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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?

Vote For Grimoire On Steam Greenlight

Game News - posted by Infinitron on Wed 29 March 2017, 18:49:56

Tags: Golden Era Games; Grimoire: Heralds of the Winged Exemplar

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It's been years since we last posted about Grimoire: Heralds of the Winged Exemplar, Cleve Blakemore's mythical vaporware magnum opus. The last time was in 2014, during the GrimoireGate Saga which found Cleve embroiled in a trademark dispute with the developers of an impostor Grimoire. That saga ended up going pretty much nowhere. The impostor Grimoire was eventually released and quickly swank in Steam's shovelware swamp, never to be heard from again. Development on the real Grimoire went on, and on and on. Issues turned into fractions of issues turned into micro-issues turned into fractions of micro-issues. When it became clear that there was no end in sight, even Cleve's most loyal supporters abandoned him. His thread was banished to the depths of Prosperland and he became an object of scorn and mockery.

That was the state of affairs until recently. In the last few weeks, however, things have started to change. Rumors of an impending Grimoire release have once again been swirling. None of us believed, but then Cleve came out with this trailer. And then another one. And then, just like that, Grimoire showed up on Steam Greenlight today with an eye towards an "early 2017" release:

Cleve says:

The plan is to release it on Steam and let it percolate for a while. Tweak it in response to feedback and add improvements not present in it initially, like new graphics and gui widgets here and there.

Once it has seasoned like a fine wine and brought much happiness, a new release on GOG with all new map areas, enhanced gameplay and features as the "El Maximo Food Of Champions" Grimoire.

No matter what happens, only the IndieGoGo backers will get those particular limited editions sets physical media. No further printing of those materials will ever happen again once they are shipped out to backers.
So there you have it. This Greenlight campaign is now standing between us and the release of Grimoire. Whether or not you believe the game will ever actually come out, please vote so that Cleve doesn't have any more excuses to delay it. Tell all of your friends and your enemies to vote for it too. Because I don't see him shelling out $5000 if Valve shut down Greenlight before the game makes it through...

There are 64 comments on Vote For Grimoire On Steam Greenlight

Wed 29 March 2017
BattleTech Kickstarter Update #37: Fresh Screenshots

Preview - posted by Infinitron on Wed 29 March 2017, 01:05:37

Tags: BattleTech; Harebrained Schemes; Mitch Gitelman

Harebrained Schemes still aren't ready to announce a new date for the recently delayed BattleTech backer beta. To tide us over in the meantime, they've published a new Kickstarter update with a fresh batch of screenshots from their current build. Since the Codex loves eye candy (and arguing about eye candy), I figured I'd post them here to cap off what's been a very busy day:

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[​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

On behalf of the whole team, thank you for the overwhelming show of support and positive energy we received after our last update. We deeply appreciate it. When you’re flying full-throttle down the Death Star trench with turbo-lasers blazing past your cockpit and the exhaust port coming up fast, it’s nice to know that “The Backers are with you.”

No update on our Backer Beta timing yet - we’re stepping back to make sure our plan is solid, our team is working at a healthy pace, and we have the right level of internal testing before releasing it into the wilds of Backerdom. As many of you have speculated, it’s unlikely we’ll announce a new date until we’re very confident we will hit it.

In the interim, we thought we'd show some new screenshots of the game in action to help tide everyone over. These are unedited shots - though we did turn off the interface and use a debug camera in-game to get the pretty we wanted. You can click on the images to get a hi-res version for each. Hope you enjoy!
You may also be interested in this BattleTech "MIDI mood piece" by Harebrained composer John Everist, spotted earlier by Codex BattleTech watcher Taka-Haradin puolipeikko. Apparently it's to be the first in a series of videos offering a behind-the-scenes look at the production of the game's soundtrack.

There are 48 comments on BattleTech Kickstarter Update #37: Fresh Screenshots

Tue 28 March 2017
Planescape: Torment: Enhanced Edition officially revealed, coming April 11th

Game News - posted by Infinitron on Tue 28 March 2017, 23:59:14

Tags: Beamdog; Planescape: Torment: Enhanced Edition

The countdown at "" has expired and Beamdog have officially unveiled Planescape: Torment: Enhanced Edition. Not exactly a surprise, especially after the geniuses at VentureBeat accidentally leaked the news including launch trailer 12 hours early. As I expected, it's a straight-up enhancement with no new content, not even restored cut content. According to project lead Alex "aVENGER" Tomovic, who is doing a hell of a job promoting the game on our forums, the only changes are bugfixes and some touched up writing by Chris Avellone, who has apparently spent the last year overseeing the project. Sounds...not bad? Here's that launch trailer and the description from the official website:

"What can change the nature of a man?"

You are the Nameless One, a hulking figure covered in scars and tattoos collected over the course of countless lives—none of which you can remember, but are now coming back to haunt you. You are prodded awake by Morte, a floating skull and keeper of secrets, to embark on an adventure taking the Nameless One from the dirty streets of Sigil into the mysterious Outer Planes and even into the depths of Hell itself.

Discover an incredibly rich story and a unique setting unlike anything else in fantasy. Defeat strange and alien creatures, engage in rich dialogue, and explore the dark and dangerous Planescape setting in this 50+ hour RPG classic.

Millions of Planescape: Torment fans have enjoyed the strange and dangerous city of Sigil and surrounding planes through the Nameless One's eyes. Now it’s your turn. This is Planescape: Torment like you’ve never seen before.

Enhanced Edition - Key Features:

  • Enhanced Planescape: Chris Avellone, Lead Designer on Planescape Torment, has partnered with Beamdog to curate gameplay updates, bug fixes, and enhancements to best capture his original vision for the game.
  • Remastered Music: The full Planescape: Torment soundtrack has been remastered in-game to add more depth to Sigil and the multiverse.
  • 4K Interface: Sigil has never looked this good! The interface of Planescape: Torment has been rebuilt in high definition with tons of new convenience features.
  • A Planescape For Today: The Enhanced Edition includes modern features such as tab highlighting, area zooming, combat log, quickloot, and more!
PST:EE is basically done and is coming out in two weeks, on April 11th. It's already available for preorder on Steam, GOG or directly from Beamdog, with a price tag of $20. Note that the game's original version will be taken down from GOG after the EE is released, so if you're a purist and you somehow don't own it already, I suggest you hop to it.

There are 73 comments on Planescape: Torment: Enhanced Edition officially revealed, coming April 11th

Torment Kickstarter Update #67: First Patch, Oom & Voluminous Codex Status Report

Game News - posted by Infinitron on Tue 28 March 2017, 20:28:08

Tags: Eric Daily; InXile Entertainment; Torment: Tides of Numenera

Torment: Tides of Numenera received an update today, the first since the game's release four weeks ago. It appears to address the game's most pressing issues. In the accompanying Kickstarter update, inXile producer guy Eric Daily also offers a brief status report on the developments of the companion Oom and the Voluminous Codex. I quote:

New Patch

Next, we have a new patch for Torment on PC! (It will also be coming to consoles very shortly.) Below you can see the highlights. If you are playing on Steam you will have already likely downloaded it, while if you're on GOG, it'll be up as soon as possible!

  • Fixed a large number of freezes that would happen in various states.
  • Numerous performance optimizations
  • Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
  • Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly with combats that were sluggish.
  • Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
  • Several quest and conversation fixes.
  • Inspiring Presence and other looping sound effects have been removed.
As you can see from the highlights, this update is focused mostly on performance improvements and bug fixes. For the full release notes, see here. But, of course, we have more in the works...

Oom & Voluminous Codex

Design and writing work has begun on some of the content additions that we spoke about last Kickstarter update.

Oom's character is currently being built out by Colin McComb and Gavin Jurgens-Fyhrie, and they're working hard to make it a unique character that also fits in with the overall storyline of the game. On the design front, initial work has been done on figuring out what kinds of abilities and features Oom will have, both during exploration and Crisis gameplay. Meanwhile, the art team has begun the initial stages of figuring out his character model and design.

Regarding the Voluminous Codex, most of the writing and user interface design work has been completed, and we are in the beginning stages of integrating it into the game itself, both in the interface itself as well as all the hooks and triggers to make sure the entries are unlocked at the right stages of the game. Similar to other RPGs, the Codex entries you receive will give you details on companions and characters you meet as well as provide additional lore about the world, factions, creatures, and cults.

As we stated last time, we don't have dates for these additions just yet as our focus is on doing them right. However, as mentioned, these will be completely free to all backers and owners of Torment. We hope to have them in time to give you an even more fresh experience for your second (or third, or fourth...) playthrough. We will keep you informed as progress is made!​

It looks like the Voluminous Codex is no longer a "separate lore compendium outside of the game", so that's good. Mistreating one's Codex has been found to be ill-advised.

There are 10 comments on Torment Kickstarter Update #67: First Patch, Oom & Voluminous Codex Status Report

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Divinity: Original Sin 2 Kickstarter Update #35: Patch #4 - Summoning & Polymorph, Party Infighting

Game News - posted by Infinitron on Tue 28 March 2017, 19:40:24

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

Larian have released the fourth major update for the Divinity: Original Sin 2 Early Access release. The highlight of this new version is the addition of the Summoning and Polymorph skill schools, which the game's backers voted for so long ago. It also adds new party splitting and infighting options. As usual, there's a Kickstarter update to go along with the new version. In the accompanying 14 minute video, Swen demonstrates the concepts behind the new skill schools using common condiments and kitchen appliances, before moving on to the actual game to show them in action. If that's too long for you to watch, Larian have also put together a quick trailer about the new skills. Here are both videos, plus the description of the Polymorph school, which allows you to LARP as a mutated Chaos cultist from Warhammer:

Speaking of Polymorph, let’s talk about it! This skill was by far the most popular skill school in our vote, so we knew we had to make it extremely awesome. If Swen’s demonstrations with the Chariza--we mean with the chicken--didn’t convince you, then we don’t know what will!

Polymorphs are inspired by nature and their magic takes some of the best and worst aspects of other creatures and puts them to combat use. For example, you can grow wings and fly over surfaces, and then chain that with the Flight skill for longer distance flight. The Polymorph combat ability gives players one free Attribute Point to your avatar for every Ability Point invested.

The Early Access will include seven insane skills:
  • Bull Horns - Magnificent horns sprout from your forehead. You can rush at your enemies and gore them.
  • Tentacle Lash - With tentacular (it’s a word, look it up) limbs, lash out at the enemy and Disarm them.
  • Chicken Claw - Turn the target character into a chicken. Squawk!
  • Heart of Steel - Your skin turns to steel, increasing Physical Armour and regenerating a portion of it every turn.
  • Chameleon Cloak - Become one with the shadows so that you're invisible to your opponents.
  • Spread Your Wings - Grow wings that unlock Flight skill. You ignore ground surfaces as long as you keep moving.
  • Skin Graft - Reset all cooldowns, yet also strip off all Physical Armour and Magic Armour. Removes Burning, Poisoned, Bleeding.
We’ve created the Metamorph preset class so you can adapt and transform and be as tricksy as mother nature herself. We’re not telling you to combine some of these polymorph skills with summoning skills, but we’re also not telling you NOT to do that. Have fun!
The update also recounts the team's visit to PAX East earlier this month, which once again doesn't seem to have produced much press for the game. What it doesn't mention is that Swen is going to give a talk at EGX Rezzed on Thursday about the game's Origin Stories feature. That'll be broadcasted live, so stay tuned.

There are 10 comments on Divinity: Original Sin 2 Kickstarter Update #35: Patch #4 - Summoning & Polymorph, Party Infighting

Mon 27 March 2017
Alvora Tactics, the next game from the developer of Voidspire Tactics, now on Steam Greenlight

Game News - posted by Infinitron on Mon 27 March 2017, 18:48:41

Tags: Alvora Tactics; Rad Codex

We've known for a while now that Sean "Eldiran" Hayden of Rad Codex was working on a follow-up to his well-received 2015 indie tactical RPG, Voidspire Tactics. That follow-up is officially announced today as Alvora Tactics. The game is apparently pretty much done, and all it needs is to be approved on Steam Greenlight. You should definitely go there and vote for it now. Here's its trailer and a short description:

Alvora Tactics is an indie Tactics RPG that combines strategic combat with immersive exploration. Explore and conquer Great Serpent Alvora with your own customizable band of warriors!
  • Deep, yet straightforward & easy to understand tactical combat
  • Explore a mix of procedural and handcrafted areas full of varied & challenging encounters
  • Destructible terrain and elemental interactions – set a jungle ablaze with fire magic, or summon water then electrify it!
  • Combine 10 races, 23 classes, 150+ upgrade-able abilities, and 50+ passives to create your ideal party
  • Unique fantasy setting; no elves, orcs, or dwarves
  • Built from the same engine (and by the same guy) as the highly-rated Voidspire Tactics
I totally missed out on posting about Voidspire Tactics when it was released (although we did eventually get a review of it by Jack Dandy). That mistake will not be repeated with Alvora. Hopefully the game has time to make it onto Steam before Valve shut down the Greenlight program.

There are 10 comments on Alvora Tactics, the next game from the developer of Voidspire Tactics, now on Steam Greenlight

Sat 25 March 2017
New teaser website appears to be counting down towards Planescape: Torment Enhanced Edition reveal

Game News - posted by Infinitron on Sat 25 March 2017, 00:06:35

Tags: Beamdog; Planescape: Torment: Enhanced Edition

After the flop of Baldur's Gate: Siege of Dragonspear, many people were expecting Beamdog to shut down and go away forever. Instead, they regrouped. Dragonspear's writing team was quickly shown the door, and in June we learned that the studio was hiring a new team to work on a D&D RPG under the leadership of their recently hired Creative Director, former BioWare writer David Gaider. Clearly, like certain RPG protagonists, some companies aren't so easily killed. But I'm getting ahead of myself.

A post by Trent Oster on the Beamdog forums in August clarified the situation. Beamdog now had not one but three projects - one big, one medium-sized and one small. Some observers reasoned that if the big project was Gaider's, then one of the smaller ones was likely to be a new Enhanced Edition rerelease of an Infinity Engine game. That could be either Icewind Dale 2 or Planescape: Torment. One game, a sequel nobody had asked for released by a dying developer. The other, a game often considered the finest RPG ever made,'s all-time best-selling title, and the inspiration for a soon-to-be-released thematic successor that had been successfully crowdfunded to the tune of over $4M.

The choice was obvious, and personally I've been expecting this for a while. A teaser website,, appeared on the Internet today, with a four day countdown. Trent's tweets about it haven't exactly been subtle, and if you're not convinced yet, a look at the site's source code will reveal four hexadecimal numbers, which correspond to the ASCII codes for "PSTEE". Yeah, I'm pretty sure that Planescape: Torment Enhanced Edition is a thing that's happening.

What could such an enhancement consist of? I can already see the jokes about the addition of a gender-related response to Ravel's famous question. But Beamdog have their own game to work on now, and I'll be surprised if PS:T's narrative content is modified in any way other than the possible re-addition of cut content from Qwinn's famous patch. Another possibility is that the reveal of the game might coincide with some sort of relaunch or rerelease of the Planescape setting by Wizards of the Coast, since the official Dungeons & Dragons Twitter account has tweeted about the site as well. Well, we'll know soon enough.

P.S. A poster on 4chan's /v/ board claiming to be a tester for PS:T EE has apparently leaked a couple of screenshots of the game. He also says Beamdog aren't planning to touch its writing. Of course, I can't vouch for the authenticity of any of that.

There are 155 comments on New teaser website appears to be counting down towards Planescape: Torment Enhanced Edition reveal

Fri 24 March 2017
Battle Brothers Released

Game News - posted by Infinitron on Fri 24 March 2017, 21:25:45

Tags: Battle Brothers; Overhype Studios

Battle Brothers, the strategy RPG from Hamburg-based Overhype Studios where you lead a mercenary company in a gritty fantasy world, was released out of Early Access today after over three years of development. Despite the fact that it might not actually be an RPG, the game has become extremely popular on our forums as well with Josh Sawyer and his cool person clique at Obsidian Entertainment, and it's a strong contender for our game of the year. Have I mentioned that it features the excellent writing of the Codex's own sser? Here's its release post and launch trailer, which feels like it should have been a gameplay trailer, but that's cool too:

It’s here and it’s done! We’re excited to see the finished Battle Brothers graduate from Early Access and be fully released today, on March 24th, 2017.

Creating this game together with you has been a long and rewarding adventure, and we’re very happy with what the game has grown to become. We hope you enjoy playing Battle Brothers as much as we enjoyed developing it – and given a successful launch, this won’t be the end of the road.

With the game’s release, the soundtrack is now also available as a separate DLC. If you’re the owner of the Deluxe or Supporter edition, it’ll be automatically delivered to you via Steam. The Art & Lore book will become available in the coming weeks.

Let’s celebrate this momentous occasion with our new story trailer for launch and final feature list of the Battle Brothers 1.0 release.


  • Manage a medieval mercenary company in a procedurally generated open world.
  • Fight complex turn-based tactical battles with historical equipment and brutal injuries.
  • Permadeath. All characters that die in combat will stay dead – unless they return as the undead.
  • All characters come with their own background stories and traits. Want a stuttering ratcatcher, a greedy witch hunter or a drunkard disowned noble?
  • Character development without a restrictive class-system. Each character gains experience through combat, can level up and acquire powerful perks.
  • Equipment that matters. Different weapons grant unique skills – split shields with axes, stun enemies with maces, form a spearwall with spears or crush armor with a warhammer.
  • Diverse enemy roster. All enemies have unique equipment, skills and AI behavior.
  • A dynamic event system with atmospheric encounters and tough decisions outside of combat.
  • Three late game crises – a war between noble houses, a greenskin invasion and an undead scourge – add a looming threat along with new contracts, enemies and events.
  • Two full hours of orchestral soundtrack.
  • 70 Steam Achievements and Steam Trading Cards
Another Codex indie pet project sees the light of day. Let's hope it does well and gets many updates and expansions. If you haven't preordered it, Battle Brothers is now available for $30 on Steam or directly from Overhype. But not on GOG, for some reason. Come on JudasIscariot, hop to it.

There are 74 comments on Battle Brothers Released

Lords of Xulima II Development Update: More Casual Or More Hardcore?

Game News - posted by Infinitron on Fri 24 March 2017, 16:00:53

Tags: Lords of Xulima II; Numantian Games

In response to some sort of controversy on the game's Steam forum, the developers of the upcoming Lords of Xulima II felt compelled to write a development update detailing their approach to game difficulty and customizability. In short, they fall firmly on the oldschool side of the debate.

Recently, there have been some hot discussions in the forum about if the sequel of Lords of Xulima would be more casual to attract more potential buyers or more hardcore to please the old-school fans. So we would like to talk about this topic and clarify this aspect before the rivers of blood flood the forum.

First, don’t confuse Accessible with Casual

A game can be more casual or more hardcore independently of their accessibility level. Lords of Xulima is big, challenging and deep, with lots of mechanisms and possibilities but, it is very accessible. It is very easy and simple to play (move the avatar, talk with NPCs, disarm traps, level up, combat…). We dedicated a lot of work to achieve that level of simplicity of playing. On contrast, old-school games seemed much more hardcore than they actually were because of their obscure and awkward interfaces.

We will always try to make the games as accessible as possible so any player can play it, but with the same level of challenge and depth as they were originally designed.

Was Lords of Xulima casual or hardcore?

Of course, we would never say it is a casual game but it was also not designed as a hardcore one. We wanted to align it to the feel of the old-school games like Wizardy 7, Might and Magic, Ultima… Were those hardcore games? We wouldn’t say that. They were challenging. There was no hand holding, no tutorial, not linear, and they were complex and deep, but they were not hardcore at all. For us, a hardcore game is one that is mainly designed to challenge the player and always try to make him fail so only players with a lot of experience and a lot of understanding of the game mechanics can advance and overcome those challenges. That is what happens in most roguelikes or others like Dark Souls.

Lords of Xulima was designed and balanced to make the best experience possible for the Old-School difficulty mode. Then, we created two more modes as variations of the main mode:

Normal: It represent a much lower challenge. It is perfect for people that prefer a much straightforward adventure and enjoys the game without needing to worry too much about game mechanisms.

Hardcore: Just the opposite. The game parameters are modified to be much more difficult. Players should have a stronger understanding of the game, optimizing their party and way of playing to advance in the game. This is especially true if they active the Ironman Mode where they cannot save outside the towns.

We think it worked very well for most players. And for those that choose the hardest settings, the game rewards them with a better score (and also achievements and leaderboard position) that is impossible to achieve in lower difficulty modes.

So how will the sequel be?

Let’s just say that in Numantian Games, we will always focus on creating deep and challenging games. It is our seal and always will be. So, of course, it won’t be a casual game and it won’t have casual options to disable mechanisms of the game. We will use the same method for casual players: a low difficulty mode, but they will have to play the same game with the same mechanisms (food, traps, encounters…) as any other player.

Indeed, the game will be even more challenging, more open, with more depth, more options to evolve the party, and many more secrets. There will be a special ending that will be a truly hardcore experience and more special rewards for the higher difficulties.

Also, we are thinking of making the Ironman mode setting as mandatory or at least implement new features to prevent save-scumming as much as possible. But don’t worry!, it will always be implemented in a fair way.
Now you might be wondering just what this "rivers of blood" controversy was. It turns out to be a massive flamewar involving notorious Darkest Dungeon modder Celerity and fluent from RPGWatch (lol). Sometimes drama reveals itself in the most unexpected of places.

There are 92 comments on Lords of Xulima II Development Update: More Casual Or More Hardcore?

Brian Fargo plans to retire after Wasteland 3 is released

People News - posted by Infinitron on Fri 24 March 2017, 12:54:38

Tags: Brian Fargo; InXile Entertainment; Wasteland 3

Five years after he helped kick off the era of crowdfunded oldschool RPG development, it looks like Brian Fargo has had enough. In an exchange with Eurogamer, the founder of Interplay and CEO of inXile has made the unusual choice of announcing his retirement from the gaming industry over two and a half years in advance. Wasteland 3 will be his last game. I quote:

inXile boss Brian Fargo has told Eurogamer he plans to retire after Wasteland 3 ships in 2019.

The industry veteran, who founded influential game company Interplay in 1983, said he wanted to relax after a lengthy career making successful games.

"Wasteland 2 and Torment both came out great," he said. "The Mage's Tale's got a great buzz. The Bard's Tale 4 looks spectacular. Wasteland 3 is building on Wasteland 2. It seems like a good time to drop the mic.

"I love this industry, but I've been at this since 1981. I've been at it with Ken and Roberta Williams [Sierra co-founders], Trip Hawkins [EA founder], the guys from Brøderbund - I look at my friends, they have a lot more spare time than I do. It's a very intense business. It's all encompassing. It seems like I should relax for a little bit."

[...] Fargo now plans to retire when Wasteland 3 comes out in 2019, calling time on what will be a 38-year career. "I have plenty of time," he said. "It's not tomorrow."

Fargo intends to leave inXile in the capable hands of its current staff as well as existing shareholders, but he said it's too early to say who will succeed him as boss of the company.

"I have some wonderfully competent people who are making it happen here," he said. "One of the things I enjoy the most is finding and fostering talent. Certainly, externally everybody knows we gave Blizzard and BioWare their first shots. Internally I have my own guys who are just great. They're very tuned into these products. I'm good at finding these people and putting the talent together. I've been training these people for years to make me obsolete. That's what you have to do as a leader of a company."

Fargo said he will leave inXile a profitable independent game developer with "money in the bank".

"We don't owe any external people any money. We don't have any debt. The other shares are with some of the employees of the company. So as long as it continues doing good product it should be fine."

So, what will Fargo do when he retires?

"I've always wanted to go Machu Picchu," he said.

"I can't even imagine being unplugged for a month. I'm on 24/7. I wake up in the morning to my emails and I go to sleep to my emails. There are things going on all the time and you want to give people information quickly, because me being slow could affect four people going slow. I feel that all the time. And often we have people around the globe I'm communicating with also.

"I quite enjoy it, but from a peace of mind it would be a dream to not have to wake up and be concerned about anything for a while. The games business is very intense. It's the entertainment business mixed in with technology. It doesn't get much more difficult.

"I started Interplay in 1983. I think I'm one of The Last of the Mohicans. Most, if not all of the old guard has gone on and relaxed. That's a long time, right? I should get an award just for survival."

Until then, Fargo is focused on The Mage's Tale, a virtual reality spin-off set within The Bard's Tale universe, The Bard's Tale 4, due out in 2018, and Wasteland 3, due out in 2019.

Wasteland 3, then, will be Fargo's last game.

"It puts even more pressure on my to make damn sure that thing is stellar," he said.
Brian will be nearly 57 years old on the game's expected release date of October 2019. A good age to retire from a young man's industry. So much for those "new ideas", though!

There are 131 comments on Brian Fargo plans to retire after Wasteland 3 is released

Wasteland 3 Fig Update #18: The Ruins of Denver and the Gippers

Game News - posted by Infinitron on Fri 24 March 2017, 01:25:21

Tags: Brother None; Gavin Jurgens-Fyhrie; InXile Entertainment; Wasteland 3

The reception of Torment may still be echoing, but life at inXile continues. The Wasteland 3 Fig update released today has another brief report on the status of the game's production, under the leadership of George Ziets and Gavin Jurgens-Fyhrie.

We gave all of you an update on pre-production last month, and we want to keep doing so in these coming months, so here is another status update! Developers of all disciplines have started rolling onto the game, both those from the Torment team as well as new hires. We also have some exciting contractors helping us out on area design during pre-production.

Design Lead George Ziets and Lead Writer Gavin Jurgens-Fyhrie have crafted a strong pass on the overall narrative, and a full list of zones (areas) that we want to be in the game. We don't want to spoil the whole list for you, but we'll be talking about one of those zones (Denver) later in this update. George has detailed out each of these areas at a high level in something we call a Zone Constraints document. Those are then sent to our designers who generate "Zone Briefs" that further define the characters, story, and missions of the zone. If you want a refresher on our area design processes, George wrote a great update on it earlier.

But it's not all paper design. Crucially at this stage we also have time to prototype and work on our tech, as we mentioned last update. Our art department has been setting up the technical details of the art pipeline and also has been making great strides on our technology for snow, as we explore all the possibilities our unique setting offers. Additionally, we are creating a concept art library for the game, which will ensure that we have a consistent vision on the game's look as you move from zone to zone.

Engineering is largely finished porting over code from Wasteland 2, which gives us a solid technical basis, and is now working on the details and functionality of Wasteland 3's multiplayer. It is crucial we have multiplayer functioning in our engine early, as it touches on every facet of our game. When tech is in a good place, systems design can start creating prototypes to experiment with combat, vehicles, and more.​

Gavin has written a short description of the post-apocalyptic ruins of Denver, presumably a major location in the game, and its eccentric inhabitants. These include the Gippers, the Ronald Reagan-worshipping cult that was cut from Wasteland 2.

Most of Denver is in ruins. During the end of the old world, a nuclear weapon exploded high in the air over the city, killing most of the inhabitants. The skyscrapers that remain are jagged, crooked affairs that lean against each other. In their shadows, the lesser buildings have crumbled, forming ever-shifting mazes and subterranean tunnels of broken concrete and rusted rebar.

These urban wilds are battlefields for the predators prowling the city, unaffiliated treasure hunters, and scavengers. Though the radiation is long gone, Denver is still a deathtrap, but one studded with buried riches from the old world.

The Denver Airport Commune lies to the east of the ruins and is now a colony of artists, hackers, conspiracy nuts, mad scientists, and assorted eccentrics. The Commune is centered around the Space Shuttle Atlantis (which landed here sometime after the bombs fell), and is dedicated to strange experimentation, acts of cyber espionage against the Patriarch, and MANY other things.

In the north is the mighty stronghold of the Gippers.

We shared a glimpse of the Ronald Reagan-worshiping cult in an earlier update. As many of you recall, the Gippers were a faction we originally planned for Wasteland 2, but now they will be appearing in Wasteland 3. The leaders of the Gippers are the priestesses known as Nancies - wives to the divine God-President Reagan, lawmakers, and judges. Above them all is the fierce and formidable Mother Nancy Reliance.

People do rather get the wrong idea about us. I can’t say I mind.

Let us be underestimated and ridiculed. They think our Ronnie is dead and never coming back, and they are wrong. They accuse us of seeing communists in every shadow, and well, they’re right. But so are we.

Make no mistake, dears. We are surrounded by the vestiges of the Evil Empire. They have turned our great nation into an irradiated graveyard and they expect us to weep. But we are steel, sisters. We do not bend, nor do we rust. We endure.

So let them laugh at us. We are the wives of the God-President, and we will endure until he returns to us. Until then, his Great Work lies before us, unfinished.

We will arm our sons and our daughters and teach them to hunt Communists and snake-tongued Socialists. From birth, we will turn our children’s hearts to unyielding stone. With our blessing, they will bring peace back to the world, one bullet at a time.

We do this in the Gipper’s name. Amen.
Sounds pretty interesting, but then preproduction always does. Has inXile finally found a winning team with George and Gavin? As the Gipper himself said - trust, but verify.

There are 11 comments on Wasteland 3 Fig Update #18: The Ruins of Denver and the Gippers

The Age of Decadence's final update adds features and improvements from Dungeon Rats

Game News - posted by Infinitron on Fri 24 March 2017, 00:20:13

Tags: Age of Decadence; Dungeon Rats; Iron Tower Studios; Vault Dweller

It's still a bit strange to think of The Age of Decadence as an old game, it having been a vaporware project for so many years and therefore eternally new. Today, almost a year and a half after its release, Iron Tower Studio's inaugural title has received its final update, which backports features and mechanics improvements from combat crawl spinoff Dungeon Rats. An announcement on the game's Steam page has the details:

This update transfers all applicable changes and improvements from Dungeon Rats, our combat-focused, party-based spin-off set the AoD world.

While the changes are too numerous (and in many cases too minor) to list, here is an overview:
  • Overhead combat info
  • New passive for axes
  • Mouse cursor shows enemies' HPs
  • Expanded info on weapon types
  • THC, CS and ADC stats on area of effect attacks.
  • Tweaked CS formula for aimed strikes.
  • Ranged weapons use Perception for aimed: arms and legs attacks
  • Whirldwind effect for daggers, swords and 1h spears is bleeding instead of knockdown; higher chance to score.
  • Bombs: increased damage and vsDR bonus; the center of explosion does more damage and increases critical strike chance by 50% (goes down with every tile). CON is more effective. 25 + Center of Explosion Bonus - (Victim CON-6) x25; better visuals and sound.
  • The Crafting screen now separates schematics by weapon type and armor material and orders them alphabetically.
  • You can now select techniques without the required materials, to preview the bonuses.
No further content or mechanics updates are planned at this point. All translations are now up to-date as well. We'd like to thank you for your support and willingness to try different games.​

Together with the final content update released in December that expanded the game's ending, AoD's long journey is now truly over. It's full steam ahead to the Colony Ship RPG.

There are 18 comments on The Age of Decadence's final update adds features and improvements from Dungeon Rats

Thu 23 March 2017
Underworld Ascendant Update #34: Vertical Slice Screenshots

Preview - posted by Infinitron on Thu 23 March 2017, 01:39:48

Tags: Joe Fielder; OtherSide Entertainment; Underworld Ascendant

This month's Underworld Ascendant development update unveils three new screenshots from the game's upcoming vertical slice release, which is now apparently in its final polishing phase of development. It increasingly looks like the vertical slice will revolve around The Challenge of Ishtass, an open-ended quest to retrieve a Silver Sapling for the Lizardmen of the Abyss. Here are the screenshots:

[​IMG] [​IMG]

Last month's update had more details about the development of the Lizardmen, who have clearly gone from being a last-minute stretch goal to a major focus of the game, or at least its opening chapter. There's still no official ETA on the vertical slice, but last week on the OtherSide forums Chris Siegel said they were aiming for the beginning of April. Let's hope they make that date...and that the wait will have been worth it.

There are 49 comments on Underworld Ascendant Update #34: Vertical Slice Screenshots

Wed 22 March 2017
Pillars of Eternity II Fig Update #24: State of the Project - Pre-Alpha

Game News - posted by Infinitron on Wed 22 March 2017, 00:51:32

Tags: Obsidian Entertainment; Pillars of Eternity II: Deadfire

Pillars of Eternity II recently began a new pre-alpha production milestone. Accordingly, today's weekly Fig update is a Harebrained Schemes-style status report on the current state of the game across all aspects of its development:

Area Design

We began several new areas that are critical to the storyline of Pillars II, and they are coming along nicely so far. Quests, blockouts, and dialogues for areas are being developed and reviewed before being passed to the environment artists to make the area.

Environment Art

Our environment artists are hard at work completing first and second art passes of areas in Pillars II. A lot of these are areas that are critical to the storyline, so they put a lot of hard work into getting these sections to look perfect. From that blockout you saw above, the artist does a first pass, transforming the area into a playable level with no lighting or VFX. After receiving feedback from our lead artists, the environment artist does a final pass, lighting, and passes it to VFX.

We will be posting an area update in the near future. In that update, we'll go into detail about how the area designers and environment artists work together to make the levels of Pillars II.

Systems Design

The systems designers are working on finishing the design and implementing the abilities of a few creatures in Pillars II. These designs include a creature's weaknesses and strengths, what abilities they possess, and how the creature should behave. In addition to creatures, design is continuing to make improvements to the subclass and multiclassing systems.


Our animators are hard at work creating new and unique animations for creatures. Some of our animals now have attack animations and fidgets, including wolves and boars. In addition to animal animations, weapon animations are well underway. We'll post an update in the near future with more about the animation process; there are so many cool animations we want to share that we think it deserves its own post.

Character Art

The character artists have been working on base armor sets for both male and female characters, which are looking great.


The narrative designers are working on faction questlines for this milestone, and are ensuring that we provide a level of detail in quests that gives more insight into the culture and personality of each faction. Our writers are also working on dialogues for quests and further developing the history of factions.


Programming is focused on a variety of functionality for this milestone. Firstly, they are identifying key areas that can cause longer load times and fixing these so they no longer interfere. Load times have already been decreased by a great deal, and optimization will continue as we progress with development. Second, the programmers are continuing to add support for status effects and abilities. Lastly, a few systems have been refactored to allow improved functionality for animal companions and primary attacks.


VFX is continuing to work on effects passes for areas and making our levels even more beautiful than before. Glowing lights, particles, and objects swaying in the wind make a huge difference for an area. We can't wait to show you the comparison between Pillars II and the first Pillars. In addition to areas, ability VFX are looking pretty great. We'll share some of these with you in a later update.


Audio is working on adding sounds to maps. A typical audio pass for an area includes placing ambiances and emitters for the general atmosphere of the area, painting footstep maps, and ensuring that audio is implemented for doors, containers, and traps. Whether a map is supposed to feel ominous, peaceful, or anything in-between, these audio passes really bring life to an area and convey emotions that an otherwise silent area could not do.
As of today, Deadfire has gathered $4.57M, with 35 days left on the extended crowdfunding period. The update says the backer portal will be up in the next 2-3 days, but I think they're going to need to show something impressive to have a chance of hitting any more stretch goals.

There are 13 comments on Pillars of Eternity II Fig Update #24: State of the Project - Pre-Alpha

Tue 21 March 2017
Pillars of Eternity II SEC filing confirms Tyranny DLC on the way

Company News - posted by Infinitron on Tue 21 March 2017, 11:21:57

Tags: Obsidian Entertainment; Pillars of Eternity II: Deadfire; Tyranny

One of the advantages of Fig is that it forces developers that use it to publicly disclose financial details that are usually confidential in the interests of their investors. The always-resourceful Fairfax spotted the SEC filing for Pillars of Eternity II yesterday. In addition to the expected details and caveats related to the game's Fig investment scheme, the document contains juicy information about Obsidian's business history in the past five years, including budgets, revenues, profitability and cancelled projects. And yes, it confirms that there's DLC for Tyranny on the way, something that we've suspected since Paradox's 2016 year-end report last month. Here's the relevant chapter:

Dark Rock Industries Limited and Obsidian Entertainment, Inc.

Dark Rock Industries Limited is a privately held California corporation formed in 2014 (“DRIL”) and the owner of the intellectual property rights associated with Pillars of Eternity II. Obsidian Entertainment, Inc., a privately held California corporation, is a video game development studio based in Irvine, California (“Obsidian”) and an affiliate of DRIL. DRIL is the licensor of Pillars of Eternity II. Obsidian will develop Pillars of Eternity II on behalf of DRIL for delivery to Fig under the Pillars of Eternity II License Agreement.

Obsidian originally owned the intellectual property rights associated with Pillars of Eternity, including the technology used to develop Pillars of Eternity (collectively, the “Pillars IP”). In January 2015 transferred the Pillars IP to DRIL. DRIL has the same owners, with the same percentage ownership interests, as Obsidian, and Feargus Urquhart is the CEO of both companies. DRIL, as intellectual property owner, has previously relied on Obsidian to develop Pillars of Eternity: The White March Parts I and II. It is DRIL’s intention to continue to use Obsidian to develop Pillars IP products.

Obsidian was founded in 2003 by former members of Black Isle Studios. Since then, Obsidian has gained notoriety for a number of critically successful role-playing games developed with both licensed and proprietary intellectual property. Obsidian had its first game, Star Wars: Knights of the Old Republic II – The Sith Lords, published in 2004 by LucasArts. Over Obsidian’s history, it has shipped 16 games across 8 platforms. In September 2012, Obsidian launched a Kickstarter campaign to fund Pillars of Eternity and raised almost 400% of its initial goal of $1,100,000, collecting $3,986,929 from 73,986 backers.

Obsidian has a history of developing games on multiple platforms, and many of its games have met with critical and commercial success. During the most recent five calendar years, and since then, the following games developed by Obsidian have been published:


Among the seven Obsidian games that have been published and released since 2012, five games generated sales receipts to DRIL/Obsidian that exceeded Obsidian’s development costs, and two games generated sales receipts to DRIL/Obsidian that were less than Obsidian’s development costs. DRIL and Obsidian believe that one of these two games that have not covered their development costs will cover those costs within approximately the next 18 months. Pillars of Eternity, launched in March 2015, had as of December 31, 2016 sold approximately 954,000 units and generated approximately $16,500,000 in revenue for DRIL/Obsidian. The foregoing sales information is not a complete representation of the financial performance of the games cited, because it does not include all the expenses that would affect whether a game is profitable. Also, such information has not been prepared in accordance with GAAP, nor audited in accordance with GAAS.

Obsidian has developed games with development budgets across a wide range of sizes, from budgets of approximately $1.5 to $55 million. Fig believes, and DRIL and Obsidian have reported to Fig that they believe, that the funds from the Fig crowdfunding campaign and internal investment by DRIL and Obsidian will be sufficient to complete the development of Pillars of Eternity II: Deadfire to a commercially marketable level, consistent with the Pillars of Eternity II License Agreement.

Obsidian currently has four games in development: Pillars of Eternity II; Tyranny DLC; Pathfinder: Adventures; and an unannounced title with a major publisher. Fig, DRIL and Obsidian are of the view that Obsidian is sufficiently staffed to handle the development of all these games. Obsidian employs approximately 175 full-time employees, including development personnel specializing in design, animation, 3D art, audio engineering, production, writing, programming and concept art. From time to time, Obsidian works with contractors for specialized work relating to game development, such as quality assurance.

Over the fourteen years since its founding, Obsidian has had four projects in the process of development cancelled prior to their release. These projects were cancelled due to various reasons, including in one case the inability to secure completion funding; in another case concern by the publisher over marketability arising after the pre-production phase was completed; in another case concern that the product budget was going to grow to a level that was not justifiable in light of sales projections; and in another case the publisher’s decision that the product would not fit within its portfolio. Two of these cancellations resulted in Obsidian failing to cover its costs, while the other two cancellations did not. In connection with the two most recent of these cancellations, Obsidian responded in part by reducing its headcount, in December 2016 and in March 2012.
A look at the game's SteamDB page corroborates the fact that Obsidian are doing something DLC-related for Tyranny. Perhaps it will be revealed at PDXCON in May.

There are 72 comments on Pillars of Eternity II SEC filing confirms Tyranny DLC on the way

Fri 17 March 2017
Torment: Tides of Numenera Postmortem Interview with Colin McComb and Adam Heine at Eurogamer

Interview - posted by Infinitron on Fri 17 March 2017, 21:08:29

Tags: Adam Heine; Chris Avellone; Colin McComb; Gavin Jurgens-Fyhrie; George Ziets; InXile Entertainment; Torment: Tides of Numenera

After Torment: Tides of Numenera was released, I said that I hoped to discover what had happened during the game's long development that had led to so much content being cut. What were inXile's original plans, when were they altered and why? An extensive postmortem interview with the developers would be required. Happily, Eurogamer's Robert Purchese has saved us much of the effort of putting one together by conducting a Torment interview of his own with Colin McComb and Adam Heine. It's an appropriate gesture, as it was Robert's Planescape: Torment postmortem interview back in August 2012 that led to the formation of the Tides of Numenera project.

The interview is a massive hour and forty five minute podcast, with the most pertinent bits helpfully summarized in the accompanying text. The original storyline, the cut content, it's all there. Needless to say, it's an extremely spoilery piece, and I'm not going to listen to the audio until I've finished the game myself. But I'll quote some of the less spoilery bits here:

The stretch goal content that didn't materialise includes three companions, a crafting system, and an area called The Oasis. InXile has publicly apologised about this before.

The tricky thing in talking about the missing companions is that at least one of them, Oom, the Toy, will reappear. InXile announced this recently. So McComb and Heine don't want to say too much.

Oom is a blob of a creature from a prior world, maybe a byproduct of an ancient experiment. He could change shape as he levelled up, but into what would depend on you. If you kept telling him to be quiet, for example, he might become invisible, wrote Adam Heine wrote in an Oom blog post.

Heine tells me now: "We have a lot of design for him and we have some words written for him. The issue is that he's... different than all the other companions. There's a lot of custom stuff that has to be made for this guy."

"He's got five different shapes," adds McComb. [He has clarified since that Oom will have not five shapes but "multiple".]

The other companions who really nearly made it in are Riastrad and Satsada, the star-crossed lovers. "Riastrad is mentioned a couple of times in the game," says Heine. "When you find the Magmatic Amulet and you're reading the Changing God's journal of what happened to him in that lab ... that is Riastrad's birth you're witnessing."

"His backstory," continues McComb, "is the Changing God fell into a dark place in the Ascension, with all the crystal and stuff around there. Crystalline spiders started coming out of the woodwork and the Changing God was like, 'Screw this! I'm out of here.' And Riastrad awoke."

Excitingly, Riastrad was to have his own reusable merecaster - a device the Last Castoff uses to time travel via memories, and even alter reality - and it was intrinsically linked to his character development. "You could change his history throughout the game and basically use that to change his abilities," says McComb.

Talking of meres, they were originally going to be fully realised scenes rather than picture book interactions, and the team used to refer to them as Quantum Leaps!

Beside Riastrad, Satsada and Oom there were companions who weren't as developed. In the original conception, The Specter was one, would you believe. There was a crippled beggar, too, who had a floating cart and collected numenera, the mysterious magical items of the world. The beggar went quite far through development, as first a companion then a major NPC, then a minor NPC, then "he sort of slid on out of the game", says McComb. "The problem with him was we looked at the party composition and we were like, 'Crap, we're overloaded on nanos.'"
In other Torment-related news, Colin, George Ziets, Chris Avellone and the rest of the game's writing team spoke at a panel at GDC last month, which has now become available for viewing at the GDC Vault. Judging by Gamasutra's writeup, it was more of a general writing panel that didn't address Torment's development specifically (in fact, the author of the writeup seems to have been unaware that they'd worked on it), but there might be additional clues about the game's development in there.

There are 122 comments on Torment: Tides of Numenera Postmortem Interview with Colin McComb and Adam Heine at Eurogamer

Sacred Fire, a psychological RPG set in ancient Caledonia, now on Kickstarter

Game News - posted by Infinitron on Fri 17 March 2017, 01:47:38

Tags: Poetic Studio; Sacred Fire

Sacred Fire is a turn-based, story-focused RPG by indie developer Poetic Studio. It's set in ancient Caledonia (AKA Scotland), a land under siege by the Roman Empire and riven by tribal politics. Most historical games take a buttoned-down, simulationist approach to their mechanics, but Sacred Fire is more ambitious. Poetic are calling it a "psychological RPG", in which encounters (combat and non-combat) are based on the manipulation of one's emotional state. The game has been in development for the past several years, and has now reached an advanced enough stage to seek its fortune on Kickstarter. Here's its pitch video:

Rome has sought to conquer Caledonia for as long as your people can recall. Only fierce resistance drove the Romans back behind the great wall marking the boundary of their empire. There Rome is watching and waiting for an opportunity to strike.

But walls do not bring peace, and the scars of war run deep. Trouble stirs at Dunadd, the seat of power of your people, as Morrigan, a vengeful queen, rises to power.

You may be young, but you have seen enough of war for a lifetime. Will you unite the tribes and bring an end to strife, or will you channel their rage and crush Rome once for all?
It's a pretty weird-looking game, but the developers do have Doug Cockle (AKA Geralt of Rivia) on their side. Pledge the minimum $18 required to get a copy of the game and he'll send you a note. Sacred Fire is looking to raise $50,000, and its estimated release date is April 2018.

There are 112 comments on Sacred Fire, a psychological RPG set in ancient Caledonia, now on Kickstarter

Wed 15 March 2017
Shocking Report From RPS: First Hours of Mass Effect: Andromeda Stinks

Preview - posted by Zed on Wed 15 March 2017, 11:59:03

Tags: BioWare; Mass Effect: Andromeda

John Walker of Rock Paper Shotgun has played the first few hours of Bioware's highly anticipated Mass Effect: Andromeda, the epic sci-fi role-playing game due later this month (March 21 NA, March 23 Europe – as if you hadn't marked your calendars already).

Apparently, he thinks it's a badly written piece of crap. Wait - what - how could this be?

[...] The first few hours of Andromeda are a gruesome trudge through the most trite bilge of the previous three games, smeared out in a setting that’s horribly familiar, burdened with some outstandingly awful writing, buried beneath a UI that appears to have been designed to infuriate in every possible way.

[...] I’m at a loss. What I expect from BioWare is slightly dodgy combat, but splendid writing and characters. What I’ve seen so far is some decent enough combat (but nothing beyond what you’d expect in a third person shooter), and some of the most dreadful writing. I cannot emphasise enough how poor it’s been.​

Thank you for the report, John Walker. We are all very shocked.

There are 304 comments on Shocking Report From RPS: First Hours of Mass Effect: Andromeda Stinks

Pillars of Eternity II Fig Update #23: All About Naga

Game News - posted by Infinitron on Wed 15 March 2017, 11:41:58

Tags: Obsidian Entertainment; Pillars of Eternity II: Deadfire

Obsidian have published a new Pillars of Eternity II: Deadfire Fig update, in what looks like is going to be a regular Tuesday update schedule. This update formally introduces the Naga, the Deadfire Archipelago's designated trash mob race. They look like they're going to be a bit more complicated than the Xaurips, though. I quote:

Behold the intimidating and cunning naga, one of our many types of creatures in Pillars II.

Variants, Types & Abilities

There are three variants of naga with their own resistances and weaknesses:
  • Naga (Poison)
    • Resistances: Poison
    • Weaknesses: None
  • Flame Naga (Fire)
    • Resistances: Dexterity Afflictions (Hobbled, Immobilize, Paralyze), Piercing Resistance
    • Weaknesses: Slashing, Water
  • Coral Naga (Water)
    • Resistances: Dexterity Afflictions (Hobbled, Immobilize, Paralyze), Piercing Resistance
    • Weaknesses: Slashing, Shock
The variants can be further broken down into types, each with their own unique abilities:
  • Warriors: The least intelligent type of naga. These are brutes focused primarily on dealing melee damage.
  • Skirmishers: Also known as archers. Skirmishers are the most venomous, cunning, and deadly.
  • Shamans: Spiritual and political leaders. Most intelligent and Druid/Priest casters.

Naga are a species of intelligent, reptilian wilder. They are native to many islands in the Deadfire Archipelago, and their various subspecies have adapted to a variety of conditions present there, including jungles, coral atolls, and volcanic slopes.

Social by nature, they tend to live in large groups, often under the guidance of spiritual leaders. Most are highly religious and consider themselves more sensitive to the will of the gods than kith societies, which has led to violent confrontations between the native naga and the many newcomers to Deadfire. On the other hand, they maintain neutral relationships with most Huana tribes.

Their long-established oral tradition tells of the cataclysmic devastation of the archipelago millennia ago, and of the kith misdeeds that preceded it. Many attribute naga hostilities to these tales and to the mistrust they engender.
As of this week, Deadfire has gathered $4.55M of funding (apparently last week's update was mistaken). According to Obsidian, the backer portal site should be ready "very soon".

There are 24 comments on Pillars of Eternity II Fig Update #23: All About Naga

System Shock 3 to be published by Starbreeze Studios

Game News - posted by Infinitron on Wed 15 March 2017, 00:55:12

Tags: OtherSide Entertainment; Paul Neurath; Starbreeze Studios; Warren Spector

It's been quite a while since we heard anything concrete about System Shock 3, the upcoming sequel to the iconic franchise that's currently in development at Warren Spector's OtherSide Austin studio. Warren's visit to GDC a couple of weeks ago seems to have signaled a shift. The talk he gave there, a classic game postmortem of Deus Ex, became available for viewing at the GDC Vault today (a summary is available at Gamasutra). Only hours afterwards, a press release went out announcing that System Shock 3 will be published by Starbreeze Studios, the Swedish developer-turned-publisher best known for the Chronicles of Riddick games, to the tune of $12M. I quote:

STOCKHOLM, SWEDEN (March 14, 2017) Starbreeze AB, an independent creator, publisher and distributor of high quality entertainment products, has signed a publishing agreement with Otherside Entertainment regarding the game System Shock 3. Starbreeze will invest $12 million to bring the game to PC and other platforms.

System Shock 3 – The latest in the series of landmark, award-winning games from Otherside Entertainment is in development under the direction of industry legend Warren Spector and a dream team behind such ground breaking games including the original System Shock & System Shock 2, as well as Thief: The Dark Project and Deus Ex.

“System Shock is one of those iconic franchises in the history of games that still gets my blood going and Mr. Spector is one of the founding fathers of the modern action RPG” said Bo Andersson-Klint, Starbreeze CEO. “We’re greatly looking forward to bringing System Shock 3 to players world wide in our collaboration with Otherside Entertainment and Warren Spector’s team. I’ll be first in line to play”.

“We are thrilled to be partnering with Starbreeze for System Shock 3,” said OtherSide’s CEO Paul Neurath. They truly get games and gamers, and have been able to translate that understanding into a robust publishing business, and build thriving gaming communities around their franchises.”

Starbreeze will be able to recoup 120% of its full investment including marketing costs. Starbreeze share of revenues will become 50% after the investment is recouped. Otherside Entertainement will retain 100% of the intellectual property relating to System Shock 3.

System Shock 3 is currently in the early concept stages of development. Fans can go to the game site to receive updates as they become available.
My suspicion that System Shock 3 would forgo crowdfunding seems to be confirmed. It's going to come out on console of course - best acknowledge that now and not be surprised later on. We'll learn more about the game soon hopefully, including whether it's even an RPG.

There are 16 comments on System Shock 3 to be published by Starbreeze Studios
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