Than Light, Spaceship Simulation Roguelike
- RPG Codex Retrospective Interview: Robert Woodhead
- RPG Codex Interview: Legends of Eisenwald, Turn Based Strategy/RPG
- Mass Effect 3: A Narratological Review
- Swords and Sorcery: Underworld Gold Preview
- RPG Codex Wasteland 2 Interview - Part 3: Brian Fargo on Community Feedback
- RPG Codex Interview: The Banner Saga, 2D Turn-Based Strategy RPG
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RPG Codex Interview: Sean Punch, GURPS Line Editor, on P&P, Fallout, Digital Media, and RPG Design Interview - posted by Grunker
on Thu 17 May 2012, 07:20:03 Tags: Fallout; GURPS; Sean PunchOver the course of the next year, the RPG Codex will be doing a line of retrospective interviews on pen & paper role-playing systems, including questions focusing on P&P's relationships with the digital media and computer RPGs. For the first of these interviews, we have reached out to Sean Punch - also known as Kromm - to talk about GURPS, arguably the most open-ended role-playing system ever made. Some call it the system to end all systems, some call it needlessly complicated. The system primarily aims for freedom of choice: it can be used for any setting, at any time, in any conceivable way. Fallout 1 was originally supposed to use GURPS as its underlying rule system, but for reasons that are not completely clear, that failed to happen. In this interview, we ask Sean about the Fallout incident, as well as about many other things - read on!
Can you tell us a bit about yourself and your responsibilities at Steve Jackson Games? What project(s) are you currently involved with?
SP: My responsibilities as GURPS Line Editor are diverse; SJ Games is a small publisher, so everybody wears many hats. I'm involved with every GURPS project on some level, although my role varies from item to item. I seek freelance writers for products we know we want to publish and also evaluate proposals submitted out of the blue, and I approve project outlines either way. I advise freelancers on house style and GURPS rules as they work, and then I review their writing, at any stage from first draft to final proof. I do sometimes serve as an old-fashioned i-dotting, t-crossing editor... and as a compiler, reviser, or developer, as necessary. I have the last word on rules canon and editorial style for writers, because my job's raison d'être is to ensure consistency across the product line. Finally, I write as often as I can -- in my heart, I'm an author first!
To you, what are the most significant design principles and core values behind GURPS?
SP: I've answered that question dozens of ways in 17 years, but here are a few vital principles that always seem to make the cut:
- Options. However many expansions it has and however long these run, GURPS is a simple game at heart; e.g., characters are built on one variety of points, and most tasks involve rolling three six-sided dice under a target number. Likewise, GURPS makes no assumptions about genre or power level, and few about realism level or play style (although I'll admit that it does slightly favor verisimilitude, and avoids competitive, PvP gaming). However, it offers all kinds of options to adjust complexity, genre, power level, realism level, and so on. That's the heart and hallmark of a GURPS product: it offers tons of options that enable the gamer to customize her gaming experience.
- Austerity. GURPS is a sprawling product line, and I'd never lie and say that we don't expand it all the time, because we're famous for doing exactly that. However, a few basic systems underlie everything, and we try not to introduce new game mechanics or character abilities until we're sure that the existing stuff won't do the job. Most of the expansions you see demonstrate how to use the available tools to do new jobs. They don't add new concepts that break old ones; they just expand gamers' options.
- Consistency. We make a serious effort to ensure that every product works with every other one, and that new rules respect old rules (although they might add special cases or extra detail). Likewise, we take editorial style and even text formatting seriously, so you know what sections to expect in a particular kind of GURPS book, where to find things, and how to read the stats.
Fallout 1 was initially supposed to utilize GURPS for its rule system, but in the end it did not. The only information we have been able to find on the subject is that SJ Games were concerned about the amount of blood and gore in the game. Can you tell us more about why a GURPS Fallout failed to happen?
SP: Ultimately, the issue was that the license didn't word the approval process in a way that was good for either party, and it was simply easier to design a new RPG engine than to redo the licensing agreement and all of the approvals. That might sound extreme, but the RPG elements of a CRPG are minor next to the storyboards, level designs, visuals, audio, and all that other good stuff. Whether the specific concern that led to the discovery of the approval issue was somebody at SJ Games disliking blood and gore, I cannot say -- I did not then and do not now handle licensing, and I never saw so much as a screenshot at the time. I can say that geeky guys at my own pay grade on both sides regretted seeing the plug pulled, but apparently my bosses and their bosses viewed that as the right move for financial reasons. To this day, I remain skeptical of claims that a single cut scene, loading screen, dialog line, etc. caused the parting of ways.
For Sean's thoughts on CRPGs and their systems, the future of GURPS on the PC, and lots of RPG design talk, read the entire interview!
Read the full article: RPG Codex Interview: Sean Punch, Line Editor of GURPS, on P&P, Digital Media, and RPG DesignThere are 2 comments on RPG Codex Interview: Sean Punch, GURPS Line Editor, on P&P, Fallout, Digital Media, and RPG Design
RPG Codex Interview: Dreadline, Party-Based Monster ARPG by Ex-Irrational Games, Ex-Harmonix Devs Interview - posted by Crooked Bee
on Tue 15 May 2012, 20:05:42 Tags: Dreadline; Eerie Canal Entertainment; Freedom ForceDreadline, announced yesterday, is a party-based action RPG for PC ("a Diablo/Freedom Force mashup, but faster and with more blood!", as described in the press release) currently under development by Eerie Canal Entertainment, a recently formed ex-Irrational Games, ex-Harmonix, ex-Iron Lore developer studio. In particular, Bryn Bennett worked on Freedom Force 2 and Steven Kimura was a 2D Artist on System Shock 2. In the game, you take control of a group of time-travelling monsters who visit history's greatest calamities, such as the Titanic tragedy or the destruction of Pompeii, with the simple but elegant goal of killing as many humans as possible in the nastiest way possible. Heck, they are destined to die anyway! Monsters that are perversely moral in addition to being perversely bloody? Count me in!
The art style is pretty unique (unique and pretty), too, as evident from the teaser trailer:
Excited about the game's announcement and premise, we have reached out to Bryn Bennett (Programmer/Designer) and Aaron DeMuth (Artist) of Eerie Canal Entertainment for a short interview that would hopefully introduce the game better than just a usual press release. Have a snippet:
Dreadline's premise - controlling a group of monsters who travel through time to kill those who are already doomed to die in history's calamities - definitely makes it stand out, as does the look. What were the main inspirations behind the game's unique concept and art style?
Bryn Bennett: Steven [Kimura, Lead Artist] is a huge Edward Gorey fan, which explains a lot of the look. We are also trying to bring the creepy look of '70's animation, which I don't think has been represented much in video games. Cartoons like The Hobbit and Watership Down were terrifying!
The concept just came from us throwing around ideas for a few weeks. We all generally have dark senses of humor, and this concept really cracked us up. We knew we were on to something right away.
Aaron DeMuth: Yeah, Steve already has a pretty distinct drawing style, mix in Edward Gorey, Quantum leap, and Ancient aliens and I think you'd arrive at the same place.
Dreadline has been announced as an "action RPG/RTS hybrid." From a gameplay standpoint, would it be fair to call the game "a Freedom Force-like, but with monsters instead of superheroes"?
BB: I think that's a good place to start, but doesn't really describe what we're shooting for. The game is going to be much faster paced than Freedom Force. It will still be necessary to control your team well in order to complete levels, but we won't have things like pause-time. We want it to feel very frantic and high energy. Additionally, we are a small indie studio, so we're not going to be making something the size of Freedom Force, since we just don't have that kind of man-power. (people-power?)
The press release says we will control "a bloodthirsty monster squad." How large is the squad the player controls going to be and how many recruitable characters will there be? Can you perhaps give us some examples of the special skills the characters will have?
BB: You will control a squad of 4 monsters at a time. We played around with the number a bit, but larger numbers of monsters started to feel unwieldy. There also may be some early level with less, to keep things simple and allow the player to ramp up with the controls. Then again, they have a time machine, so they could always go back and replay with more monsters and really bring the doom.
Again, I'm not trying to be secretive, but there are a lot of things up in the air right now. Our skill system currently allows for a ton of different types of abilities, so I'm really excited about that.
Right now, our character Cuberik (the Evil Cube), is kind of like a harvester of souls. One of his abilities is to drain life from humans, and can then use that life force to heal his monster friends. He's like a terrifying recycling machine.
So if you ever wanted an RPG that would allow you to play on the side of monsters that kill a lot of people in a bloody way - and with an (ahem) moral justification of "eh, they were all going to die anyway" - this might be just the game for you. We thank Bryn and Aaron for their time, and personally I'll be keeping an eye on Dreadline and patiently waiting for its release scheduled for Q1 2013.
Meanwhile, be sure to read the full interview: RPG Codex Interview: Dreadline, Party-Based Monster ARPG by Ex-Irrational Games, Ex-Harmonix DevsThere are 26 comments on RPG Codex Interview: Dreadline, Party-Based Monster ARPG by Ex-Irrational Games, Ex-Harmonix Devs
Age of Decadence Win A Pre-Order Copy Contest Game News - posted by VentilatorOfDoom
on Fri 20 April 2012, 10:00:30 Tags: Age of Decadence; Iron TowerMost people frequenting the Codex are probably aware of the release of the Age of Decadence public beta some time ago. Since then Iron Tower opened up the possibility to pre-order the game, mainly to support their programmer, who, given enough pre-orders come in, might be able to quit his job and start working on AoD full-time.
To generate some buzz (and lulz) we've decided to stage an Age-of-Decadence-Win-a-PreOrder-Copy-Contest. The goal is to create an advertisement for The Age of Decadence. Let your creative juices run freely, it doesn't matter if you submit a photoshop, a gif or flash, a fake retro-ad, a youtube video or a sizable poster ad. All entries will be judged 100% democratically by a jury of esteemed Codex staff members on the basis of the following criteria: creativity, humor, quality/authenticity, or perhaps other criteria I'll invent on the fly.
The winners get a copy of the game (for, like, free!).
A contest needs rules. I say we let it run a couple of weeks, how about until June 1st?
The best 5 entries win.* You may post your stuff in this very thread.
*if there really are more than 5 deserving high-quality entries, we might be compelled to up that number.
Finally, should one of the winners already have pre-ordered the game and doesn't need a second copy or doesn't want a copy in the first place, he can have a $25 Steam game instead.There are 112 comments on Age of Decadence Win A Pre-Order Copy Contest
Why we chose Unity for Wasteland 2 (+Linux Support) Development Info - posted by DarkUnderlord
on Thu 17 May 2012, 03:19:52 Tags: InXile Entertainment; John Alvarado; Kickstarter; Wasteland 2There's been a lot of talk about inXile's Engine choice for Wasteland 2, so in their #16 KickStarter project update, InXile talk about why they chose Unity as their game engine:
There was a broad enough offering just from the vendors that came to us that we prioritized our evaluations to these products first, hoping to find our solution amongst the ones making generous offers and hence help devote more resources to the game. [...] We came up with a list of engine requirements that looked like this:
1. Ease of use by artists and designers
2. Targets Windows, Mac and Linux
3. Support and expertise available from vendor and in community
4. Adaptability for player modding
5. 3D rendering, pathing, AI, physics, character animation tools
[...] [The Unity] engine stood out as an early front-runner on point 1 of our requirements. [...] At first it seemed to be missing a leg on point 2 (support for Linux platform), but I knew that we could get source code and therefore could provide the Linux port ourselves. [...] Where Unity really bowled us over was on point 3. Besides generous support available from Unity staff, the Unity Asset Store is a treasure trove of assets (3D models and code) provided by the large and growing community of Unity users.
[...] I think the fact that Unity provides their basic engine/editor for free is a big plus as a starting point for providing the tools necessary for supporting modding of Wasteland 2 [...] Finally, from looking at Unity demos, other games developed with Unity, and conducting our own art and coding tests, we are convinced that Unity delivers on the game system that we need to build Wasteland 2 in style. This includes advanced 3D rendering, pathing, physics (PhysX), multiple options for scripting language, advanced 3D level editor that is customizable with scripted components, and much more.
[...] It has been my experience over decades of game development that no engine or tool is ever perfect for the game you want to build. Any engine or tool will have points of weaker comparison to other options, but you have to evaluate how the whole offering matches up with your resources and skills to make a good choice for the project at hand. Unity is an excellent choice that will allow us to deliver the great game we’ve promised in Wasteland 2.
As a sub-note, they have: Technology inXile has used: Snowblind Engine, RadTools, UE3 Engine, Gamebryo Engine, RKEngine, and various smaller third-party tools for game sub systems such as, path-finding, physics, character animation and lip-synching, etc
So there you go, the mystery has been solved. Cue forum quarter-backing in 3... 2... There are 15 comments on Why we chose Unity for Wasteland 2 (+Linux Support)
Risen 2: Dark Waters gets the Zero Punctuation treatment Review - posted by DarkUnderlord
on Thu 17 May 2012, 02:52:48 Tags: Risen 2: Dark Waters; Zero PunctuationThis week, Zero Punctuation reviews Risen 2: Dark Waters. It's pirate themed! With bullshit magical artifacts and grizzled eye-patch wearing mother-fuckers as your only "choice".
Combat involves hammering in nails... or at least, mashing the attack button as if you are in a game of "who will get stun-locked first".
Skills are too contextual (only appearing in dialogue options sometimes or at specific moments in combat when text appears) and skills themselves are gained by buying them off other people, which makes ZP wonder why they aren't the ones saving the world given everyone else seemingly has more skills than you do.
In the end, the verdict is seriously dodgy design with samey visuals.
Thanks Fens! There are 13 comments on Risen 2: Dark Waters gets the Zero Punctuation treatment
Strategic RPG Legends of Eisenwald Kickstarter: Funding Goal Surpassed, 7 Days To Go Game News - posted by Crooked Bee
on Tue 15 May 2012, 17:44:29 Tags: Aterdux Entertainment; Kickstarter; Legends of EisenwaldAterdux Entertainment's Legends of Eisenwald, the turn-based strategic RPG on which we did an extensive interview not so long ago, has surpassed its Kickstarter goal of $50,000 with almost $55,000 in donations as I'm writing this, and is looking forward to attract even more donations in the week left before the campaign ends to make the game even better. Here's the official press release:
Belarusian studio, Aterdux Entertainment, is proud to announce that its strategic RPG, Legends of Eisenwald, hit its Kickstarter target of $50,000 with eight days to spare.
Having already taken the game to alpha, the Minsk-based developer impressed gamers and media alike with their Kickstarter pitch and plans to release the game on PC (Windows XP, Vista, 7) later this year.
With one week still remaining until the funding deadline of 12:00am Tuesday 22 May, the team are hoping to raise additional funds to further increase the scope and quality of the game and have asked their fans to have a say in how these funds are spent.
Highlights:
- Strategic RPG with two distinct forms of gameplay
- Questing on world map and turn-based combat in vivid battlefields
- Tightly refined fast-paced battle system
- Deep skill trees and customization
- Large variety of quest goals
- Releasing on PC in Q4 2012
Aterdux CEO Alexander Dergay describes Legends of Eisenwald as a "Knight-errant simulation". Essentially a blend of two distinct games into one epic experience, a beautifully detailed strategy map provides the setting for finding & taking quests, recruiting troops, and choosing siege or visit castles. Once the player assaults an enemy force, or is waylaid in the wilds, they are taken right down into the battlefield, where they control their forces in a deep yet superbly streamlined turn-based combat simulator.
If you haven't yet supported Legends of Eisenwald, you can visit its Kickstarter page to see if it's your kind of game and study the reward tiers and stretch goals. There are 26 comments on Strategic RPG Legends of Eisenwald Kickstarter: Funding Goal Surpassed, 7 Days To Go
Dead State Design Update: Inventory/Looting GUI Development Info - posted by Crooked Bee
on Tue 15 May 2012, 10:40:39 Tags: Dead State; DoubleBear ProductionsIn this week's design update, Brian Mitsoda and the DoubleBear team reveal a picture of the inventory/looting GUI for their post-zombie apocalypsis RPG Dead State, soon coming to a Kickstarter near you:
As we grow ever closer to launching our Kickstarter, here’s a work-in-progress look at our looting GUI to keep you excited about the forthcoming videos.
We’ve got a pretty simple layout for our inventory. The player’s inventory is on the left side, where the container or body is on the right side. The tabs at the top are toggles to quickly find items by category. You can sort through your entire inventory by advancing each page. Most supply items, thrown items, and ammo will stack. Selecting an item will show a description of the item in the 3x5 at the bottom of the screen.
Your carry weight is determined by your strength. On the whole, when you factor in the weight of your armor and weapons, your own inventory space may not be many pages long, especially if your character isn’t strong and likes to wear heavy armor and carry shields. Allies can hold excess inventory, which can be done in a trade interface outside of combat.
Additionally, we would like to tweak this inventory screen to be used for a barter interface, when we have the time. Essentially, NPCs that want a certain item will weigh that class of items higher than of an item they do not want or have too much of. Bartering isn’t common in Dead State, though you may find a few folks who will trade surplus supplies.
Also, you may notice we have toned down the colors in the GUI based on the forum feedback. The inventory screen is no different – let us know what you think.
To see the looting GUI in a higher resolution, visit the official design update thread at DoubleBear's forum. There are 19 comments on Dead State Design Update: Inventory/Looting GUI
Torchlight II Beta Preview at Gamebanshee Preview - posted by Crooked Bee
on Mon 14 May 2012, 19:39:44 Tags: Runic Games; Torchlight IIIn today's other hack'n'slash news, Gamebanshee's Eric Schwarz has done a three-page preview of Torchlight II based on his hands-on experience with the game's beta. Have a snippet:
As much as I enjoyed the varied classes, I also had to say that the balance on a lot skills and even entire character types needs some work. I started out with an Outlander, a gunslinger character who can cast spells, and found that the low damage output from dual pistols simply didn't compete with two-handed bows, for example, and my basic starter skill, Throw Glaive, was far more useful at first level than some of my other skills and spells even when they had multiple points put into them. Meanwhile, my Engineer's Gun Bot, a summon-able robot with a machine gun attached, was so powerful that it could easily dispatch bosses in seconds without me ever having to take a swing myself. The Embermage, meanwhile, had some fun spells, but they were a bit too expensive to cast without chugging down Mana Potions constantly, and there was no way to boost Mana regeneration that I came across.
Last, while the basic combat was a ton of fun and well balanced on Veteran difficulty, the boss fights I played were a pain despite being well designed, due to excessive HP bloat. I am not exaggerating when I say that the first major boss took me about ten minutes of kiting and potion-quaffing, as well as multiple deaths and resurrections to beat, despite me being at the recommended level and having reasonably good equipment. That same boss, however, was a complete joke when played in multiplayer with other people, or when played on the Normal difficulty setting. In fact, Normal as a whole was a complete cakewalk, and at one point I had over 100 unused Health Potions sitting in my toolbelt - while it's recommended for new players, the game was positively boring on that setting and posed no challenge. A lot of tweaking needs to be done to ensure that all difficulty settings are both fun and challenging for different players, and in both solo and multiplayer contexts.
Closing Thoughts
Overall, despite those balance problems, I had a blast with the time I spent playing the Torchlight II beta. Runic have shown they're hard at work tweaking the game and collecting bug reports, so I expect things to improve that way once the game hits store shelves and digital distribution platforms in (hopefully) a few months. The improvements to the game world, character system and combat as a whole are very substantial, and despite being a budget-priced title, Torchlight II is set to pack a serious amount of gameplay, as well as a great deal more variety and more features than the original game ever did.
Torchlight II, Diablo III, Path of Exile, Grim Dawn. I guess you hack'n'slash fans must be happy. There are 15 comments on Torchlight II Beta Preview at Gamebanshee
Diablo III Interview with Jay Wilson at Gamasutra Interview - posted by Crooked Bee
on Mon 14 May 2012, 14:20:27 Tags: Blizzard Entertainment; Diablo III; Jay WilsonGamasutra has done a huge interview with Diablo III's director Jay Wilson. In the interview, Jay discusses the game's development, the design philosophy behind it, fan feedback, and many other things -- among them design documents:
Did Diablo III have an official design document?
JW: No, not really. I certainly had a PowerPoint that I put together, which described high-level pillars of the project, and was seven things that we considered to be the core of the game.
Do you remember what those were?
JW: Those seven things were: approachable, powerful heroes, highly customizable, great item game, endlessly replayable, strong setting, and cooperative multiplayer.
We basically said these are the pillars we have to live by. Each one has a description of what they mean. And any time that we have a question about what the game should be, we just look back at those pillars. And that was our goal. That was how we set the project up.
We had some others, too, that were more [about] what we're adding to the project. And they were more feature-based, so for example, the PvP mode was one. The bigger focus on RPG elements was one, because we wanted it to be a more story-based game, without getting in the way of the action. So there were a few more like that.
But we didn't have a formal design document. I don't believe in the big design bible. I've done it before, and nobody reads it. I think the only purpose for having a design bible like that is for the guy who wrote it. If you, as a designer, you write a bible to get your head around your vision and your idea, write your bible. But don't ever expect anyone to read it. Don't even show it to anybody. Nobody reads that.
A lot of people are saying that; it's not just you. I think that a lot of people in interviews like this, with the industry press, talk about that. Or you see them at GDC, and they give a presentation; it's definitely not just you that's saying "screw design documents." They're talking about getting the actual feel down, iterating and iterating. How do you even start with that?
JW: Well, so what we did was we wrote those pillars. I think those pillars are really important. Because they're also things that everybody can hold in their head really easily.
There's a presentation. You don't hand a document to people. People won't read. That's the key. People do not read; doesn't matter what. Nobody wants to read a document, and if they do read, reading a document doesn't get them excited. And game development's all about getting people excited. Games are cool. Reading a document's not cool.
Reading a book is cool. [laughs] I don't want to put the message out there that reading is not good. But what I mean is, if I want to read, I want to read something cool. And a design document for a game, no matter how you spruce it up, ain't cool.
But I can sit here and tell you about a game, and I can get you excited about it. And that's what it should be. It should be about the team talking to one another, and should be about core ideas that everyone works to realize.
I dunno, personally I love reading design documents. I mean, you can talk the talk, but can you write the write? There are 23 comments on Diablo III Interview with Jay Wilson at Gamasutra
Olympus 2207, Fan-Made Fallout-Like, English Demo Released Game News - posted by Crooked Bee
on Sun 13 May 2012, 16:07:25 Tags: Olympus 2207Olympus 2207 is a Russian fan-made game utilizing the Fallout 2 engine and set in 2207's Silicon Valley, with different factions vying for access to a fortified skyscraper called "Olympus." Today, the English demo for the game has been released, in which you start off as a kid inside the shelter, Fallout 3-style, sharing candy with your first love and doing a couple of fetch quests, and then the game continues 10 years later.
Olympus 2207, while being more than just a yet another Fallout total conversion mod, is a post-nuclear game set somewhere in the US Silicone Valley. You take the role of one of the survivors of the global atomic war, taking shelter under an immense skyscraper that mysteriously survived the bombardment. Death or glory awaits... or is there no glory to claim?
The game uses Fallout 2 engine, however tons of visuals (including video, animations and static images) were done from scratch. The game also uses a lot of ambient music, which, in our view, nicely fits into the game theme. In this English demo you will be able to experience all of the above, as well as try out different paths to success.
I've even taken three screenshots of the demo for you: Screenshot 1, Screenshot 2, Screenshot 3.
Want to experience it? Then grab the demo here.
Spotted at No Mutants AllowedThere are 24 comments on Olympus 2207, Fan-Made Fallout-Like, English Demo Released
Path of Exile Public Stress Test Weekend Has Begun Game News - posted by Crooked Bee
on Sat 12 May 2012, 02:21:37 Tags: Grinding Gear Games; Path of ExileAnother public stress test weekend has begun for indie action RPG Path of Exile. This time you can try out the new Shadow class.
Play Indie Action RPG Path of Exile’s latest Class the Shadow this Weekend
AUCKLAND, New Zealand - 9 May 2012 - Indie Action RPG Path of Exile has announced its latest character class, the hit-and-run trap-laying Shadow. Although currently in closed beta, Path of Exile is opening its doors to everyone for two days with a public test this coming weekend. Supporters can also pre-purchase credit for the game’s ‘ethical microtransactions’ and receive a permanent beta key.
The Shadow is a hybrid dexterity and intelligence class, a professional assassin exiled after getting on the wrong side of a former client. He employs deadly traps and spells against opponents, finishing off survivors with quick dagger strikes while darting in and out of combat.
In Path of Exile, any class can use any skill, weapon or trap, allowing for a huge variety of possible character builds. The Shadow is particularly well suited to traps and fast weapons like claws and daggers.
Using Path of Exile’s support gem system, the Shadow can turn any spell into a trap or remotely detonated mine. For instance, the Shadow can link a Frost Wall skill gem with a Remote Mine support gem to create a Frost Wall Mine which they can place to strategically trap enemies.
The first chance to play the Shadow character will be in this weekend’s public stress test. The Path of Exile Beta servers will open for public access at 5pm PDT on Friday, May 11. Public access will end at 11:59pm PDT Sunday night, May 13. A full FAQ about the public weekend is available at http://www.pathofexile.com/publicweekend/.
A previous public weekend in March attracted 47,000 players.
Grinding Gear Games’ producer Chris Wilson says the Shadow is one of the more difficult classes to play due to his fragility. “He more than makes up for it if handled with skill. His hit-and-run style of combat makes the most of his natural Evasion and Energy Shield, and rewards strategic coordination of attacks, spells, and traps.”
His signature tactic is to lay hidden traps and to lure his opponents in. When they step too close, the trap springs and his foes find themselves caught in place, missing a leg or blown to pieces in a fiery explosion. Alternatively, he can place remote mines which are manually detonated, ideally in the middle of clusters of enemies.
As an indie game developed by a team of hardcore action RPG fans, Path of Exile has several unique takes on the genre. It features a unique skill gem system, a huge passive skill tree, extensive character customisation and PvP combat in a persistent online world. The game is free to play, but does not feature ‘pay-to-win’ microtransactions. Path of Exile will enter Open Beta in late June.
Key features of ‘Path of Exile’:
- Completely free to download and play, but never ‘pay-to-win’
- A persistent online world capable of supporting hundreds of thousands of players
- A dark and gritty game world rendered from a fixed 3D perspective
- Randomly generated levels and items for extreme replayability
- Online ranking and ladders for every game mode
- Visceral combat with dozens of combinable skills
- Battle in PVP tournaments for worldwide recognition
- Dynamic skill system
From what I've heard, monsters have also been updated for the current version of Path of Exile, and people are mostly saying good things about the game, so be sure to try it out if ARPGs of this kind are your thing. There are 16 comments on Path of Exile Public Stress Test Weekend Has Begun
Wasteland 2 to use Unity Game News - posted by Zed
on Sat 12 May 2012, 00:14:55 Tags: Brian Fargo; InXile EntertainmentThere was some speculation as to what engine inXile would choose for Wasteland 2. Brian Fargo was previously offered a free engine license for Unigine, which sounded like a pretty good candidate. But, it would seem inXile turned down that offer, as they're now hiring programmers with Unity experience.
If you have a passion for post-apocalytic goodness, experience working with Unity and amazing programming skills, please send your resume to jobs[at]inxile.net. We thought we’d put this out on our blog and forums first, before opening up the search further. Feel free to spread the word if you know of the perfect person.
We are looking for experienced engineers and engineering interns.
I can't recall ever playing a Unity game, but there sure are a lot of them.
Spotted over at NMA.
Update - Brian Fargo confirms with an official announcement on Twitter:
I can officially announce that we've chosen the Unity engine for Wasteland 2. It meets all the criteria we need. First screens looking good. There are 509 comments on Wasteland 2 to use Unity
Malevolence: The Sword of Ahkranox Now on Kickstarter Information - posted by Crooked Bee
on Fri 11 May 2012, 15:43:43 Tags: Kickstarter; Malevolence: The Sword of AhkranoxRemember Malevolence: The Sword of Ahkranox, the game that did not make it at Indiegogo? (What game has made it at Indiegogo, though?) If you don't, let me remind you, via the game's Kickstarter description:
- The game is an homage to classic RPGs such as Eye of the Beholder, Might & Magic, Dungeon Master, Stonekeep, etc
- Movement is grid-based and turn-based
- It is set in an infinite, persistent world (yes, persistent, too!)
- The world is rich and full of dungeons, crypts, forests, cities, vast oceans and more
- World is NOT randomly generated, but it IS infinite, so you can share what you find with friends [The devs obviously mean procedural generation - CB]
- Items, weapons, quests, locations, maps, NPCs, even dialogue are generated by the game
- Even some graphics such as weapon images are generated procedurally
- The game is nearly finished, but we need some extra funds to add the final layer of polish to make the game as good as it can be
Malevolence: The Sword of Ahkranox is a game for all those fans of old-school first person RPG gaming. The movement is grid-based, but also turn-based, bringing back that old strategising element of games such as Might & Magic, there are an infinite number of items and weapons and armor to find, and an infinite number of quests to go on. That being said, however, the aim of this game isn't to make a game that you can play forever, that would just be silly. What we're making is an RPG that you can play for as long or as little as you want, and always have new places to find. Best of all, the in-game world is also persistent, so if you find something cool, you can share its location with your friends and they'll be able to find it, too!
The goal is a rather humble $6,000, and $20 gets you a digital copy of the game to be released in December 2012. You can watch the video, have a look at some screenshots, and of course examine the tiers at Malevolence's Kickstarter page. There are 22 comments on Malevolence: The Sword of Ahkranox Now on Kickstarter
Dishonored News Round-Up Game News - posted by Zed
on Fri 11 May 2012, 14:39:27 Tags: Arkane Studios; Bethesda; Dishonored; FPS CodexWe here at FPS Codex are very excited about Arkane Studios' Dishonored. Bethesda recently announced the release date of the game: October 9th for North America and October 12th for Europe. At the same time they also revealed the game's cover art. Even more recently, they also announced that the game will use Steamworks (too bad for you, anti-Gabens). There are 12 comments on Dishonored News Round-Up
RPGCodex declines into Facebook, children scream in terror Community - posted by DarkUnderlord
on Fri 11 May 2012, 11:33:38 Tags: Facebook; RPG Codex; TwitterAfter much SUCCESS!? with our move into the Twitter-sphere where @RPGCodex Twitter Girl Crooked Bee twits away daily to all the other twits, we have continued the slide into social media hell by creating an Official (as opposed to the old one) RPG Codex Facebook Page.
Managed by Grunker, the page promises to decline the codex further by repeating news updates, and content and stuff so that it can spam your news feed.
And if the Codex ever goes down, no doubt we will be able to keep our users informed by posting informative posts there like "the codex is down".
Chris Avellone likes it and so should you¹.
¹Chris Avellone may not in fact like the RPG Codex Facebook page at this point in time, but I'm certain he will eventually.There are 98 comments on RPGCodex declines into Facebook, children scream in terror
Quest for Glory Series Available on GOG.com Information - posted by Crooked Bee
on Thu 10 May 2012, 15:54:45 Tags: GOG; Quest for GloryQuest for Glory 1-5 are now available on GOG.com as a single pack for the price of $9.99.
- Includes both: VGA and original version of Quest for Glory 1.
- Venture across five huge worlds, each based on a different culture and mythology, from Germanic fairy tales, through Arabian and Slavic folklore, right down to Greek mythology.
- Three starting character classes to choose from (fighter, magic user, and thief). This decision not only modifies the gameplay but also the story, providing for excellent replayability.
- You can transfer your character from one game to the next. The skills and wealth you worked for so hard are not lost!
Overview:
Are you feeling adventurous, Hero? The world of Gloriana, with all its wonderful diversity, awaits you. In this pack of five classic Sierra adventure games you will create your character (a warrior, thief, or magic user) and set out on a grand journey for fortune and fame! You will solve quests and puzzles, fight monsters, and save innocents.
In the Quest for Glory pack, which contains all five parts of the classic action RPG games by Sierra, you create your own character, choose his class and abilities and then set out on your grand voyage. Quest for Glory games are universally acclaimed as one of the best adventure games ever developed. After completing a part, you can import your character into the next one, keeping your skills and some special rewards you've hoarded, like magic items.
The story is another of the Quest for Glory series' strong points. It's very solid and immersive, with a light-hearted and humorous narrative that will keep you glued to the screen throughout each of the five installments.
A great opportunity to try out the games if you still have not. There are 36 comments on Quest for Glory Series Available on GOG.com
Game of Thrones RPG Hands-On Previews Preview - posted by VentilatorOfDoom
on Thu 10 May 2012, 08:09:52 Tags: A Game of Thrones RPG; CyanideHere are two previews of Cyanide's upcoming Game of Thrones RPG.
The first one on Gamerant is rather brief.
In terms of gameplay, the experience will feel very similar to the Dragon Age series -- with careful thought given to how each of the characters in a player’s party interact and work together. Much of the standard RPG foundation is present -- such as inventory, leveling and skill tree systems, etc.
A stand-out feature of the combat system -- the careful choice of ‘Action Slots’. These slots are activated by pressing L1 and selecting an item or skill from the “Belt.” As more skills are unlocked and learned, they can be added to the belt and used in combat -- provided the character has enough energy to do so. When pausing to choose which action to perform next, time will slow down, enough to give the player a chance to think, while still moving forward with the action at hand.
The flow of the storyline is also heavily dependant on choices made through actions and dialogue. On easier difficulty settings, the action doesn’t factor in as much, and players are free to relax a bit and let the story take over. However, more daring players will constantly have to strategize and make decisions that aren’t necessarily on a scale of good and evil. Regardless of difficulty preferences, the RPG elements and action system should quickly become familiar to most players. The second one on wegotthiscovered is a bit lengthier, but exactly as insightful.
As I watched and played, the amount of choice made available to fans became noticeable. Conversations could be altered based on selected responses, greatly affecting their results. For example; upon finding lawbreakers, I was able to decide whether to be forgiving or ruthless. By choosing to not let them get away with their misguided deeds, a combat situation was created. However, that’s just one time where choices affected gameplay, as several others were noticed. I don’t want to get into too many specifics though, because spoilers suck. Just know that the straight-forward conversation system of yesteryear is not employed here, leading to a more personalized experience. Wait what? You can choose different replies in conversation and either be forgiving or ruthless? And if you're ruthless, you'll have to fight? Jesus, that's amazing. There are 30 comments on Game of Thrones RPG Hands-On Previews
Risen 2 Patch Released Game News - posted by VentilatorOfDoom
on Thu 10 May 2012, 07:50:49 Tags: Piranha Bytes; Risen 2: Dark WatersPiranha Bytes released a patch for Risen 2: Dark Waters, making the game more awesome in the process, by including the ability to dodge and block monster attacks for instance.
Here's the changelog:
Features
- Most monster attacks can be blocked now
- Player has the ability to dodge during combat
Bugfixes
- Fixed issue with flickering trees in far distance
- Fixed issue with SLI graphic cards
- Fixed a crash with 7.1 sound system configuration
- Fixed a crash during climbing
- Fixed issue within return to ship option
- Fixed rain in interiors
- Crew members can't be killed by monsters anymore
- Player get the cunning potion after he crafted it
- Fixed issues with skill teachers
Balance/Tweaks
- Maximum amount of automatic saves was limited to 10
- Improvements in monster combat AI
- Improvements in character AI if they get attacked from behind
- Improved vegetation rendering
- Improved object view distance
- Improved terrain rendering
- Simplify cannon sabotage in Puerto Isabella
- Merchant on Sword Coast sells Rum and Grog
- Removed exploit for shooting game
- Mara's health increased
- Stealbeard's hat can't be sold anymore There are 21 comments on Risen 2 Patch Released
Warhorse Studios' Dan Vavra on Choosing Your RPG Engine Development Info - posted by Crooked Bee
on Wed 09 May 2012, 16:52:14 Tags: Cryengine; Havok Vision; Unreal UDK; Warhorse Studios; ZX SpectrumAs you may know, Warhorse Studios is currently working on an undiscloded open world RPG title. In his latest blog post, WS' creative director Dan Vavra talks about the process of choosing an engine for the game.
This whole approach was necessary at the time, but very ineffective. It was as if filmmakers had to develop cameras and film stock each time they wanted to shoot a movie. You spent several years working on a tech that you would then use on one or two games before it became obsolete. I dreamed about a time when there would be a powerful enough 3rd party technology we could license affordably and make our games without wasting time reinventing the wheel each time we started a new project. A few years ago it wasn’t possible as most of the stuff you could buy had its limits and was very expensive. Today, that time is past.
There is no need to develop your own tech anymore. With modern commercial engines, you can create almost anything. Technology still has its limits, but today even free engines that can run in web browsers or on tablets have so many features we could only dream about a few years ago. It’s not the tech that is slowing our imagination anymore; almost anything is possible if you are clever enough. The technology also became so complicated that the possibility that you would be able to create in-house, something as advanced as Unreal or Cryengine and do it more cost effective than their licensing fee, is almost zero.
[...] We were looking for a complete package which included engine with good tools, especially for the terrain editing and scripting, AI, some pretty lighting and a sophisticated animation system. Some engines offer all of this in one package (Cryengine) and some rely on 3rd party solutions (Havok Vision). Both approaches have advantages and disadvantages. In the first example, you have everything under one roof for one price, but you might end up paying for something you don’t need. You also don’t have the choice to select the component that suits your game best if you’re not happy with the built-in one. In the second example, the initial price is lower and there is much more choice, but when you need everything anyway you may end up with a higher price, than the one for the complete package and lots of solutions from various providers may not work as well together. Even then there is a possibility that the option to choose different components to your liking will be more important than the final price.
There are also some risks. Smaller companies might offer great solutions at even greater prices, but since the games industry is quite a risky business you must take into account the possibility that they will go out of business and trust me, it sucks when you're working on a game for several years and the technology provider goes bankrupt, or stops supporting its product one year before release. I’ve seen it happen once and it really is bad.
The last bit directly concerns the likes of Wasteland 2 if they go for something like the Unigine engine, which makes the write-up doubly interesting.
This newsitem is brought to you by Marquess Cornwallis!There are 40 comments on Warhorse Studios' Dan Vavra on Choosing Your RPG Engine
Indie X-COM: Xenonauts Kickstarter Now Live Game News - posted by Crooked Bee
on Wed 09 May 2012, 15:15:59 Tags: Goldhawk Interactive; XenonautsXenonauts, the indie X-COM spiritual successor that has gathered a lot of praise already, has today gone the way of Kickstarter. The stated goal is only $50,000, and the project has 32 days left to reach it, so I hope it succeeds. In any case, the developers assure us, the game will get released -- but you can help it arrive quicker as well as make it better:
Xenonauts has been in development for almost three years already, and has been available for pre-order for the last 18 months (please see the FAQ if you have already pre-ordered the game). We are planning to release the game this year. Why are we doing a Kickstarter?
The answer is simple - we want to make Xenonauts as good as it can be! We have raised enough money through our existing pre-order system to finish the game, but there are a lot of cool little touches that we want to implement but we simply don't have the resources to justify spending our time on. This is a shame - it's always the little touches that make a game memorable!
Xenonauts is also an incredibly complex game and contains vast amounts of content. We only have three full-time team members (the project lead, one artist and one coder) and they don't even live in the same country, instead working together in a virtual office. Everyone else on the team works with us part-time, around other jobs - the ones that pay the bills. This causes a lot of delays, bottlenecks, miscommunication and stress.
Despite the difficulties, we are nearing completion of the game using this model. However, getting the key team members together full time and in the same place would allow us to respond to bugs and issues more quickly, and finish the game faster and to a higher standard (and with less damage to our collective sanity).
The key message is this: if the Kickstarter fails, Xenonauts will still be released and will be a good game. If the Kickstarter succeeds, the game will be better and finished more quickly because of it.
Also, to celebrate the event, RockPaperShotgun has penned a preview praising the game:
I knew exactly what I was doing, what I needed to do next and exactly where I was. Hell, I even put alien corpses in my soldiers’ backpacks just to check that I still could. Xenonauts is X-COM, and while it has made some noise about being its own game there’s simply no question that this is the purists’ take on the old Gollop classic, while 2K’s XCOM as an experiment based around some of X-COM’s major organs.
This might sound like caution, and I suppose it’s true that I would ideally like to be surprised as well as indulged by Xenonauts, but it’s also praise. Heartfelt praise. The single greatest compliment that I believe I could pay to Xenoanuts is that it takes the vast majority of X-COM and recreates it in a more modern interface in such a way that I was barely even conscious that the interface had changed at all.
[...] It does feel like a cop-out to lean on the ‘hooray, it’s so much like X-COM!’ angle when writing about Xenonauts, but that is, after all, its raison d’etre. Before Firaxis’ game was announced, the possibility of ever seeing an X-CMlike as high-polish and faithful seemed to be practically zilch. As it is, they do seem to me like two very different games, ones that can sit comfortably alongside each other rather than battling for old strategy gamers’ attentions.
At the Kickstarter page, you can even download the demo to try the game out if for some reason if you still haven't. There are 60 comments on Indie X-COM: Xenonauts Kickstarter Now Live
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