The Hunter Trailer.
The Stranger won’t stop until the Fuhrer burns.
About METRO 2039:
About 4A Games:
About DEEP SILVER:
Article by: Susan N.
In the early 90s, Coktel Vision (which later became Sierra On-Line) released a quirky point and click adventure game titled Gobliiins which had players bouncing between three different Goblins to find a cure for good King Angoulafre.
Sometimes when you are browsing the internet for information on how to do something, you stumble upon ideas or projects or even games that people might be working on...
What a meow-gnificent evening it is to send your paw-rcels out to those family and friends! Are mew looking to pick up an item or send something out? Well at Cat Mail Co. we can send and receive all your deliveries!
Have you ever grown up feeling like you don't belong? For our Heroine, that's the feeling she lives with everyday in her small farming village. But it's not her only secret...
STARSEEKER: Astroneer Expeditions is just that! Massively co-operative and not an MMO! When you first run the game you are instantly into the tutorial...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
I enjoy simulation-type games, and I enjoyed the original release of House Flipper, but I never got around to getting the DLC. When the remastered version of the game was released, I figured it would be the best way to experience the DLC while checking out how the base game was upgraded.
GranBlue Fantasy: ReLink released in 2024 bringing the GranBlue universe to an action adventure JRPG format. With a party of up to four members, this band of skyfarers set out for new skies, adventures, and dangers. Two years later, Endless Ragnarok...
70s-Style Robot Anime Geppy-X is a mouthful of a title, but you know what? It’s quite the challenging game to describe as well. At its core, 70s-Style Robot Anime Geppy-X is a shooter...
Dive headfirst into the Middle Ages with today's Saints and Sinners trailer
Larkspur, Calif. (June 7, 2024) - Kingdom Come: Deliverance II, the long-awaited sequel to the award-winning action-RPG, revealed a brand-new trailer this year at Summer Game Fest.
Today’s Saints and Sinners trailer showcases some of the adventures and perils players will face as they journey through a world of vengeance, betrayal, and self-discovery.
Watch the Saints and Sinners trailer on YouTube here: https://youtu.be/utArRqtkd0Y
Today's trailer features Father Godwin, a debauched village priest. Godwin is the black sheep of a noble family - concealing a scarred warrior's soul beneath his cassock, he returns home to face his past while undergoing tests of his faith in the fires of war.
A true open-world RPG experience, Kingdom Come: Deliverance II lets players approach quests however they choose, shaping Henry – the main character – to their actions and changing the world around them.
Set in the beautiful and dangerous world of 15th Century Bohemia (Central Europe),
Kingdom Come: Deliverance II
picks
up from where the first title left off, putting players into the chain
mail boots of Henry, the dedicated son of a blacksmith, on a quest to
avenge his murdered parents.
Spread across two maps (twice the size of the previous game) - from the majestic Trosky Castle through to the bustling mining town of Kuttenberg - players will traverse a meticulously crafted medieval landscape while navigating through a kingdom torn apart by civil war.
The medieval combat system of Kingdom Come: Deliverance II has been revamped, making it more accessible while staying true to its nature as a depiction of real medieval martial arts, from meticulous swordplay to the use of deadly ranged weaponry.
Join Henry on his quest for redemption and revenge in 1403 Bohemia later this year and remember: audentes fortuna iuvat.
Kingdom Come: Deliverance II will release on PC, PlayStation 5, and Xbox Series X|S later this year.
For more information visit: https://www.kingdomcomerpg.com/
# # #
Warhorse was founded in 2011 by industry veterans Dan Vávra, creator of Mafia and Mafia 2, and Martin Klíma, formerly of ALTAR. Combined creativity of the experienced team gave birth to the Kingdom Come: Deliverance Saga - an open world, realistic, single player RPG set in medieval Czech Kingdom. Kingdom Come: Deliverance II successfully released on 13 February 2018 for PC, PlayStation 4 and Xbox One and sold over 6 Million copies.
Warhorse Studios is a PLAION company.
PLAION is a dynamic and diversified business in the global entertainment sector, masterfully crafting franchises that captivate audiences worldwide. Boasting a vast network of eight game development studios, fifteen regional publishing offices, three game publishing labels including Deep Silver, and PLAION PICTURES as an independent film publisher and distributor, the company extends its influence with merchandise production and expansive distribution capabilities across the globe.
Founded three decades ago, PLAION has firmly established itself within the entertainment arena. With a diverse range of services and solutions, PLAION stands as the premier publishing partner for console and PC games across both physical and digital channels. Moreover, its strong foothold in the Virtual Reality (VR) domain highlights the company's commitment to varied gaming experiences.
PLAION is an Embracer Group company.
Deep
Silver is PLAION’s flagship publishing label, and the home of
captivating gaming worlds from the gripping post-apocalypse of Metro, to
the twisted paradises
of Dead Island to the authentic Medieval landscapes of Kingdom Come
Deliverance. For more information, please visit www.deepsilver.com
Article by: Susan N.
Scars Above by developer Mad Head Games and publishers DeepSilver and Prime Matter—SonyPlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated Reading Time: 4 minutes.
Scars Above is a challenging game with solid if
unspectacular presentation values and an interesting enough story that kept me engaged
until the end. This is not a AAA title, but despite some rough edges, Scars
Above is worth a play for someone looking for a somewhat Souls-like science
fiction game.
The narrative follows our protagonist named Kate – a member
of The Sentient Contact Assessment and Response Team (or SCAR) - who is a
resourceful person pressed into a dangerous situation. While she is not a
soldier, she will have to fight her way out of a very hostile environment that
is constantly trying to kill her Kate’s resourcefulness has her using the
element and crafted items to help even the odds in this third-person action-RPG.
Souls-like might feel like an odd comparison, given the
overall style (much of which is ranged combat) and setting, but it feels like
everything is trying to kill you. It’s not just the enemies, but the
environment too. It lacks some of the subtle balance found in Souls titles
though, that often punish but teach in a way that feels fair if often frustrating.
Scars Above has a higher percentage of ‘what the hell’ moments for me, where
things didn’t necessarily feel entirely fair or balanced. You really will need
to learn how to leverage the environment to your benefit during combat to get
the most out of the game.
Scars Above has a solid foundation, but most of the gameplay
is pretty basic. You can dodge out of the way of enemies, but there’s no cover
/ shooting, which feels at odds with more modern shooters. It doesn’t help that
I felt like I was wrestling with the third-person camera at times. In larger,
more open environments it worked great. However, Scars Above encourages you to
explore nooks and crannies now and again, taking you off of the otherwise somewhat
linear primary path. In these instances, the camera just feels cramped and
awkward.
That being said, I enjoyed the overall feel of the gameplay
once I figured out how to approach things. It is not the longest of games,
ringing in about a dozen hours to fully unlock all of Kate’s skills and find
the various items scattered about. One of the primarily characteristics of most
Souls-like games is the sense of satisfaction that comes with a hard-fought victory
against really stacked odds. The typical enemy is seldom all that interesting,
but several of the boss encounters stand out enough to help provide that rush
with a hard-fought victory. It’s during these fights (and some of the bigger
but not-quite-boss types) that you’ll find yourself making greater use of Kate’s
arsenal and skills. It’s pretty easy to max out Kate’s abilities long before
the game’s end if you are keeping an eye out for the knowledge / experience
orbs.
Now, this is not a AAA title, but I’d go so far as to say it’s
at least AA quality. The presentation is solid overall, with excellent
environmental visuals and sound effects. This is important, given how much the
environment factors into the gameplay. There’s a sort of inherent creepiness to
the setting, especially some of the darker ones. Unfortunately that’s
something as much due to the inconsistent / peculiar lighting as the tension
of the gameplay. There are times that there is light and shadow in places that
feel kind of off. Also, for as good as the environments look, the character models
are stiff and lifeless most of the time. In particular, faces struck me as
rather lifeless, which was unfortunate given the fairly game effort provided by
the voice actors here.
In terms of the story itself? It’s alright. I liked the idea
that Kate’s not a hardened soldier, but I have to wonder how anyone but a
battle-trained soldier would survive all of this. Still, the story has some
nice moments where you get solid backstory, while still progressing towards the
ending. I seldom felt like I was making important narrative discoveries along
the way, but I was invested enough to see things through. There’s really no
replay value to be had here, which when combined with the fairly short playtime,
could raise the question of overall value. While this doesn’t ring in at a AAA price
point, I couldn’t blame someone who felt the value here was a bit better in
waiting for a sale either.
Summary
Scars Above scratches an interesting itch, with it’s take on
Souls-like boss battles and clever use of environments, but mixing things up
with a science fiction setting. That being said, this is not a AAA title and
has some rough edges that detract from the experience once in a while. Still,
if you’re willing to look past those blemishes and the somewhat short duration
of the game, I had fun far more often than not as I took Kate on this adventure
of hers.
Score: 6.5 / 10
Estimated reading time: 7 minutes
The original Chivalry title caught many people by surprise, myself included. At first glance, it really did not pique my interest, and I slept on it for some time. I finally got around to playing it though and found it to be pretty enjoyable. Now along comes Chivalry 2 several years later, and it has learned some lessons along the way and become a better game because of it.
Chivalry 2 has an interesting brand of chaotic player versus player carnage. Attacking is a relatively simple thing. Attacking effectively however, is a completely different can of worms. Early in, you get a feel for the maps, the different weapons and mostly just run up to someone and flail about with a weapon. It plays like somewhat dumb, shallow fun and if that’s all you’re looking to get out of the game, that’s okay too. You’ll die a lot, get some gloriously bloody kills in along the way and experience the progression systems here and there.
For those willing to dig in a bit deeper though, you start to realize that the melee combat is actually pretty deep, and that a combination of skill and patience is rewarded via gameplay success. You learn to start managing your stamina and instead of simply holding your shield out in front of yourself, to time them better so as not to drain yourself. You start to make your swings count more, waiting for opportunities instead of wildly mashing away. There is a definite sense of satisfaction in besting your opponent one-on-one, but it pales next to taking down two or even three people in rapid succession during frenzied combat.
The maps and their design elements are generally excellent – if somewhat lacking in overall number. With only eight different maps, it’s pretty easy to see all of the different environments rather quickly. That being said, there are some pretty innovative ways to interact with the environment, such as creating chokepoints near a crossing or using catapults to launch other players.
You have four core classes to choose from, which might not sound like much until you dig in and realize that they each have a few different subclasses. This when combined with the different weapons at your disposal can help to create some interesting, varied loadouts not unlike what you might do in a Call of Duty game – just with swords and shields instead of guns and flashbangs. Appropriately, each of these classes comes with their own plusses and minuses. Archers can provide support to comrades from relative safety, but in close range their dagger is almost useless. Hulking warriors with heavy armor and weapons can take and deal a lot of punishment, but they are slow moving from one point to another and can find themselves surrounded easily as well. They may be able to survive a one-on-one fight, but that lack of mobility might limit their usefulness in other ways, such as objective-based maps. That being said, it sure would be nice to have even more customization options. Faces get a good deal of detail, but the armor and weapons could stand to have a bit more flexibility.
I never really considered the first game overly attractive visually, but the sound effects brought the carnage to life in a visceral way that worked within the presentation. Chivalry 2’s audio remains really good, but I enjoyed the graphics more this time around too. Granted, some of the character animations can be just a bit stiff / slow, making countering certain attacks a bit dicey at times, but these are smaller issues. There is a lot to soak in on the different stages as you look around the maps. They tell a sort of silent story that appealed to me as I continued to discover more of them each time.
I was also really happy with the cross-platform play. These are some massive battles, sometimes with dozens of combatants. It might have been challenging to fill the lobby if you were only drawing from say, a PS4 crowd. But the fact that PC and all of the consoles get to play in the sandbox together? That just makes these largescale, robust battles that much quicker and easier to fill up. That said, I didn’t see any options to do cross-platform parties, which was a bit of a downer. Combine the robust online player base right now with the progression system that lets you unlock new weapons and armor along the way, and the motivation to keep playing is strong here. Meanwhile, the core gameplay revolves around deathmatch and objectives – hardly new for these kinds of online competitive games, but they feel different due to the heavy melee nature of combat here versus the plethora of online shooters out there.
Chivalry 2 works on most fronts, and certain where it is needed the most – bloody, visceral combat. To that end, the hackfest that is Chivalry 2’s meat and potatoes delivers a lot of fun for both casual players and those who want to dedicate their time into digging deeper into the gameplay mechanics. The progression system and maps are both quite good, even if I’d have liked to see a few more options with both. All in all though, Chivalry’s carnage-filled gameplay is just a whole lot of fun.
Score: 8.5 / 10
Pathfinder: Kingmaker - Definitive Edition by developer Owlcat Games and publisher Deep Silver—Microsoft Xbox One review written by David with a copy provided by the publisher.
Estimated reading time: 17 minutes
I’m a fan of tabletops, that’s no secret. In my upcoming article on Baldur’s Gate: Enhanced Edition, I even managed to gush about the migraine that is Advanced Dungeons & Dragons: 2nd Edition. I started in third edition, but really got going with the revised ruleset that came in 2003. Already a sizeable catalogue, Wizards of the Coast pumped out content for D&D 3.5 like there was no tomorrow, and no small part of that would be Dungeon and Dragon Magazines. Though long time staples for the game, WotC had its hands pretty full in general, and in 2004 they passed off the game-aid and news magazines to Paizo Publishing (Paizo Inc since 2014). Paizo was another Western Washington based company, and their love for the game was evident from day one. Along with Dragon and Dungeon magazines, they created their own campaign setting and supplementary ruleset, The Pathfinder Chronicles, set in their own fictional world that would become, in my opinion, a fantastically cohesive kitchen-sink of a world, Golarion.
In 2008, Wizards of the Coast put out what was easily the single most divisive release in their history to date, Dungeons and Dragons: Fourth Edition. I could harp on 4e all day, I’m not a fan, and this article could easily just become one of those for a chunk, but it was really a great move long term. While 4e wasn’t my cup of tea, what it excelled at was being accessible. D&D was at its most popular point (at the time, Fifth Edition is ridiculously popular), but it had a mountain full of content, and for new players it was a labyrinth.
I have a folder in my google drive that’s roughly 40 gigs, and it’s *literally* only .pdf files of third edition content. It’s fantastic content, but Bruenor’s Beard was there a lot of it, and rules, races, and classes scattered across obscure secondary releases. Fourth Edition was the answer, it refreshed everyone on the same level, and the game was organized to function comparable to an MMO. The mechanics for the later MMO release Neverwinter by Cryptic Studios needed very little adjustment from the tabletop 4e rules, in fact. The game was very newbie, and cinematic, friendly. It was way more attractive for new players, especially those who preferred the smooth action of a videogame, but a lot of the old players weren’t fond of it.
In 2009, Paizo Publishing answered with a full, this-is-our-own-game release based on their campaign setting, and fully compatible with 3rd edition rules with some pretty minor conversions (even included a handy guide both directions); The Pathfinder Roleplaying Game. Pathfinder, as it turned out, would be the tabletop I lived in for the next decade. I played other games; a decent amount of Shadowrun, a smattering of Cyberpunk 2020, some 4th and more 3rd edition D&D, I even playtested what was then called “D&D Next” that became Fifth Edition (which has *exploded* into the mainstream), but Pathfinder took the cake. Fans of third edition only-sort-of-jokingly called it 3.75 (Editor's Note (PY): Can confirm), as there were enough similarities to be easily converted between each other, but the game worked much more smoothly overall. Even some of the most basic things had enough flare to be interesting.
Picking Human Fighter was way easier to be cool and customized in Pathfinder than it was in 3.5, and while you can flavour your roleplay however you like, PF had the mechanics to back up that customization. Fast-forward a bit, and we get a kickstarter for some folks I’d never heard of with an awesome plan. Owlcat Games was going to make a CRPG out of Pathfinder, and the Baldur’s Gate fan in me went off the wall. Pathfinder: Kingmaker, one of the more interesting premade Adventure Paths that had been released for the tabletop. In the AP with the same name, you’re set to clear and establish a kingdom in a tumultuous region of Golarion known as the River Kingdoms, a prime spot for such a tale as it’s a region defined by wildly varied and not always cooperative city-states who were sometimes little more than a name on a signpost. I have been excited for this opportunity since that kickstarter was announced, so let’s move on from my ravings about tabletop history and get to the reason we’re all here.
The first thing I did with this game actually was go to the settings. Figured I’d take care of the Subtitles preferences right away. What I found instead was the single most customizable CRPG I’ve ever seen. Some of it is standard, tutorial messages, font size, language, autosave, but then it goes farther. Custom number of auto-save and quick-save slots, from 0 to 25 each. Autopausing for 21 separate triggers, the ability to replace blood splatter in the game with “Critters,” and then a lot of functions for turn-based mode.
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| While Amiri and Tartuccio argue, you get to learn! |
Pathfinder: Kingmaker does another thing I really like, and it shares this quality with Obsidian’s Pillars of Eternity; the ability to choose between Real Time With Pause and Turn Based combat. Jumping into a New Game we’re met with a range of difficulties. Lowest is Story Mode, which I always like to see just because some stories are just better told through this medium, and not all stories need skill to complete. This mode’s pretty comparable to other Story Mode setups, 80% damage reduction, you can’t be crit, no character death (but if your whole party goes unconscious it’s still Game Over). Along with the ability to customize a list of aspects of the game for your own personalized difficulty, the game also goes all the way past Insane difficulty to one I love the label of: Unfair.
For all three of the above-Normal difficulties you get the warning “Choosing this difficulty is NOT RECOMMENDED for the players not familiar with the Pathfinder system,” which, by itself, excites the hell out of me. Unfair goes substantially farther though with it’s warning. “Choosing this difficulty is NOT RECOMMENDED for the players not familiar with the Pathfinder system, as well as the Pathfinder: Kingmaker battle system, and those who are not willing to suffer. The enemies will not forgive any mistakes made during combats, and your characters’ builds must be no less than perfect.” I’ve played campaigns on the table that were unforgiving in the extreme, and that is definitely getting played. For purposes of this article, I’ll be writing about the Challenging difficulty, as it appears to be intended as the one closest to the tabletop mechanics. Note, I’ve not actually played the Kingmaker adventure path, so everything but the setting and the mechanics will be fresh to me. HERE WE GO!
Character creation is nice and varied, Definitive Edition is the console release and comes with all the add-ons the PC players had to wait for. Pathfinder: Kingmaker includes five premade characters each fitting a different role, or you can create your own. While Pathfinder has as many playable “races” as it has sapient creatures (as well as rules for custom ones), Kingmaker settles on nine. Likewise, Pathfinder boasts forty classes to pick from (with rules to build your own), and while Kingmaker shaves that down, they keep it at a solid sixteen to choose from, with multiclassing available at each level. At this stage, you can even choose a premade build for your customized character, so long as you don’t choose an "archetype" for your class. This will, however, turn on auto-leveling, which will take your control at level-up away. In a true “this is your game” approach, however, even that decision isn’t set in stone. At level-up, you still review the new character sheet. If you change anything, it simply turns auto-level off.
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| Characters so customizable the game acknowledges lefties are real. |
My favorite part of Pathfinder’s Class system is its Archetypes, a variation on the way each class works. Usually this keeps the core class concept and shifts it, but some go substantially farther than that, and it's nice to see the mechanic represented. The number of archetypes varies per class in the tabletop, but Owlcat included three for each, in addition to the base version. With the limit on archetypes, I knew a number of my favorites would be cut. Many are little more than flavor, and even more would be functionally useless in a video game. Some, like the Rogue’s Knife Master, which grants the rogue bonuses on their sneak attack with dagger-sized blades, I’d not been surprised to see. Others I’ hoped but not been sure of, like the Magus archetype Eldritch Scion, which switches the Magus from casting Prepared, (more spells known but has to plan each day) like a Wizard to Spontaneous (fewer known, but more flexibility) like a Sorcerer.
One that I’d fully not expected though, was the Bard archetype that takes away Performing, the Archaeologist. This bard archetype takes a smattering of Rogue traits, switching the class’s role potential entirely away from crowd control and party buffs it traditionally is. I created my most recent Pathfinder character, a little Dragon-Blooded Gnome mage/thief named Khaz. He’s manifested a few different ways on the tabletop, most of them readily available in Kingmaker. This time, we went with Knife Master for his starting class, and we’d level him into Eldritch Scion at 2, giving him his Blue Dragon sorcerer bloodline and his ability to grow claws.
His original incarnation is almost doable in the game, and most of his alternates are, but they’re all minor flavor changes. This build gives him a bit more combat ability than most of his incarnations. The biggest reason I still play Pathfinder more than any other TTRPG is the character customization, and it is here in this game deliciously. Two of the other races, Aasimar and Tiefling, even come with six subraces for further flavor-and-ability shifting, in addition to the base version. I’d be doing you a disservice if I didn’t tell you I played the opening level ten times just making characters, some new, and some old favorites.
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| Bardic Inspiration goes farther than one might expect. |
The game opens up in the great hall of a manor house, where dozens have gathered in answer to a call for adventurers. You’re in the great hall of the manor belonging to Swordlord Jamandi Aldori, and with her is the Mayor of the city you’re in, Restov, Ioseph Sellemius. They want you all to go and take out a bandit king and his followers, and when you’re done, whoever the group chooses gets the land and a title to do what they want with it, and a lucrative trade deal with Brevoy, of course. Throughout the expositional dialogue, and all dialogue throughout the game, pretty much any setting/Pathfinder related terms will be highlighted in Green in the text on screen, and there is an ever-present glossary button to answer questions you might have, like what a Swordlord is, or why Brevoy matters.
Announcement ends, “Go to bed and head out at our expense in the morning.” and the game centers back to you, but you’re not in control yet. First you meet Linzi, a halfling bard who’s actually writing a book about this adventure. The whole game is framed as this book, actually. The menus, skill checks, loading screens; there are all-text decision-making sequences, usually at story-relevant points, that look like a book page, often with an illustration, and it’s clear the story is from her perspective, but you are the hero of her tale.
I love the way this was done, and applaud it each time it pops up. Owlcat uses a solid mixture of in-game scripted action, enforcing one-off circumstantial rules, dialogue, and these little decision-making and skill check moments to capture more of the feel of that tabletop experience. Introductions over, setting established, you head to bed, only to be awoken by Linzi busting into your room, talking about an attack. A scream is heard, she rushes out, and an assassin rushes in. it’s here you get your first tutorial, and it’s pretty good at explaining what’s about to happen.
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| Don't forget your adventuring gear! |
However your preferred style, Turn Based or Real-Time-With-Pause, you can switch it on a whim with the press of a thumbstick. I find myself using both, RTwP roaming around and dispatching trash mobs, and switching to Turn based when I want to really focus and allocate everything myself. For RTwP, the game has a pretty good AI you can attach to the whole party, including your character, and just sit back while they play out the fight their way. They went all in with the Real-Time aspect too. one round in the Pathfinder Roleplaying Game represents six seconds. Likewise, during RTwP, action types take up a specific amount of time. Something that’s a “Full Round Action” in Turn Based really will take six seconds in RTwP.
Once you’re out of your room, you head toward Linzi (or explore the room the other way, your choice), and you find Tartuccio, a gnome you heard earlier in the great hall, held captive by a pair of assassins. After this, you gain Linzi and Tartuccio as party members you can control directly. You’ll fight your way through the manor, making a couple of moral decisions along the way, a variety of skill checks and the trapfinding mechanic, and gain a couple more party members before the big fight at the end, where you see this is a very planned attack, as they have a trio of mages channeling a barrier and summoning powerful monsters to trap Jamandi Aldori and Mayor Sellemius and keep them occupied, there are a lot of units here, and turn based takes some time to get through at this level. After it’s all clear, it’s revealed that somebody present is a spy, but that the mission will go on regardless, split into two teams instead. Your actions, and explanation for them, determine who goes with you from here, and you’re given your deadline. Three months. ninety days to find the Stag king, kill him and his bandits, and claim the Stolen Lands for yourself, and Restov will pay for the construction of your capital city, and you’ll instantly be landed nobility.
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| More roads and locations open up as you explore. |
"Travel takes time" is the biggest kicker in this adventure. You need to sleep, you need to eat, regardless of difficulty, you’ll find yourself becoming fatigued, and you’ll have to rest. If you’re not in a dungeon, you can hunt with the Knowledge (Nature) skill, and this can be done any time resting is triggered from the travel map as well. Like most CRPGs, Kingmaker is split into limited squarish regions to explore at a time, and they can vary in size quite a bit. There’s not a ton of sidetasks in these, but there’s enough to keep you wandering around to see what there is to see. Sometimes it’s just somebody else’s story. One example is when I found a “Lonely Shambling Mound,” and nearby was a corpse, and a lab journal, and what happened became clear. I had a genuine emotional response from this easily-ignored little spot that contained nothing particularly useful. I think there were a couple potions I didn’t really need, I wasn’t really paying attention to that part because I got to find out why this non-aggressive Shambling Mound is also Lonely, and it made the world feel more whole, more cohesive, and more alive.
Your base until you establish your kingdom is Oleg’s Trading Post, which is being attacked by the Stag King’s goons when you arrive. After a chance to explore and set up for an ambush, you’ll see directly how what you say can affect what happens going forward, and then your first safe rest since leaving Restov. You encounter the spirit of a nymph here, and you get your first hint at a bigger story than “Kill the bandit king,” and more chances to shift the game and your alignment. As you go, you’ll find the Stag King’s childhood home, the lost sister of Oleg’s wife, a group of warring Mites and Kobolds that Khaz convinced to stop fighting and worship him, giving them each a glove to serve as new sacred relics. Pay attention to the dialogue in this game, it has such a strong pull on what happens. The combat is fairly frequent, but it’s definitely secondary. The fighting is something active to do to get you from A to B in the story, and it really does work like a tabletop in that way. Especially when there’s thirty units on the screen each taking a separate six second turn (you can tap a button and make it speed up through the NPCs).
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| A lonely Shambling Mound paces near a body. |
I hit the Stag King around hour thirty, which is probably pretty slow. I like to explore, and there’s a fair bit of it. Besides, Khaz and I had a cult to start. His isn't a fight to snub your nose at either. Not only is his base chock full of lesser bandits, the actual fight with him includes a whole party of class-leveled baddies, so you'd better be ready. Rest and spell preparation is a major part of the game as well. I've always been a "spontaneous" caster in these games, and always forget to arrange my Wizard's spells, while my Sorcerers just refill what they know. Resting requires food, which means rations or someone to hunt, and you can't hunt in dungeons.
The rest of the game is a mixture of kingdom management and continued adventure as you continue diving into the mysteries of these wild lands; of the slave-hunting Technic League, and what is here that the agents of Pitax were willing to kill dozens at that meeting back in Restov over? Keep an eye on the calendar as you dive into the Stolen Lands and your new Barony, as everything is on a schedule that you’re free to ignore, but not without consequences. There’s a handy automated mode for the management, however, so it’s much more smooth if you’re uninterested in that part of the game. Again, Owlcat really leaned into the ability to customize your experience.
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| The ability to switch between Real Time and Turn Based is a life saver. |
Along with the main story, the Definitive Edition that is the console version includes the additional adventure Varnhold's Lot, in which you take the role of the Right Hand of the new Baron of Varnhold, your main-game neighbor to the east. This adventure starts at the ceremony during which you're granted your title in the main game, and carries on in this other barony run by a mercenary group you help lead.
Shortly after release a major patch was put out that cleared a lot of early-reported bugs, with more patches said to come, but even so, it was a pretty smooth port from PC in my play experience. The love for this game and where it came from shows through so clearly, and in such a genuinely fun way, I know I’ll be dumping hours into this game long into the future.
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| Where you camp is nearly as important as who you place in camp roles |
Will you be a benevolent lord of a safe frontier city? Or the iron-fisted tyrant of a horror in a haunted land? The choice really is yours, right from the beginning, with plenty of chances to change your path along the way, and Owlcat made sure you can do it exactly how you want in this incredible, beautifully source-faithful CRPG.
Score: 8.5 / 10
Larkspur, Calif. (August 25, 2020) – Koch Media, Deep Silver, and partners today announced their lineup for gamescom 2020, which will take place from Aug. 27-30 on the gamescom.now hub.
Over the course of the digital event, Koch Media, Deep Silver, and partners will offer livestreams, tournaments, and more. The schedule for all activities will be available on the Koch Media gamescom website as soon as the digital doors to gamescom 2020 open.
Players who want to plan their digital visit can find the latest details through Koch Media’s Twitter (www.twitter.com/kochmedia_hq) and Facebook (www.facebook.com/kochmediaHQ) channels to get an idea of the amazing upcoming activities.
The following list gives an overview of all games and events during gamescom:
At the dawn of the 20th century, shortly after the end of the Great War, the world is full of secrets and mysteries, of opportunities and challenges. Tradition clashes with scientific and technological progress, while Europe is still recovering from the brutal battles of the World War. Iron Harvest is a real-time strategy game (RTS) set in the alternate reality of 1920+, just after the end of the Great War. To create the perfect RTS-experience, the team has been working in close cooperation with global RTS-fans ever since the game's highly successful Kickstarter campaign.
Visitors of the unique digital-only event can explore tons of streaming content, game information and much more on Iron Harvest.
Gamescom will also see the very first Iron Harvest eSports finals.
Intense matches are guaranteed when the four qualifier winners clash up against RTS veterans RotterdaM (Twitter: @RotterdaM08), DeMusliM (@DeMusliM), HeroMarine (@mouzHeroMarine) and Yoan ToD Merlo. All matches will be casted by LowKoTV (@LowkoTV) and special guest @SirT0Bi.
The legendary series, which pioneered the post-apocalypse genre in video games, returns players to the role of Desert Rangers, lawmen in a post-nuclear world working to rebuild civilization from the ashes. Trading the dry, dusty heat of the American southwest for a perpetually frozen Colorado, Wasteland 3 features new locations, a customizable vehicle, streamlined combat, and two player co-op as a first for the series. A deep, reactive story full of twists, turns, and brutal ethical decisions that will keep you hooked whether you’re a Wasteland veteran or new to the series.
Fans of the apocalypse who can't wait to jump headfirst into the radioactive snow can join exclusive pre-launch streams on Aug. 27.
https://now.gamescom.global/partner/kochmedia/wl3
Take control of Nara and Forsaken, her sentient starfighter, on a quest to destroy the dark cult that created them. Unlock devastating weapons and mind-bending abilities in an evolution of the space-combat shooter. Explore a mysterious new galaxy, engage in breathtaking zero-g combat, and venture beyond our reality in this thrilling single player experience. Chorus is developed by the Hamburg-based studio Deep Silver Fishlabs. The team has created compelling games for more than 15 years and joined the Koch Media family in 2013. Deep Silver Fishlabs specializes in high-end 3D games for console and PC. Chorus will be released in 2021 on Xbox Series X, Xbox One, PlayStation®5, PlayStation®4, Google Stadia and PC.
https://now.gamescom.global/partner/kochmedia/chorus
Shipwrecked alone on an uncharted island, explore, adapt and navigate the land and perilous seas to stay alive. As Kara, you are a warrior, caught at sea in a fierce storm, adrift from your tribe. Thrown from your boat and at the mercy of the turbulent waters, you are tossed onto the shores of the Forbidden Islands, a mysterious paradise. Developed by 5 Lives Studios, Windbound is a beautiful rogue-like third-person survival-crafting RPG-adventure fueled by hunting, exploration and crafting.
Windbound will be released on Aug. 28 for PlayStation®4, Xbox One X, Nintendo Switch, Google Stadia and PC.
https://now.gamescom.global/partner/kochmedia/windbound
Whilst respecting the heritage and retaining the DNA of the franchise, DIRT 5 writes a new chapter in the legacy of DIRT – bolder and braver than ever before. New features, new innovations and a fresh approach make DIRT 5 a hub of off-road racing, style and culture, where you can constantly create highlight-reel moments.
https://now.gamescom.global/partner/kochmedia/dirt5
Pathfinder: Kingmaker will take players on a tour through the infamous Stolen Lands, the dangerous and turbulent territories well known within Pathfinder fandom. The RPG will revisit familiar characters and well-known locations of the series’ lore as well as treat players to brand new adventures, deadly foes, and unforeseen twists and turns.
Fans of the fantasy pen-and-paper RPG will experience its epic, heroic universe in new ways while computer RPG gamers will discover their favorite genre in a more contemporary light.
https://now.gamescom.global/partner/kochmedia/pfkm
Outward is an open world RPG that you play alone or with friends, either online or in splitscreen. It's more than just an open world RPG you can play cooperatively though. You live the life of an adventurer, from his or her humble beginnings up until becoming a hardened wanderer, whilst traversing incredible landscapes rich with diversity and life. New skills, new foes, corruption, enchantments, status effects and a whole lot more, The Soroboreans DLC packs this journey to the brim with exciting, fresh, challenging content.
https://now.gamescom.global/partner/kochmedia/outward-thesoroboreans
FUSER is the ultimate celebration of music festival culture, putting players on stage at the world’s largest digital music festival and allowing them to create their own custom music mixes from the component parts of over 100+ songs, no peripheral required. Developed by Harmonix Music Systems, the creators of Rock Band™, and Dance Central™; and published by NCSOFT, FUSER will empower players to live out their DJ fantasies from their own home on Xbox One, PlayStation 4, Nintendo Switch, and Windows PC.
https://now.gamescom.global/partner/kochmedia/fuser
Offering a fresh take on the acclaimed fantasy series, King’s Bounty 2 expands upon its tactical turn-based battles to offer players a truly immersive RPG experience that adds weight to their every decision, whether leading an army into battle against unliving horrors, or building relations with local townsfolk.
Players take on the role of one of three heroes - each a personality with their own background - and experience a non-linear adventure in an open and vibrant fantasy world. Split into two distinct phases, players traverse the realm from a third-person perspective, picking up quests, exploring the wilderness, and getting to know the people they meet. When conflict arises, however, the perspective shifts to tactical, turn-based combat. Players must then make smart use of their units as they fight to win.
https://now.gamescom.global/partner/kochmedia/kb2
ProtoCorgi is a retro-style pixel art, horizontal shoot ‘em up with arcade gameplay that gives the player control over Bullet, a C3 (Cute Cybernetic Corgi) class cybernetic pup. When Bullet discovers that Nixie was kidnapped by evil alien forces seeking galactic domination, the cute-yet-deadly Corgi goes on a quest to save her. The adventure ahead lets you experience Bullet’s fights with precise controls, solid gameplay and passionate storytelling. Shoot, dodge and bark your way through this adorable bark’em up.
ProtoCorgi will be part of the gamescom lineup as well as the Indie Booth Arena. An art stream will bring the game’s hero to life on viewers’ screens.
https://now.gamescom.global/partner/kochmedia/protocorgi
Relicta is a first-person physics-based puzzle game. Played through the eyes of a scientist, you’ll need to use your creativity to play with the laws of physics, utilizing magnetism, polarity and gravity to unravel the secrets of a research facility on the moon. Chandra Base will test your scientific skills, as they are the only thing that can keep your daughter alive.
Relicta will be part of the gamescom lineup as well as the Indie Booth Arena. Developer livestreams will give a deeper look into the creative process behind the puzzle game.
https://now.gamescom.global/partner/kochmedia/relicta
Whether you're training your voice solo or celebrating the next karaoke party with friends and family – fun is guaranteed with Let’s Sing 2021. Check out the thrilling game modes, various features and the new playlist with up-to-date super hits and all-time classics.
Grab the microphone and choose your song, no matter if you prefer to rock the stage solo or with friends. If you don't have a USB microphone at hand, just transform your phone into a microphone with the Let's Sing Microphone-App and your performance begins straight away.
https://now.gamescom.global/partner/kochmedia/letssing2021
9 Monkeys of Shaolin marks a true rebirth of the iconic brawler genre in the vein of old-school video games. The game will be available on PLAYSTATION®4, Microsoft Xbox®, Nintendo Switch™ and PC.
As Chinese fisherman Wei Cheng, you must avenge the death of your friends and family who were slaughtered in a pirate raid at your peaceful village. Our hero is quite a tough nut to crack, as he knows the basics of ancient martial arts only mastered by legendary Shaolin monks. Get your trusty battle staff ready for a challenging adventure in medieval China and for merciless fights with hordes of various enemies.
https://now.gamescom.global/partner/kochmedia/9monkeys
More information on additional partnerships will follow in the next days.
Additionally, we are happy to share the activities of some of our partners during gamescom 2020:
Intellivision Amico is a video game entertainment system designed to bring social fun back to the living room. Amico is the Italian word for “friend” or “buddy” and Intellivision Amico fully encapsulates this meaning with a home video game console that has fun, value and togetherness at its core. Amico easily hooks up to a TV and comes with six premium games. Two easy-to-use color touchscreen controllers come standard and up to six more can be added, making gameplay enjoyable for up to eight simultaneous players of all skill levels. Affordable, family-friendly games encourage group participation and teamwork, and are safe for all ages – there’s no graphic violence/blood, bad language, or inappropriate content. Designed to appeal to a broad audience from nostalgic gamers to families who want to enjoy fun games together, Amico is the perfect new friend for your home.
Keep your eyes peeled for activities from other partners such as SEGA, TaleWorlds, and Focus Home Interactive during gamescom.
Windbound by developer 5 Lives Studios and publisher Deep Silver—Microsoft Xbox One review written by Pierre-Yves with a copy provided by the publisher.
Estimated reading time: 7 minutes
Aboard a raft in a storm trying to keep it steady against the giant waves crashing against you as the thunder and lightning crack the sky, a giant tentacle swats you from your platform. Sinking below the waves you start to feel yourself drowning until suddenly you are on your feet. Seeing nothing more than a giant portal in front of you, there’s nothing else to do that to head towards it to find out what’s on the other side. Waking up in a shoreline with nothing but the clothes on your back and a knife, you set out on a new adventure.
Windbound at its core is a Survival adventure with a couple Roguelike elements thrown into the mix in case you die. So for those wanting a good challenge, there's Survivalist Mode: which contains the default settings where if you die you start back at chapter one holding onto only what was "held" on your person, and losing anything that was being carried in your bag. For those wanting a more relaxing adventure that still has some fangs to sink into you, there’s the Storyteller Mode: which is pretty much the Survivalist mode however you get to keep what’s on your person, what’s in your bag, and you also get to continue from the current chapter.
It goes without saying that dying sucks so you’ll want to play things a bit carefully, though for the most part, Windbound is a fairly relaxing experience. Set in an The Legend of Zelda: The Wind Waker style meets Breath of the Wild, you’ll be moving from island to island gathering everything that you can carry and craft in order to find these towers that will light your way forwards. Set between five “stages”, each stage will have three towers that need to be lit in order to move forward towards the end credits. Only getting tougher to find, the real dangers aren’t with the tougher beasts that you’ll encounter, but more of your own complacency as you approach them thinking “I’ve got this”.
There are several features that Windbound does very well. Both your inventory and your crafting abilities are tied to one another so you never have to go digging through one or the other to get what you want. Instead, you just need to tab between the two, make what you want, and continue on. Starting with only your knife as a tool, you’ll have to make due with nothing more than a grass canoe to start off as you paddle your way forward on the open water until finally learning how to make a mast and having the wind do the hard work for you.
This is perhaps the biggest thing that I had against Windbound. Sailing via the wind with the oar to be nothing more than the rudder. There should have been the option, especially when trying to land gently and not damage your canoes or your eventual three pronged wooden rafts with metal armor plating, to use the oar to paddle gently up to where you wanted to weigh anchor. Once the mast is in, the oar is out. So you can either jump off your raft which has the anchor auto deploy, or crash into a beach and then have to shove the raft back into the ocean once you’re ready to leave. It would have made a lot more sense to be able to use this oar as it’s even magical and appears and disappears as you need it.
For the wind itself, I have a love hate relationship with it as even by the very end, I was uncertain as to what exactly meant what. You’re stuck sailing to the directions of the wind so sometimes, as much as you want to go forwards, you can’t. You’ll have to take the longer way around and honestly, on the open water, it makes sense as that’s pretty much how it would be. What didn’t make sense is that tightened or loosened, my sails would sometimes stop me cold in the water and I couldn't figure out why. I’m still sailing with the wind, aren’t I? The direction that the wind would be blowing on screen wasn’t always the direction that you would be able to sail in and I would have liked a compass somewhere on screen to showcase the wind’s direction as sometimes it made no sense to sail into it and go flying forwards...
Otherwise, the rest of the adventure is fairly solid. Each landmass can be explored at your own rhythm though you’ll have to make sure to keep an eye on your stamina as if you run out, that’s it. Same for your health bar so you’ll in general want to keep your strength up. You can do these by either eating berries and mushrooms, or by hunting for meat and then either cooking it or by eating it raw. Cooking meat can not only heal you while restoring your stamina, but, eating raw meat will poison you and the dizzying screen effects are not pleasant to look at.
Windbound is fairly simple and it may take about a dozen hours depending on how fast you go, how meticulous you want to be, or how unlucky you are. Not every island will have what you need or even enough of what you need so it could take several stops before being able to craft what you want. Only adding to this is that if you die you both lose your canoe or raft and all of the materials that were stored on them. It sucks, but then again, you’re restarting from the beginning of the first area or your current one and it’s not the same each time so it only made sense for the raft to be lost and yours could have been left in another “dimension”.
If I were to have one actual complaint though, on top of the issues with the wind as I clearly did not know its name, it would be the story. Why? Why is never actually answered. Why are you here? Why are you sailing between these points and activating these towers? I get the ending and “why” that happens, but the rest? Maybe I’m just not good at reading very vague mural designs. As I mentioned, each stage has three points that need to be activated, once you’ve done these, and find a specific island that opens up to you, you are treated to both the unveiling of a historical mural and then a “boss fight” which is more like a sailing trial that must be completed in order to move forwards.
These murals though, there are five, they each have three scenes, and I just didn’t get them. Overall I think I know what happened between the humans and the tentacled beast, but what does that have to do with the “here and now”? As you explore the islands big and small you can sometimes come across locations where you’ll hear the thoughts of someone from the past. It adds a bit of context to what happened and why you aren’t finding anyone, but it never helps uncover what you’re actually up to. The end result of the adventure is sweet though, and if that is the entire point of it all? Then maybe there’s a bit of redemption for the vagueness throughout, but honestly? Hell if I know if I’m even right about it. Maybe it’s just meant to be what I personally feel like it represents? I don’t know and that’s what bugs me as even the Souls games in their vagueness had more context.
So overall, Windbound is a lighter survival experience that I would recommend if you’re looking for a more relaxing experience. Regardless of the modes, there’s never anything that will outright destroy your rafts or kill you because you landed on its island. Taken at your own pace, this is perfect for those quiet Sunday afternoons where you have nothing planned and simply want to listen to the sounds of the waves or some light ambient music.
Score: 6.75 / 10