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Fri 19 August 2016

You're in a desert, walking along in the sand, when all of a sudden you look down and see a tortoise. It's crawling toward you. You reach down and you flip the tortoise over on its back. The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over, but it can't. Not without your help. But you're not helping. Why is that? Why are you not helping?

Deus Ex: Mankind Divided Launch Trailer and Reviews

Review - posted by Infinitron on Fri 19 August 2016, 21:06:19

Tags: Deus Ex: Mankind Divided; Eidos Montreal

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Even though the game was at E3 this year, and now at Gamescom, Eidos Montreal haven't released a Deus Ex: Mankind Divided gameplay video of their own since June. Instead we got a stream of crappy TV spots, bizarre real-life bionic tie-ins, a Human Revolution plot recap, and other nonsense. Time flew, and now the game is just four days away from release. Eidos Montreal published the launch trailer yesterday, and the reviews started going out today. Here's the trailer and a list of reviews courtesy of GameBanshee:


IGN, 9.2/10.
Polygon, 8.5/10.
PC Gamer, 88/100.
GameSpot, 8/10.
Giant Bomb, 4/5.
Eurogamer, Recommended.
Trusted Reviews, 3/5.
Rock, Paper, Shotgun, scoreless.
TIME, 4.5/5.
Ars Technica, Buy.
Forbes, 8/10.
Videogamer.com, 7/10.
The Telegraph, 4/5.
GameInformer, 7/10.
The Wrap, scoreless.
PCGamesN, 7/10.
USGamer, 4/5.
Push Square, 7/10.
Hardcore Gamer, 3/5.
The Sixth Axis, 9/10.
Twinfinite, 3.5/5.
God is a Geek, 9.0/10.
Digital Trends, 8.0/10.
Bit-Gamer, 90%.
BleedingCool, 8.7/10.
Xbox Achievements, 88/100.
The Verge, scoreless.
CGMagazine Online, 10/10.
Mirror, 5/5.
EGM Now, 8.5/10.
IBTimes, 4.5/5.
We Got This Covered, 3.5/5.​

As you can see, the reviews are generally positive but not overwhelmingly so. Many of the slightly less positive reviews cite issues with the game's storyline - too short and constrained, not interesting enough, even unfinished-feeling - as well as a lack of mechanical innovation. Gee EM, maybe if you hadn't spent the last five years making a crappy tablet spinoff, a crappier Thief reboot and a "challenge mode" nobody asked for, you would have had time to address those concerns. Oh well!

There are 6 comments on Deus Ex: Mankind Divided Launch Trailer and Reviews

Expeditions: Viking Gameplay Footage on Twitch's Gamescom 2016 Broadcast

Preview - posted by Infinitron on Fri 19 August 2016, 17:11:53

Tags: Expeditions: Viking; Logic Artists

The Expeditions: Viking crew are at Gamescom this week, and today they managed to grab a 15 minute slot on Twitch's broadcasting schedule. Presenting the game was Teemo Ashton, Logic Artists' community manager, a charismatic fellow who managed to handily dominate Twitch's obnoxious hosts. He had time to show about ten minutes of gameplay footage, while explaining the details of the game's historical background and describing some of its interesting features and quests. I'm particularly impressed by the ability to engage in non-lethal combat, with appropriately different quest outcomes, as well as the possibility to lose any battle and have the game go on, with appropriate consequences. Here's the archived stream:

I have to say, Expeditions: Viking looks better and better every time I see it. The Logic Artists have emerged somewhat unexpectedly as a potential top tier RPG developer, and more people ought to be paying attention. The game has a Steam page now, so update your wishlists.

There are 18 comments on Expeditions: Viking Gameplay Footage on Twitch's Gamescom 2016 Broadcast

South Park: The Fractured But Whole Gameplay Trailer and Footage

Preview - posted by Infinitron on Fri 19 August 2016, 15:06:42

Tags: South Park: The Fractured But Whole; Ubisoft

Ubisoft's upcoming superhero-themed South Park RPG sequel, South Park: The Fractured But Whole, made a surprisingly good impression on us at E3 back in June. It's had a minor presence at Gamescom this week as well, with a new trailer produced for the occasion along with a series of parodic ads for a tie-in product called the "Nosulus Rift", the functionality of which I'll let you figure out for yourselves. Here's the trailer:


They're calling it a "gameplay trailer", but as you can see it doesn't contain all that much gameplay, or anything else for that matter. Luckily, actual gameplay footage has been provided to a number of websites, such as PCGamesN, IGN, GameSpot and Polygon. You might also be interested in GameSpot's preview of the game, which reveals its unlikely RPG inspirations in an interview with one of the developers.

There are 6 comments on South Park: The Fractured But Whole Gameplay Trailer and Footage

Wed 17 August 2016
Brian Fargo interviewed by Rocket Beans TV and GameStar at Gamescom 2016

Interview - posted by Infinitron on Wed 17 August 2016, 21:49:01

Tags: Brian Fargo; InXile Entertainment; Torment: Tides of Numenera

As you've probably heard, Brian Fargo and the rest of his team are at Gamescom this week to promote Torment: Tides of Numenera under the auspices of their publisher, Techland. Two tier 1 sites, Rocket Beans TV and GameStar, published their interviews with Brian today. Both interview videos include snippets of gameplay footage from Torment's console version (featuring an authentically Tormentian radial menu!), apparently taken from a gameplay trailer that has yet to be released. The Rocket Beans interview is easily the better of the two, so that's what I'll embed here:


As for the interviews themselves, they're mostly familiar material. The most interesting takeaway is Brian's claim that the game will be 70-80 hours long - a far cry from earlier estimates that the game would be "shortish". I had a feeling that would happen. He also says that a typical playthrough will only see 60% of the game's content.

There are 83 comments on Brian Fargo interviewed by Rocket Beans TV and GameStar at Gamescom 2016

NieR: Automata Coming To PC in Early 2017

Game News - posted by Crooked Bee on Wed 17 August 2016, 17:10:31

Tags: NieR: Automata; PlatinumGames; Square Enix

It's been a while since there has been any worthwhile PC JRPG news, which is, of course, what I'm here for. Today, however, I have the best news - news of the year - for those of you who care not only about Gamescom or how we were put on inXile/Techland's black list.

Namely, NieR: Automata, the action-RPG sequel to the 2010 cult-classic NieR developed by Platinum Games, directed by Taro Yoko and published by Square Enix, has been confirmed as coming to PC (Steam) in addition to PS4 in "early 2017." This was apparently announced in IGN's Gamescom stream, but it's now on Facebook too. Here's the excerpt from the stream that concerns the PC announcement, featuring the ever masked Taro Yoko:


Gotta love how he's pronouncing "Valve". Here's a gif of the announcement, too.

You can also watch IGN's Gamescom interview with the team here. It also includes the latest trailer for the game.

There are 27 comments on NieR: Automata Coming To PC in Early 2017


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Tyranny Intro Movie and Character Creation Preview + Dev Diary Video #1

Preview - posted by Infinitron on Wed 17 August 2016, 16:34:38

Tags: Brian Heins; Feargus Urquhart; Matt MacLean; Matthew Singh; Nick Carver; Obsidian Entertainment; Paradox Interactive; Tyranny

Today is the first day of the annual Gamescom trade fair in Cologne, Germany, and as it happens, one of the first games to be showcased there is Obsidian's upcoming RPG, Tyranny. A few hours ago, project director Brian Heins and systems designer Nick Carver were guests on Paradox's Gamescom livestream, where they gave us our first look at the game's intro movie and character creation sequence. Tyranny's character creation seems similar to Pillars of Eternity, but also different, compensating for the lack of race and class options with additional background and cosmetic choices. Unfortunately, the demo cuts off right before the most interesting-sounding part of character creation - the CYOA sequence where you define your character's choices prior to the beginning of the game's story. You can watch the entire thing here:


As an unexpected bonus, Paradox have also uploaded a Tyranny dev diary video to their YouTube channel, the first in a new series. It's a basic overview of the game's premise, featuring various Obsidian personnel. There's not really any new information here, but a good deal of new gameplay footage. Oh, and apparently Kyros the Overlord is female? Here's the video:


Hopefully we'll see more of Tyranny before Gamescom is over. I'm still holding out for a release date announcement, too.

There are 95 comments on Tyranny Intro Movie and Character Creation Preview + Dev Diary Video #1

Mon 15 August 2016
Tyranny Interview at GameBanshee

Interview - posted by Infinitron on Mon 15 August 2016, 00:53:34

Tags: Brian Heins; Obsidian Entertainment; Tyranny

Shortly after posting about the interview with the Tyranny writing team yesterday, I discovered that GameBanshee had posted their own interview with game director Brian Heins. It's pretty good, four pages long and with many questions about the game's more interesting and/or controversial aspects (although Brian's answers aren't always very satisfying). So to wrap up this weekend of Torment and Tyranny, I've decided to give it its own newspost. Here's a small excerpt:

GB: Tyranny is set in the transitional era between the bronze and the iron age of its fictional setting. How much will the setting be influenced by that period of our own planet's history, and how much will the presence of powerful magical forces and fantastical creatures make it diverge? How will that influence the plotlines and mechanics of the game?

Brian: Tyranny is a fantasy RPG rather than an historical RPG, so it’s influenced by this period in our history but doesn’t try to emulate it. I decided to set the game at this transition point for a couple of reasons.

First, it creates a plausible reason to explain why Kyros was able to conquer. Creating bronze weapons and armor was expensive. Often you had to trade with neighbors to get the metals needed to alloy bronze. It took skilled smiths to reliably mix the metals in the proper ratio to create bronze hard enough to serve as weapons and armor. Both of these meant that most nations could only afford to outfit a small number of soldiers with bronze weapons or armor.

Iron weapons had the advantage of only needing a single source of metal to create. Once people figured out how to smelt iron ore, it became much cheaper to outfit a larger number of soldiers. Early iron weapons weren’t better than bronze – they were often heavy and brittle. A bronze sword might bend or grow dull in combat, but it wouldn’t shatter. However, when you can outfit ten soldiers in iron for the cost of one soldier in bronze, you’re able to bring a much larger force to the field.

This was one of the things that allowed Kyros to conquer. The Overlord controls the secret of smelting iron ore, so has access to a cheaper source of weapons and armor, and can outfit a much larger army than any other nation that tried to resist.

Secondly, Bronze Age warfare was more up-close and brutal. There weren’t guns or firearms that allowed you to kill enemies from a distance. You fought at sword or spear-length, or hurled javelins from a shorter distance. For a world where evil won, I wanted to capture some of that feel in our combat.

GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?

Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.

There is level scaling in the game. Tyranny has a more open, branching structure than Pillars of Eternity did, which means that there are many different ways for players to travel through the world. The same area needs to support players arriving at level 5 or level 10, and provide them with interesting and engaging combat when they do so.

Enemies will scale within a level range, and their level becomes fixed when they are revealed by fog of war. So if you see an enemy and they are level 5, then leave the area, gain several levels and come back, they won’t suddenly increase in level. They’ll still be at level 5. On a different playthrough, if you went to that same area for the first time at level 8, the enemies would be a higher level.

The goal with this scaling is to keep combat interesting and not something you can just ignore on difficulty settings beyond Story mode. So far from our playtests its working out very well.
Of note is that this interview confirms for the first time that Obsidian have upgraded to Unity 5 for Tyranny. Hopefully that will help with the loading times.

There are 56 comments on Tyranny Interview at GameBanshee

Sat 13 August 2016
Interview with the Tyranny Writing Team at Game Revolution

Interview - posted by Infinitron on Sat 13 August 2016, 18:10:44

Tags: Matt MacLean; Megan Starks; Obsidian Entertainment; Paul Kirsch; Robert Land; Tyranny

With Gamescom coming up fast, Paradox have begin to promote Tyranny more heavily. Yesterday, Game Revolution posted an interview with the game's entire writing team - Matt MacLean, Megan Starks, Paul Kirsch and Robert Land. And then they took it down for some reason, but now it's back. It's a nice look at the game's inspirations and sensibilities, with a few story tidbits as well. Here's an excerpt:

Matt Maclean, Lead Narrative Designer: The dark setting was one of the original pillars of the game’s design. ‘What if evil won?’ was the question asked in the earliest pitch documents. So ‘evil setting’ was an owner mandate from day one and as far as design constraints go, that’s a fun burden to have around your neck.

Our inspirations included The Black Company, the Fallout series of games (Obsidian created Fallout: New Vegas), and the ‘What if evil won?’ question was unavoidably read as ‘What if Sauron won?’ so there’s always a little Lord of the Rings in any modern fantasy, though I’m proud to say we don’t have elves or dwarves or a lovable midget race of any kind.

For my own interpretation of the question ‘What if evil won?’, I’ve always assumed the answer would be ‘sounds like real life.’ Evil wins when people learn (or are shaped by ignorance) to accept it as required and normal. So most of my own inspiration for Tyranny has come from real life. I’ve never read a book or seen a movie with a fictional villain as fascinating as Alan Dulles, Qin Shi Huang, or Kim Jong-Il.

GR: Did you take any ideas from books, games, or movies for this environment of evil winning? Which and how?

MacLean: The Black Company was very influential, with is an excellent show of a world wherein the cast of characters know the stories and myths of the magical bigwigs but are only semi-aware of how it all actually works. Black Company also had a great sense of soldiers-as-people and it didn’t fall into the brash-hero/peasant-savior nonsense that most fantasy novels can’t help but repeat to death.

Myth: The Fallen Lords was also a big influence, with its grim take on the true cost of being a hero. Myth was also inspired by Black Company, and like Myth, Tyranny features magical sociopaths with personality-driven powers set alongside grim, desperate regular folk trying their best not to die.

A world wherein there’s one big evil dude on top really only works when it’s sold with great big lies that get the average person invested in the evil (or just dependent upon it), instead of willing to resist it. And for evil to win long term, it also needs to be immune to self-implosion (since we’ve all read enough fantasy literature to know that evil defectors are involved in 9 out of 10 evil regicides). So with that in mind, I’ve found most of my inspiration comes from non-fiction: fascism, American exceptionalism, drug cartels, capitalist corporations, and militaries through the ages have all provided a great deal of inspiration as to how evil wins.

GR: Do you have a favorite faction to write about/for?

MacLean: My favorite faction to write was the Scarlet Chorus, mostly because it’s a faction of grumpy jerks and I’m a grumpy jerk, so it’s a perfect fit. More a lawless mob than a ‘proper’ army, the Scarlet Chorus is made up of folks forced to join or die, with the masses kept in check by aggressive gang leaders who rule as despots until they are challenged and dethroned. The folks in this bloody motley have to be rough, jaded, and darkly optimistic to make it through the day, so they’re all tinged with sass and deceit, and that’s far more fun than writing honest villagers.

Kirsch: The Disfavored and the Scarlet Chorus are fun for different reasons. As the most militaristic and viciously patriotic, it can be enjoyable to test the Disfavored’s limitations—what a soldier will do for their unit, how they balance their emotions and needs against the needs of the legion, and how their personality measures up to the expectations of the legion.

When it comes to the Scarlet Chorus, this is more fertile ground for creative exploration. No form of psychological manipulation, physical torture, or all-around weirdness is off the table when the Scarlet Chorus is concerned. We’re talking a Fury Road magnitude of diversity and strangeness. Since every gang has its own rules and twisted leadership structure, there isn’t what you’d call uniformity in any gang of Chorus rats.

GR: The short stories suggest there's more to these factions than just burning and pillaging. Will we learn their backstories in the game? And is this indicative of how the narrative and role-playing will run in Tyranny?

Kirsch: If you want to understand the armies of Kyros, there’s no better entry point than the soldiers and Archons. Talk to everyone, take the time to ask questions and figure out who these people are. Even the Chorus understand that their way of life is unsustainable, and that someday the survivors will have to pick up pitchforks and boat oars for their intended purposes. If you’ve explored every dialogue option, we’ll know that we’ve done our job.​

If you'd like to learn more about the Scarlet Chorus, a detailed description of that faction, including its various subgroups, was posted on GameSpot on Thursday. Interestingly, in the Game Revolution interview, Robert Land mentions an Archon character named Sirin (who apparently appears in a short story which hasn't been published yet), while the Scarlet Chorus description mentions a captive Archon of Song. I'm willing to bet that those two are the same person, probably the unknown female character who appears in the game's logo alongside the other Archons.

There are 168 comments on Interview with the Tyranny Writing Team at Game Revolution

Thu 11 August 2016
Swen Vincke and Chris Avellone talk Divinity: Original Sin 2 on The PC Gamer Show

Interview - posted by Infinitron on Thu 11 August 2016, 02:57:28

Tags: Chris Avellone; Divinity: Original Sin 2; Larian Studios; Swen Vincke

The first stop on Larian's Divinity: Original Sin 2 publicity tour was The PC Gamer Show, PC Gamer's weekly livestreamed podcast, which Swen Vincke and Chris Avellone were guests on earlier today. It was a casual chat about the game's features, writing and various other stuff. Most of the stream was actually about other topics - the Original Sin 2 part starts at around the 48 minute mark:


There weren't really any new details here, although I must say Chris is looking rather um, healthy. Swen did reveal in the Q&A segment that there's going to be an RPG Codex vs RPGWatch rematch, which was news to me. I guess we can an expect an email from Larian soon.

There are 79 comments on Swen Vincke and Chris Avellone talk Divinity: Original Sin 2 on The PC Gamer Show

Wed 10 August 2016
Tyranny Dev Diary #8: Companion Overview - Lantry

Game News - posted by Infinitron on Wed 10 August 2016, 18:32:01

Tags: Matt MacLean; Nick Carver; Obsidian Entertainment; Tyranny

This week's Tyranny development update was supposed to be about the game's setting, but apparently they didn't have time to write that. Instead, Obsidian have delivered another companion overview, describing Lantry, the elderly spellslinger from June's gameplay preview. Although he's a bit more flexible than that. I quote:

Lantry is a Sage of the School of Ink and Quill. He’s a man of letters and numbers, a student of magic and nature, and an archivist obsessed with the accurate accounting of important people and events. His school is famous throughout the Tiers for amassing knowledge from all throughout the known world, but the Sages are even more famous for rarely sharing this treasure trove of learning with outsiders, despite their claims of preserving knowledge for the betterment of mankind. The Sages revel in knowing a little bit about everything, and Lantry is no exception – in his long years he’s learned the Sage’s traditional Preservation magic, as well as the arts of Healing and Concealment – styles of magic long ago pilfered from other Schools and Guilds that the Sages now boast as their own.

His life’s work has been contributing to the Chronicle, the running archive-of-all-things built over the ages through the long work of hundreds of Sages. Lantry uses his arcane training to witness history where it happens, as it happens – for him, magic is a tool to gain access to the battlefields, backroom dealings, and hidden ceremonies that most have to read about after the fact. For Lantry and other Sages driven on this pursuit often seem to live very long lives – a fact most Sages will laugh away as the byproduct of loving your work, but is in truth the mystic side effect of decades of use and practice of Preservation magic.

As a student of history, Lantry has a certain adoration for Kyros, for no one has the power to define the unfolding march of events quite like the Overlord – nobody in recorded history even comes close. So when Kyros’ armies came to the Tiers, Lantry was one of the Sages to argue for surrender – but his was the dissenting voice among the elders, and the Sages fortified their library stronghold of the Vellum Citadel in defiance of the Overlord. Old enough to know a suicidal plan when he hears one, Lantry fled the Vellum Citadel before the full force of Kyros’ wrath descended upon the Sages, in the form of an Edict of Fire that turned the mountainous archive into lava-soaked ruin.

Combat Role

Lantry was designed to be an efficient support character and a “jack-of-all-trades” of sorts. Being a well experienced Sage and learned traveler, he is the only companion to possess three unique talent trees. While these paths of specialization are not as deep as with other companions, they allow Lantry to be far more diverse in the development of his abilities.

Lantry is also an experienced spellcaster, which further adds to the flexibility of his kit. While capable of performing a number of roles in the party very well, we expect many users to find Lantry’s ability to heal, buff, and support the party to be extremely valuable.

In Combat, Lantry is skilled at wielding thrown weapons. He favors a set of iron throwing knives etched to resemble writing quills.

When designing Lantry’s talent trees, we wanted players to really feel like Lantry could fill nearly any gap in the party structure. Lantry’s Preservation tree focuses on supporting the party from the back line by buffing allies with renewing magic, healing them, and even bringing them back from the brink of unconsciousness. His Sage tree excels at emphasizing the use of spells and abilities that debilitate foes to aid the party. Finally, Lantry’s Quill tree shifts him into a deadly offensive thrown weapon specialist.

Below are some of the abilities available to Lantry:

Charged Throw: Lantry gains the ability to passively channel magical energies into his Quill as he throws it. Charged Throw makes Lantry’s thrown critical hits trigger explosions of arcane energy, damaging all nearby enemies.

Quillstorm: Raising his hands to the sky, Lantry forms a writhing cloud of arcane quills. With a wave of his hand, each quill is sent raining over his enemies, cutting deep and causing a lasting Bleed effect.

Stance: Mage Slayer: Lantry’s knowledge of workings of magic have also taught him how to quell it. While in this stance, each of Lantry’s attacks can silence enemy spellcasters and apply a lasting penalty to their magical abilities.

Watcher’s Judgment: The wrath of a Sage brings with it many levels of magical debilitation. With Watcher’s Judgment Lantry can charge his weapon and unleash a burst of energy on impact. This attack severely diminishes the enemy’s defenses against magical attacks. If Lantry can perform this action from stealth, the enemy is also Paralyzed.

Renewal: Lantry uses Sage magic to restore the party’s weapons and armor to pristine condition, increasing the protectiveness of armor and the ability for weapon’s to penetrate enemy defense.

Second Breath: Producing a small vial from his garbs, Lantry moves to a fallen comrade to revive them in battle.

Lantry has the answer to nearly any problem. Abilities like Renewal and Second Breath are largely helpful and can sway the tide of battle or even help to find victory in the face of defeat. With so many options available to him, one of the greater challenges when playing Lantry is simply deciding which area of the battle he is needed most and how to get him there. While a well-timed Silence attack might prevent a powerful spell from being cast, there may also be an ally nearing defeat who could use healing. Positioning Lantry on the battlefield where he is both safe from danger and can respond to as many opportunities as possible is key to playing him effectively.

Through flexibility, support, and high impact decisions, Lantry is an invaluable companion and a boon to any party.
With this update, we've now learned about all three companions from the preview. We do know that there are at least two more. If they're going to introduce them all before the game's release, it looks like it probably won't be out before October.

There are 12 comments on Tyranny Dev Diary #8: Companion Overview - Lantry

Divinity: Original Sin 2 Kickstarter Update #25: Character Creation Preview

Game News - posted by Infinitron on Wed 10 August 2016, 00:55:48

Tags: David Walgrave; Divinity: Original Sin 2; Farhang Namdar; Larian Studios; Swen Vincke

After over three months of radio silence, Divinity: Original Sin 2 is back in the news again in a big way. The game is going to be at Gamescom next week, and Larian are about to launch a coordinated media campaign about it. But they're giving their Kickstarter backers the first look. In the new update, Swen Vincke explains what's going on and also gives us a detailed look at the game's character creation process. As usual, there's a video and a textual recap. I'll quote the part about the new attribute system:



As Nick explained in the video, he has been diligently overhauling and re-working our stats for Divinity: Original Sin 2. The stats we are currently working and playing with are-

Memory: Memory is a new stat (and the one Nick is most excited about!). It takes Memory to memorize skills ... and only a limited amount of skills can be memorized at any one time. Your magical library will build skill by skill throughout the game, so investing in Memory will make you more flexible and adaptive on the battlefield. More powerful skills also demand a higher level of memory, so you’ll need to elegantly balance your available Memory against your combat needs. But don’t worry, you can always access skill selection outside of combat.

Strength: Strength helps fighters with melee weapons. It makes it easier to wear heavy armor, and improves warfare skills.

Finesse: Finesse is for those who want to use bows, crossbows and daggers - the rogues, the rangers, all those sneaky folks. It improves hunting abilities, rogue abilities and gives a chance to dodge.

Intelligence: Intelligence mostly helps mages. It improves the power of staffs, wands and most elemental skills.

Constitution:
Constitution is useful for vitality. Sage Nick says you should never skip upgrading it, as it can make your life a lot easier (and hopefully longer).

Wits: Wits boost critical chance, helping to reveal secrets and traps and allowing you to maneuver more skilfully in tricky social situations. Wits also determine initiative and help with persuasion.

Secondary Attributes:

Physical Armor
  • Physical Armor protects from physical damage. One Physical Armor point absorbs one point of physical damage.
  • As long as Physical Armor is above zero, physical statuses like Knocked Down, Crippled, and Bleeding will not take effect.
  • Physical Armor automatically regenerates out of combat.
Magic Armor
  • Magic Armor protects from elemental damage; i.e. damage from fire, water, air, earth or poison. One Magic Armor point absorbs one point of elemental damage. Elemental resistances apply before armor protection is applied.
  • As long as Magic Armor is above zero, magical statuses like Stun or Burning will not take effect.
  • Magic Armor automatically regenerates out of combat.
Memory Slots
  • Memory Slots determine the number and quality of skills you can use at the same time.
  • It is possible to learn every skill that you encounter in-game, but you can only keep a handful of them active at the same time. Outside of combat, characters can organize their active skills to prepare for their next encounter. The more powerful the skill is, the more Memory Slots required.
In addition to Gamescom, Divinity: Original Sin 2 will be at PAX West in Seattle at the end of the month. Swen also promises another Kickstarter update this month. Hopefully the game's release date announcement isn't far off.

There are 51 comments on Divinity: Original Sin 2 Kickstarter Update #25: Character Creation Preview

Thu 4 August 2016
Torment: Tides of Numenera announced for PS4 and Xbox One, gets new trailer

Game News - posted by Bubbles on Thu 4 August 2016, 16:57:24

Tags: Brian Fargo; InXile Entertainment; Torment: Tides of Numenera

Eurogamer has the scoop on the hottest news of the month:



PC role-playing game Torment: Tides of Numenera will also be released on PlayStation 4 and Xbox One.

Torment publisher Techland confirmed the news to our friends at Eurogamer Poland today, along with word that all three versions will launch simultaneously in early 2017.

Torment's console port was greenlit after the success of Wasteland 2 on consoles, Brian Fargo, boss of developer inXile told EG Poland.

"Wasteland 2: Director's Cut success and the gratitude expressed by a lot of fans after this release made us begin to plan the Torment: Tides of Numenera for PlayStation 4 and Xbox One," Fargo said.

"We're especially excited to work with Techland, who - as a fellow developers - know exactly how to execute such a release without compromising the quality."

Console versions of the game will get their public debut at Gamescom in Cologne, in just under two weeks.
Does that mean Torment will be fully voiced now?

There are 718 comments on Torment: Tides of Numenera announced for PS4 and Xbox One, gets new trailer

BattleTech Kickstarter Update #30: Super-Pre-Alpha Gameplay Footage

Preview - posted by Infinitron on Thu 4 August 2016, 14:24:18

Tags: BattleTech; Harebrained Schemes; Jordan Weisman; Mike McCain; Mitch Gitelman

In the middle of a quiet summer for RPG news, Harebrained Schemes have broken the tedium today with the release of a BattleTech Kickstarter update featuring pre-alpha gameplay footage. Narrated by Jordan Weisman, Mitch Gitelman and Mike McCain, the gameplay video showcases an assault on a House Marik-controlled salvage base, including a short skirmish against several enemy mechs and vehicles. It's a very early version of the game (hence "super"-pre-alpha) and many features such as melee are still missing, but the combat model is already looking pretty cool. Check it out:


Harebrained will be attending Gen Con in Indianapolis this weekend, so we might be seeing more of BattleTech soon. If you like what you see and didn't pledge to the Kickstarter, the game is now available for preorder via BackerKit.

There are 53 comments on BattleTech Kickstarter Update #30: Super-Pre-Alpha Gameplay Footage

Thu 28 July 2016
RPG Codex Preview: The Great Whale Road

Preview - posted by Bubbles on Thu 28 July 2016, 21:26:22

Tags: Sunburned Games; The Great Whale Road

The tactical turn based RPG The Great Whale Road is entering Early Access today, and we've had the great pleasure of receiving a preview copy, as well as the distinctly lesser pleasure of playing through it.

What does the game have to offer for the discerning hardcore RPG fan? Everybody's favourite front page writer Bubbles has the scoop:

Boredom and monotony. Unceasing repetition. The mind is sedated, lulled to sleep among the endless waves. No hope. No relief. [...]

On paper, The Great Whale Road seems like a perfectly interesting little game; it's basically a cross of The Banner Saga and King of Dragon Pass, staged in the historical setting of the North Sea around the year 650 AD. You play the newly selected leader (male or female) of a small Danish settlement; storylines for the Picts, Franks, and Northumbrians are promised to follow later in development. As the chieftain, you have to manage the economy of your settlement while simultaneously playing through a linear storyline of political frictions and intrigue. You have to decide how to distribute your people's manpower between diplomacy, trade, warfare, or any of the various ways of gaining food; you need to deal with a variety of random events, from pirates to the plague; and you have to lead your warband into turn based battles against your people's enemies. During the winter months, you rest at home; during the summer months, you set sail to trade and parley with your neighbours. Sounds good, right?

And yet, in the current state of the game, none of these elements are actually fun. [...]

Should you go play The Great Whale Road right now? Absolutely not, you'd be bored stiff! But should you buy it right now? Well, perhaps. The game is coming off a failed Kickstarter, and the Early Access income would probably be helpful to Sunburned Games in their efforts to deliver a complete and hopefully entertaining experience. If the idea of a Banner Saga/KoDP hybrid with lots of stats and random events is inherently appealing to you, and you have money to spare for a game that so far delivers nothing except some pretty 2D screens and a half-complete campaign full of shallow and repetitive gameplay, then you might as well throw some funding at this project. Support your indie developers! Just keep in mind that none of the promised features are actually guaranteed to ever make it into the game.​

Well, they can't all be winners. Maybe we'll check back in a few months and see how the game has improved.

Read the full article: Preview: The Great Whale Road

There are 19 comments on RPG Codex Preview: The Great Whale Road

Wed 27 July 2016
Tyranny Dev Diary #7: Companion Overview - Verse

Game News - posted by Infinitron on Wed 27 July 2016, 23:47:43

Tags: Nick Carver; Obsidian Entertainment; Paul Kirsch; Tyranny

As promised earlier, the latest Tyranny bi-weekly dev diary is about Verse, the roguish female companion we saw in last month's gameplay preview. As many people suspected, she's a member of the Scarlet Chorus faction, and like Barik from the previous update, she suffers from an unusual magical condition. Here's an excerpt from the update:

Everyone who joins the Chorus gets a new name. The name “Verse” was a compliment from the Voices of Nerat, who – in one of his crazier, artistic moments – heard music in the shrieking and howling of battle. He said that hers stood out louder than anyone else’s, and contained too many parts to be easily defined.

Verse has a special knack for learning the combat styles of others. She could spend five minutes watching a grizzled veteran wield a spear and know the form as if she had used it across a hundred battles. During the war, this talent manifested in an unexpected fashion. During a battle with the defenders of Apex, Verse suddenly froze in panic – a totally unheard-of reflex, coming from seemingly out of nowhere. The Scarlet Furies fighting alongside her died in battle because of this spasm of hesitation.

What happened next was stranger still: Verse felt the deaths of her sister Furies like a part of her mind getting ripped apart, and she stumbled from battle possessing knowledge of the battle stances and weapon acuity of her sister Furies – an unintended, almost parasitic reflex that fascinated and disgusted her.

Verse hates herself for the hesitation that stayed at her hand, and feels revulsion for everything that came after, which casts her instinctive need to challenge others and prove herself in perhaps a sadder light.

Combat Role

Verse was designed to blend between melee and ranged combat with ease, acting as a highly mobile single target damage dealer. Verse’s talent trees support this synergy between short and long ranged combat and allow her to perform the roles of melee assassin or ranged archer on the fly. Verse also possesses unique combat stances that allow her to further match the party’s needs in the heat of the moment.

When designing Verse’s talent trees, we started by splitting them by Melee or Ranged combat specialization. Deep in each of Verse’s trees lie talents that place strong emphasis on one style or another. Talents at earlier tiers are focused on value for both melee and ranged combat, maintaining synergy for users interested in a hybrid approach or those that enjoy switching styles frequently. Verse’s Duelist tree features a twin blade strategy geared around rushing through the fray and unleashing flurries of deadly melee strikes on weaker targets. Her Skirmisher tree is built around escape tactics and long range devastation via bow and burning arrow.

A few of Verse’s notable abilities:

Know Your Enemy: A talent which allows Verse to study her enemies in combat. This allows Verse to become increasingly more deadly the longer that a combat spans, increasing her Dodge and Parry each time she is struck by an enemy. As a quick thinking fighter, Know Your Enemy helps sell the idea that Verse won’t fall for the same combat trick twice.

Rush: As a Scarlet Fury, Verse is no stranger to sprinting into danger with a wave of Chorus allies at her back. The Rush ability gives players the chance to send Verse like a streak of lightning through the enemy ranks, drastically increasing Verse’s movement speed for a short time and making her immune to engagement.

Killing Spree: After felling a foe, Verse will enter a Killing Spree where she attacks multiple times with each of her basic attacks.

Burning Iron: Verse launches a single arrow doused in oil and flame. When it strikes, it ignites her enemy, burning them for Fire damage over time.

Unbound: Verse performs a spinning attack and vaults through the air to a safe location. A remnant of one of Verse’s fallen sisters appears in her place to face her foes.

Verse is a first and foremost a deadly assassin, her ability to dispatch high priority targets and remain mobile on the battlefield makes her well suited for the task. Abilities like Killing Spree and Know Your Enemy give Verse the momentum to tear down nearly any foe. While Verse is capable of dishing copious amounts of damage, she is notably more vulnerable than iron-clad counterparts such as Barik. Those with Verse in their party should expect to keep a keen watch to prevent her from getting in over her head. Abilities like Unbound and Rush are great offensive and escape abilities, though if on cooldown, Verse loses her mobility advantage and is left vulnerable.

With her highly active kit and powerful single target abilities, Verse feels like a storm on the battlefield, aggressive, relentless, and apt for dispatching key foes.
The next Tyranny update will not be about a companion, but about the game's late Bronze Age-inspired setting and how it will be reflected in terms of items and lore. That should make for an interesting Codex discussion thread, I think.

There are 117 comments on Tyranny Dev Diary #7: Companion Overview - Verse

Fri 22 July 2016
Bard's Tale IV Kickstarter Update #30: Character Progression

Game News - posted by Infinitron on Fri 22 July 2016, 19:45:49

Tags: Bard's Tale IV; David Rogers; InXile Entertainment

Although most of the public's attention is currently focused on Torment, which is set to make an appearance at Gamescom next month, development on inXile's other game, The Bard's Tale IV, continues quietly. Today's Kickstarter update by the talented systems designer David Rogers is a reminder that it's still alive. It's about the game's character progression system, which we now learn will be based on a multi-tiered skill tree structure. Here are the basics of how it'll work:

The original Bard's Tale trilogy had a character progression system closely tied to your starting class, plus the fascinating idea of evolving into different types as you reached higher levels. A budding Conjurer could progress down that track, or change professions and learn to be a Magician, Wizard, Sorcerer, and ultimately an Archmage. We are retaining this strong class-based focus in The Bard's Tale IV. We’re also opening up this more in-depth character progression to all the classes, allowing each class to specialize into their own set of sub-classes. By merging the sub-class concept into a tree structure, we are better able to give each adventurer meaningful and impactful choices each time you level up.

Each class has access to its own unique skill tree. From here, your adventurer is able to learn how to wield new gear, gain attribute points, learn new abilities, and gain passive effects. Basically, your character can be fully described through their skill tree. At a glance, you can tell a Sorcerer from a Wizard, a Thief from an Assassin, and a Vanguard from a Commander, all just by looking at their skill tree. Each time one of your Adventurers levels up, they are granted a single point to spend on their skill tree, with each skill costing exactly one point.

While skill trees can have a lot of options, their complexity grows along with the adventurer. The very first view you might have of your skill tree as a Fighter might look a little something like this, showing only a smaller number of skills to unlock.

In the above image we see the player has a few choices to pick from for their fledgling Fighter: learning to wield more advanced one handed weapons, learning to wield great weapons, gaining access to battle standards, wearing more protective armor, gaining bundles of attribute points, learning a new passive, or learning to craft basic potions. You'll notice that many of those choices also carry along with them some increased attributes as an added bonus.

For those of you thinking that's all there is, don't worry. You'll be able to view your entire skill tree from the get go. For simplicity's sake we set the default view to show you only what you have available at a given level, and what's just beyond the horizon. However, you can always zoom out to see the full number of options available to your adventurers as they grow into heroes of legend.

As you unlock new skills, you'll begin to also unlock the next tier of options in your skill tree. That's displayed by the counter under each tier header, with each tier requiring a total number of skill points spent character-wide. The adventurer above, for example, has so far unlocked seven out of nine skills needed to progress to Tier 3. These tiers play a role in a character's growth in a few ways, some more obvious than others. First, it helps create big milestones in the career of your adventurer. Just as you've advanced your progression towards one or more sub-classes and your options have begun to taper down, you unlock a new tier and your available options explode out again. It also provides incentive to each adventurer to acquire skills they might not have otherwise, encouraging exploration within your build. Lastly, it allows us as designers to deliver a more balanced experience because we can better ensure that at least some minimum number of points were spent towards defensive and offensive skills in one form or another during the early stages of the game. What kind of armor and fighting style you adopt and eventually specialize in later on is entirely up to you.
The skill system isn't everything, however. Many of you will be glad to hear that itemization plays an important role as well:

For those of you looking closely at the skill tree descriptions, which I'm confident many of you are, you might be wondering where you get your combat abilities from. Many of them, in fact, do not feature in the skill tree directly – instead, the place you acquire abilities is actually from your equipment. As you progress down the skill tree you unlock the ability to wield new and more exotic weapons, off-hand items, and trinkets. You may unlock access to a single item, such as a battle standard, or an entire category of items, such as Tier 2 great weapons. These items each have a specific ability or abilities. By wielding a great club you'd be able to use Lumbering Strike during battle, while wielding a battle standard would allow you to rally your allies with the ability "To Me, Brothers." As a certain weapon is used, an adventurer will eventually master its abilities, allowing them to keep using those abilities even without needing the weapon equipped. This will let you naturally unlock a vast amount of tactical flexibility over the course of the game.

And lastly, equipment such as your helm, armor, and boots also play a major role in your character's growth and progression. Through the skill tree you're also able gain access to increasingly powerful and exotic armor, robes, costumes, garbs, habits, and accoutrement. Your gear accounts for a major chunk of your adventurer's attributes. How many blows your character can withstand, how able he or she is to focus the eldritch forces, and their mental fortitude is heavily influenced by what mystic equipment they've found and learned to use throughout their journeys. These items can also grant you unique passive abilities that can help you form powerful combos. Itemization is an important aspect of The Bard's Tale IV and we've only given you a cursory glance, so we'll be touching on it more later.​

Bard's Tale IV will retain the "Review Board" mechanic from the original trilogy, but it'll only be required in order to advance to the next skill tier, not for every single level-up. The skill tree system will also feature occasional "mutually exclusive branches", where picking one skill locks away access to others. See the full update for an example of such a progression scenario, including mockup screenshots.

There are 43 comments on Bard's Tale IV Kickstarter Update #30: Character Progression

Tue 19 July 2016
Colony Ship RPG Update #7: Iron Tower Studio Design Principles

Editorial - posted by Infinitron on Tue 19 July 2016, 13:33:19

Tags: Colony Ship RPG; Iron Tower Studios; Vault Dweller

The latest Colony Ship RPG update is an interesting one. It's not just about the game itself, but also about how it exemplifies what has become Iron Tower Studio's signature design "brand" - the core principles that all ITS games will share. There's a lot of stuff here that the Codex will like, but also some contemplation on the complaints people had about The Age of Decadence. It's very long, so I can only post a fraction of it:
  • Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details.

    What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc.

    Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring).

    Usually, stats and skills are checked in the following situations:
    • Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset)
    • Optional content (limited ways to unlock optional content, aka. “gated” content)

    Multiple solutions are an important gameplay element, which allows you to go through a game in a manner fitting your character, but it is the optional content that truly differentiates one playthrough from another and boosts replayability (because solving the same problems in different ways isn’t enough).

    Naturally, optional content must differ in accessibility. Someone’s old shed should be easy to break into (let’s say everyone with a single point in lockpick, which is 80% of all players). An area that resisted all attempts to get into for decades or centuries like the Abyss should force most people to turn back to preserve the setting’s integrity (let’s say only 10% of players should explore it). The rest of the content would fall somewhere in between.

    This approach greatly upset some players who felt that they were punished “just because they chose the ‘wrong’ stats”. Some RPG players are notoriously obsessive-compulsive and won’t rest until they create a character that can get the maximum amount of content, which does require reading online guides and meta-gaming like there’s no tomorrow – the fastest way to kill all enjoyment and ruin the game. Of course, the counter-argument is that failing repeatedly (considering how easy it is to make a character ill-equipped for what you're trying to do) is an equally fast way to kill the enjoyment.

    I’m not sure there’s a way to “fix it” as those who want to get maximum content in a single playthrough will continue to metagame no matter what. The moment you tell the player "sorry, buddy, you need to be this tall to ride this", some players won't accept the failure and would want to know this kind of info in advance. Not many people see it as "you win some, you lose some" design. Anyway, I'd love to read your thoughts on this matter.
  • Non-Linear & Replayable

    First let’s define what it means. Linear design is easy to understand: you move from A to B to C, always in this order, which takes away the freedom of choice completely. Then we have the “Bioware design”: do 4 locations in any order, which as an illusion of choices, much like dialogues where you get to say the same thing in 4 different ways.

    True non-linearity requires two things:
    • Multiple ways leading toward the endgame location (i.e. branching questlines), so you never have to travel the same path if you replay the game
    • Very few “required” story-telling nodes (locations, conversation, events) the player simply must visit or trigger in order to progress.

    The positives are clear. Now let’s take a look at the negatives:
    • The game will be short because you’re taking all available content and splitting it between multiple paths and filter it down via mutually exclusive decisions. AoD has over 110 quests, which is a lot, but you get no more than 20-25 per playtrhough and that’s if you leave no stone unturned.
    • The game will be even shorter because it’s easy to miss locations and content. Throw in the gated content and non-combat gameplay and it will be even shorter.

    Not surprisingly, "the game is too short" was complaint #3, right after "the game is too hard" (#1) and "too much meta-gaming" (#2).
Also in the update is a bit of information about the Armory, an important location in the game that the player character will be the first person to access in a very long time. And there's the news that Iron Tower have hired a new 3D modeler to create the art for the game's upgradeable firearms. The update includes images of both of these things, but you'll have to read the full update to see them.

There are 123 comments on Colony Ship RPG Update #7: Iron Tower Studio Design Principles

Feargus Urquhart talks shop at GamesIndustry

Interview - posted by Infinitron on Tue 19 July 2016, 01:54:44

Tags: Feargus Urquhart; Obsidian Entertainment

Two months ago, Obsidian Entertainment CEO Feargus Urquhart was a speaker at the Digital Dragons convention in Krakow, where he was interviewed by the representatives of various websites, including our own, and revealed that Pillars of Eternity 2 was in development. For some reason, it took GamesIndustry until today to post their interview with him. It's a more professionally-oriented piece, discussing Obsidian's past relationships with publishers and the challenges the company faces today. There are no real revelations here, but it does offer a more detailed look at some familiar Feargus themes. Here's an excerpt:

Q: For me, you were doing really interesting work in that period, on Fallout: New Vegas and Alpha Protocol in particular. Nevertheless, and I'm sure you're aware of this, Obsidian ended up with a reputation for bugs and technical issues. Is that a necessary consequence of towing the line, and working to imposed budgets and time-scales? These aren't simple games you're making.

FU: So, with Alpha Protocol, the challenge was that we weren't even totally sure what we wanted to make until, like, way into the game - and that's bad. You can do that with your own money; when you're doing that with someone else's money they're just getting mad, they're getting mad at you more and more and more. The story's bigger than that, but I think I'd go back to what I was just saying: you've gotta cut it early. For that reason, as a developer, you have to take it on yourself to prove your ideas quickly. You need to show yourself that you can make the game, that you understand the game.

It's too easy to not be critical. To not say, 'Okay, that all sounds wonderful, but what's the plan? Like, really, what is the plan?' That's where we've made big mistakes in the past: not holding to our plans. That doesn't sound like sexy development, right? But if we haven't proven it, let's know that now. Let's look at it and go, 'Oh, it's like an ugly little child. That's not good. So what do we do with it?' And it's too easy at that point to add just a little bit more here, and it'll be good, and everything will be fine. No. 'Should we cut it?'

I think publishers should kill way more games way earlier, but if we do that ourselves it makes us more reasonable about what we can actually accomplish early on. We weren't doing that, and that put pressure on our publishers.

Q: Isn't that the publisher's call anyway? You say more games should be killed earlier, but surely Obsidian wouldn't decide that.

FU: No, it wouldn't be my call, but we always should look at the fact of, 'Wouldwe kill this game?' It's nice if the publisher keeps on paying us for another year, but if we would kill it then it really should be killed. So back up from that: what are we doing today to make sure we can do what we want and have the game not be killed? We're now doing that on day 2, and not day 430.

That's what we did too much of before. We just kept on going, sweeping this and that problem under the rug - sweep, sweep, sweep, it's all fine. And you get to a point and it's screwed.

Q: Obsidian has been around for thirteen years now, and it would have been impossible to predict the ways the industry has changed in the time since you started. How has the reality matched up to your expectations back in 2003?

FU: I thought we would have our own engine at this point - and we tried. I thought we would have been purchased by now. I thought we wouldn't be as big as we are.

Q: The last two seem almost at odds with each other.

FU: Yeah, exactly. And the big thing I've learned from all that is, it's so hard to plan this stuff. If you told me four or five years ago that we'd be working on a free-to-play tank game, and our own crowdfunded IP, and that we'd shipped a South Park game - there was nothing in our business plan five years ago that said any of that. There isn't a single thing we're doing today that was in that business plan.

Q: So what do you want from the next 13 years? Do you still want to be independent?

FU: I am fine being independent in 13 years. I would be okay if we got purchased, but I would be fine independent. Ultimately, we need to be good at what we do. It goes back to what we were saying about things that are beyond our control. Well, there are things that are in our control, so let's not screw those things up.

We can keep doing great stuff with Eternity. I'd love to turn Eternity into more like a Skyrim product. I'd love to do a science fiction game. I just want to keep making role-playing games - I do, and the team does. Whether that's independent or not, making RPGs we can be proud of is the goal. And that's what I can look back on. We've been very proud of a lot of what we've done as a team.

Whether the Metacritic was 75 or 95, we've been very proud of what we've done.
Episodic Skyrim - the dream lives on. According to Feargus, one problem that Obsidian faces right now is that some of the Armored Warfare developers want to switch to RPG development after three or more years of working on the same game, but they've got nothing to switch to. Perhaps that will change as Pillars of Eternity 2 and whatever Tim Cain and Leonard Boyarsky are doing progress.

There are 16 comments on Feargus Urquhart talks shop at GamesIndustry

Fri 15 July 2016
Fallout 1.5: Resurrection mod for Fallout 2 released in English

Mod News - posted by Infinitron on Fri 15 July 2016, 21:05:19

Tags: Fallout 1.5: Resurrection; Fallout 2

The Fallout series has always been very popular in Eastern Europe, and over the years numerous mods for the classic Fallout titles have been developed there, including full-scale standalone games such as Olympus 2207 and Fallout: Nevada. Most of these fan-made spin-offs have never been properly translated from their native languages and they remain obscure among the larger community. Today, one such game has defied that trend. The Czech-made Fallout 1.5: Resurrection has been released in English, over two and a half years after its original Czech release and after over a decade of development. It's a mod for Fallout 2 - a new adventure set in New Mexico that, as you've probably guessed, takes place in between Fallout 1 and Fallout 2. Here's its trailer and an overview:



Fallout 1.5: Resurrection is a new, old-school Fallout. It's a modification for Fallout 2 with a completely new story taking place in the Fallout universe. The plot is set in the time between Fallout 1 and 2, east of the future NCR in New Mexico. That means you won't visit the original places. Instead, you'll discover entirely new, creative locations that allowed us to have more freedom with the story.

The player’s character wakes up, heavily wounded, in a dark cave, not knowing how it got there, or who it is. Thus you start from a scratch, searching for your past, which is darker than it might seem on the first sight... We won’t give away any more details about the story, not to spoil your game experience. Though you can count on surprising twists in plot and unexpected finale.

As big fans of Fallout, we've tried to take the best from all of the classic Fallout games. Easter eggs and jokes, with which Fallout 2 was literally overfilled, have been folded into the background. Instead, the great atmosphere of decadence and hopelessness enjoyed by so many in the first Fallout game returns. The world is still chaotic, with only a few, small, independent communities connected by tenuous trade relations. The wasteland is an unfriendly place where law is on the side of whoever has the biggest gun.

The name "Resurrection" was chosen for two reasons. Firstly, resurrection is a theme tied closely to the main character who, at the beginning of the game, practically rises from the dead. Secondly, our modification represents the resurrection of good old Fallout. We didn't want to re-imagine the entire game system. Instead, our aim was to bring back this classic RPG in its original form. Many remember that feeling when they first played Fallout; until you completed the game, you journeyed through interesting locations filled with fascinating things. Even after several play-throughs, you continued to find new, exciting stuff. Players could really get into such a game, so that's exactly the kind of game we've endeavoured to create.
We received a "review copy" of Resurrection a couple of days ago. The writing is about what you'd expect from a fan-made Eastern European project translated by fans, but the game's quest design is apparently quite impressive. It's a new Fallout, a real Fallout - a nice summer surprise, and particularly welcome news coming directly after the recent Bethesda shenanigans. You can download it here now.

There are 97 comments on Fallout 1.5: Resurrection mod for Fallout 2 released in English

Thu 14 July 2016
Fallout 4 Far Harbor DLC contains quest stolen from Codexer-developed New Vegas mod

Mod News - posted by Infinitron on Thu 14 July 2016, 19:20:05

Tags: Bethesda Softworks; Fallout 4; Fallout: Autumn Leaves; Fallout: New Vegas

Autumn Leaves is a DLC-sized quest mod for Fallout: New Vegas developed by BaronVonChateau, who you may know on the Codex as Chateaubryan. By all accounts it's an excellent mod, taking inspiration from classics such as Planescape: Torment and proudly upholding Codexian design values such as choice & consequence and skill checks. Hell, it even has a Cleve Blakemore reference. Unfortunately, coming out only weeks before the release of Fallout 4, Autumn Leaves was overlooked by many players. Somebody at Bethesda must have noticed it, though...because it turns out they shamelessly plagiarized it for their recent Far Harbor DLC. And I don't just mean that they took inspiration. Take a look at Chateaubryan's comparison at Mod DB:

[​IMG][​IMG]

A few weeks before Fallout 4’s release, Autumn Leaves, a Fallout : New Vegas Mod was published on Moddb and the Nexus. It featured a colorful cast of excentric robots, in charge of a forgotten Vault where a strange murder happened. Sounds familiar ?

Maybe, to those who played Far Harbor’s “Brain Dead.”

First off, both quests begins with a discussion through an interphone with the caretaker of the Vault, a headwaiter robot with a rather distinguished persona. The big mandatory Vault Door opens, leaving the player up for the exploration of said vault.

The main quest itself, which consists in investigating the murder by checking the crime scene, and speaking to every robot in the Vault.

The mysterious death of the prime financier of the Vault, who - in both cases - worked alongside Vault-Tec to build the special place.

The importance of voice modulators in the plot, to distinguish the robots between themselves.

The sexytime moment.

And of course, the mandatory “Let’s discuss paintings with a robot.”

Then, there’s the Neural Interface Matrix in BD versus the Neuro Comp Matrix in AL, the presence (and relevance to the plot) of a robotic expert in the Vault, the feel of the central atrium, the quasi-exclusive robotic cast confronted to a murder, the misleading piece of evidence (Keith/Rolland), among others.​

The Codex has always talked about how Bethesda are creatively bankrupt, but this is a new low. So what can be done? Bethesda are probably legally within their rights doing this. I say they should be publicly shamed into extending credit to Chateaubryan...but that would take a louder megaphone than ours. Ultimately, all I can do is recommend that you download and play Autumn Leaves. And not Fallout 4.

There are 139 comments on Fallout 4 Far Harbor DLC contains quest stolen from Codexer-developed New Vegas mod

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