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Tue 09 March 2010
  Purgatorio Demo released
  Big Huge RPG Updates
  Dragon Age Info Service
  DoubleBear Design Update
  Mass Effect 2 keeps your eye shadow in place all day
 
Mon 08 March 2010
  The Principles of High-Level Writing
  RPGWatch previews Din's Curse
  Gamebanshee previews Mount & Blade Warband
  VD previews Din's Curse
 
Sun 07 March 2010
  CD Projekt RED loses Artur Ganszyniec
 
     


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News listing - 6248 newsposts found

Purgatorio Demo released ( Game news )
posted by VentilatorOfDoom on Tue 09 March 2010, 19:40:16

Rogue Dao Studios - you probably won't believe it - decides to offer a demo of their anticipated NWN2 mod Purgatorio, which is part of a planned Planescape Trilogy.

The news came from there and you can download the demo here.

thanks ghostdog!

There are 13 comments on this article. Click here to comment.

 
 

Big Huge RPG Updates ( Game news )
posted by Jason on Tue 09 March 2010, 17:43:12

The Ken Rolston led RPG project from Big Huge Games gets a new lease on life thanks to 38 Studios, EA, and questionable taste.

Code-named "Project Mercury," the single-player RPG is being developed by Rise of Nations studio Big Huge Games. (After then-owner THQ threatened to close the studio in 2009, 38 Studios stepped in and bought the Maryland-based developer.) It will be an all-new intellectual property co-created fantasy by comic-book artist Todd McFarlane (Spawn) and author R.A. Salvatore (The DemonWars Saga). Both men helped Schilling found 38 Studios--then called Green Monster Games--in 2006, and respectively serve as art director and "executive creator of worlds" at the Maynard, Massachusetts studio. The game will not be based on any of Salvatore's or MacFarlane's previous work.

Though 38 Studios is a relatively new operation, Project Mercury has some seasoned development talent behind it. Its project lead is Ken Rolston, who was lead designer on Bethesda Softworks' acclaimed high-fantasy RPGs The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. Several other Bethesda alumni are working on the project, as well as a senior designer from Lucasarts' the Force Unleashed. Veterans of Civilization and Civilization II are also on board.

According to EA Partners general manager David DeMartini, Rolston and his team will also be able to tap the minds of EA's own RPG powerhouse. "The guys at BioWare were actually involved in the early discussions with the folks at Big Huge," he told GameSpot. "They've had an opportunity to have some preliminary discussions and preliminary talks….So, I certainly think that you could expect strong collaboration that would include the BioWare team."

Spotted at: RPG Watch

There are 17 comments on this article. Click here to comment.

 
 

Dragon Age Info Service ( Game news )
posted by VentilatorOfDoom on Tue 09 March 2010, 12:04:47
More info on Dragon Age - More info on BioWare


Dragon Age gets patched.

There's also another preview of DA: Awakening.

There are 13 comments on this article. Click here to comment.

 
 

DoubleBear Design Update ( N/A )
posted by VentilatorOfDoom on Tue 09 March 2010, 12:01:00
More info on DoubleBear Productions


IronBear Studios are revealing a few more juicy Zombie tidbits.

Since I'm not all that interesting, let's talk about characters for ZRPG. Since the team is rather small, we can't do a lot of characters. It's so small, in fact, that we're only going to do two, a male and a female version (personally, I like to call them Zombob and Zombette). That means, for example, that all male characters will share the same face [About the faces, we are going to have a couple of variations. Perhaps a scarred one, and definitely an old guy one, just like AoD – Oscar]. We're hoping that you won't notice with the camera zoomed out as much as it will be. Luckily, we can still make variations, through clothing, accessories and haircuts [Note: and facial hair and skin tones]. I'd have loved to be able to show you that, but we don't actually have any assets that can be swapped here yet. Expect an update specifically about all that when we've got a fancy and varied assortment of moustaches.

What's also worth noting is the difference between one version of Zombob here being alive and the other being undead. We've got alternative textures for every piece of clothing, so that zombies look more ragged than the humans, and are more easily distinguished from them.



How does that look?

Spotted at: ITS

There are 2 comments on this article. Click here to comment.

 
 

Mass Effect 2 keeps your eye shadow in place all day ( Development info )
posted by Jason on Tue 09 March 2010, 09:27:04
More info on Mass Effect 2


No doubt this is inappropriate as a newspost, but I do not have the willpower to pass up something this awesome.

Searching for a new everday look? Here is a must try for one striving for a simple and sexy go between. Charisma+2 model, Leigh-Ann, going to show you how to pull off a makeup look inspired by Miranda from Mass Effect 2.

The fact that she has a speech impediment increases the awesomeness exponentially. Enjoy more of Leigh-Ann here.

There are 19 comments on this article. Click here to comment.

 
 

The Principles of High-Level Writing ( Editorial )
posted by VentilatorOfDoom on Mon 08 March 2010, 21:54:55
More info on Obsidian Entertainment


Sometimes I get the impression that writing about gamedesign is way more popular than actually doing gamedesign. Of course I could be wrong. Anyway, Josh Sawyer, working at Codex' favorite developer Obsidian Entertainment, shares some insights with us.

At work, we have a lot of rules for how to write. These range from punctuation (single-spacing after terminal punctuation) to spelling ("all right" vs. "alright") to structural (where a "goodbye" response should be relative to a "start combat" response and where that should be relative to a "friendly" response). Every project has a document (or documents) on the specific guidelines for that project. In spite of all the details, there are certain high-level principles that tend to be common. Okay, maybe it's just in my mind, but here are principles that I believe are important for writing player-driven dialogue in choice-heavy RPGs.


Spotted at: RPGWatch

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

 
 

RPGWatch previews Din's Curse ( Preview )
posted by VentilatorOfDoom on Mon 08 March 2010, 21:48:11
More info on Din's Curse


Another preview of Soldak Entertainments soon to be released Action RPG surfaces, this time at RPGWatch.

Although the game is still in beta, I found it completely stable and didn't experience a single crash. I have some minor complaints – it's easy to miss some of the notifications, the text font could be sharper and the graphics look better zoomed all the way in – but I can't imagine anyone playing that way. Finally, I miss the companions from Depths of Peril, although the multiplayer co-op makes up for this. I tried a quick multiplayer game over our home LAN and it all worked perfectly.

I had a ton of fun and plan to keep playing a Conjurer hybrid after this article is posted. Din's Curse is a more traditional game than Depths of Peril but the combination of solid hack'n'slash gameplay and interactive game worlds is incredibly addictive and deserves to be played.


Spotted at: RPGWatch

There are 0 comments on this article. Click here to comment.

 
 

Gamebanshee previews Mount & Blade Warband ( Preview )
posted by VentilatorOfDoom on Mon 08 March 2010, 20:37:47
More info on Mount & Blade


Brother None shares some early impressions.

That means out with the sandbox action-RPG gameplay, and in with battle simulations. I can't help but feel Mount & Blade does both these things at a very high level, but what hooked me in – personally – was that it combined both well, and pushing for that next level or next castle taken was as big a hook as the excellent combat in general. That, specifically, does not carry over in to multiplayer, but that's no reason to get discouraged. Multiplayer is still fun in its own right even if it'll be less appealing to people who – like me – found that the sandbox gameplay is what tipped Mount & Blade from "fun" into "incredibly addictive". But even for us there's material to look foreward to, as the additions promised already look good from the glance given in multiplayer, let alone in its expansions for single player campaigns.


Spotted at: The Gate to the Codex

There are 0 comments on this article. Click here to comment.

 
 

VD previews Din's Curse ( Preview )
posted by VentilatorOfDoom on Mon 08 March 2010, 10:58:01
More info on Din's Curse


Vault Dweller has been blessed with a preview copy of Soldak Entertainments upcoming Action RPG. He kindly decided to share some impressions.

Basically, the dungeons are no longer static. Things are brewing and shit is piling up, getting awfully close to the fan. If you're told that some guy needs to be rescued, it means that he's fighting mobs of monsters as we speak. He may last awhile or he may not (depends on the difficulty level). If you're told that some monsters are planning a raid, it doesn’t mean that they will be waiting forever and ever for you to show up. It actually does mean that they are planning a raid and unless you drop everything and go knock some sense into them, there will be some raiding and pillaging tonight. Once the current town is saved, you get your reward and can either continue playing at a slower, more traditional pace, or move to the next town with increasingly bigger problems and deeper dungeons.



But is this game fully voiced?

Spotted at: ITS

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

 
 

CD Projekt RED loses Artur Ganszyniec ( Company news )
posted by Jason on Sun 07 March 2010, 22:17:46
More info on Witcher, The - More info on CD Projekt


GameBanshee bears word that Artur Ganszyniec, lead story designer on boob inspector sim The Witcher, is no longer a part of CD Projekt RED. From LinkedIn:

Principal Designer
CD Projekt RED

(Privately Held; Computer Games industry)

January 2008 — February 2010 (2 years 2 months)

- story design (form the overall concept to particular quests and scenes)
- working on the game vision
- project management
- managing the design & implementation team
- designing tools used in by the implementation team
- writing dialogues


Thanks to Andhaira for the tip

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

 
 
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