Briefly: Kari gave us a great preview of Bloodborne back at E3, and From Software was back with the anticipated title at this year’s Gamescom with some gorgeous (and extremely gory) new footage.

The game looks to share a lot of themes with From Software’s previous Demon’s/Dark Souls, but with an entirely different look and a lot of additional style.

As Kari mentioned back in June, the game’s enemies are “something to be truly feared. When you “face an enemy [you are] facing death” (Miyazaki). The euphoria of victory will be worth it after experiencing the “terror of spine tingling battles”(Miyazaki). Now, of course you will need to be equipped with weapons to face these horrific creatures head on. There will be trick weapons and firearms. During the demo, they stated that the game will have a unique online concept but they could not go into further detail.”

This year has seen a resurgence of the horror game genre, and Bloodborne looks like one of the most action-packed games coming down the pipeline. Take a look at the new footage below, and be sure to let us know what you think!

Card games are and will always be popular among geeks everywhere. With the advent of mobile gaming, card games quickly invaded our mobile devices for the better. However, after many iterations of this genre of game, the field has gotten a little stale. Enter Outcast Odyssey, a game that rightfully dubs itself an evolution mobile card games.

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I’ve played my fair share of mobile card games, but I find that each one does not keep me playing longer than a couple of months. This is mostly do to repetition and the ever-increasing pressure to conduct in-app purchases in order to avoid the risk of hitting a wall. This is where Outcast Odyssey sets itself apart.

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The game features a blend of RPG, exploration, and traditional card game aspects to form an experience that will allow players to easily immerse themselves in this universe. Outcast Odyssey features a sort of open-world in which players can navigate through worlds by tapping dark squares that represent plains. For example, when a player chooses to see what exists on that plain, that player may find a monster. Rather than automatically engaging with said monster, players have the option of trying to bypass it. This, in turn, adds another layer to exploration.  Players may have several reasons to do this, such as not having enough energy, monster is too high of a level, or even too low of a level. Regardless, how many times have you been locked into a battle you didn’t want to be in?!

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The game’s art is something to admire. Each card features a dynamic display with VFX. The game features artwork from both Warren Louw and Chuck Pires. Each card’s art also comes into play as each card upgrades. With each level-up and upgrade, the art on the card will change.

Above all else, it’s easy for me to say Outcast Odyssey will be an instant-hit for fans of the card game genre. Look for Outcast Odyssey on your iOS and Android devices this fall!

http://youtu.be/z9yp4WkaXyY

I don’t know about you all out there in this strange land we call the Internet, but I tend to really like games that think outside the box and blend genres. Portal blended the FPS and puzzle genres while Mirror’s Edge did the same for platforming and both were praised for it. But who would have ever thought an RPG and soccer could go so well together?

Not only do they go together, but they do so incredibly well, thanks to the masterful hands at Level 5, (of Professor Layton and Ni No Kuni fame). In Inazuma Eleven, players are put in the very capable cleats of Mark Evans, an overenthusiastic goal keeper who aspires to lead the Raimon Junior High soccer club to a championship, achieving both his and his late grandfather’s dreams in the process. The only problem? The rest of the team couldn’t care less about the sport, preferring to lay around in the club house and do absolutely nothing. Things look grim for Mark when the school threatens to disband the club if they lose an exhibition match to Royal Academy, a team that’s gone undefeated for 40 years. But when a new transfer student arrives at Raimon who also happens to be a star soccer player, Mark realizes that recruiting him might lead to a turn the team’s fortunes around.

So surely you must be asking how a soccer RPG would even work at this point. Surprisingly, the way the game is laid out is much more traditionally than you’d expect. Obviously, you’re going to spend a ton of time on the field, but Inazuma is more like sports meets a 32 sided die. Entire matches are controlled with the stylus, drawing paths for players to travel and tapping spots on the field where you want the ball to go. This control scheme has a moderate learning curve at first, but it’s nothing that practice won’t fix.

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When players make contact, a clash initiates. Each teammate has their own set of stats ranging from kick strength, ball control and speed, as well as one of four elements that has strengths and weaknesses against the other three, all of which come into play during these battles. From there, each player involved has one of two options, a move that has a lower chance of success, but has a higher rate of keeping the ball if successful, or a move that is more likely to succeed, but comes with a higher risk of losing control of the ball or getting a foul called. When regular moves just don’t cut it,the team can eventually unlock special moves, the soccer equivalent to magic spells. These lead to some really fun animations that show players summoning gods to block shots, conjuring tornadoes to incapacitate opponents and shooting goals with flaming kicks. It’s like Shaolin Soccer meets Blitzball, and it’s a complete joy to play.

To add to the depth, each player and ability has an element, creating a rock-paper-scissors mechanic to an already complex game. With four types in play, (water, fire, grass and ground), how you balance your team is one of many aspects to keep in mind when you’re putting together the best club possible, especially if the opponents favor any one type. But before you get too trigger happy with the flashiness, each player has their own FP and TP, (this game’s equivalent to HP and MP), so deciding when the best time to pepper your kicks is a huge part of the game’s strategy.

Most of the game is spent exploring Raimon Junior High or the rest of Inazuma Town’s multiple areas while discovering treasure, secret training points and story missions along the way. And since apparently EVERYONE but your team loves to play the sport, different clubs will challenge your team as you walk through the city, essentially acting as the game’s random battles. Talking with the various NPCs throughout the city can result in the acquisition of quests, leads to new players and stat boosts for your party. In addition, your team managers can court members of teams you’ve defeated onto your side as well, with hundreds of potential players at your disposal. With so many possibilities, it makes the local multiplayer matches that much more interesting, since you’re not likely to play the same team twice. It’s just too bad that there’s no online play, because as great as this game is, it’s a niche title that’s an eShop exclusive. Good luck finding anyone locally to play with…

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With so many players to recruit, it’s a good thing that Inazuma Eleven gives you so much time to play with them all. The story mode consists of ten chapters, each one featuring a different team that’s looking to take you down. Almost like a villain of the week anime, each group ranges in levels of ruthlessness, to the point where some are willing to hurt, manipulate and even kill to ensure their success. Whoa! Soccer is serious business! The 12-ish hours the story provides will leave you surprised at how far the characters will take their obsession, but it’s right up the alley of your standard anime story. Only, you know… soccer!

But as fantastic as I found Inazuma Eleven, there are a few noticable areas where it fouls. First off, the game comes off as incredibly dated from a presentation standpoint. It’s true that this game is a port of an old DS game, and it shows on the 3DS, especially compared to other games, both eShop and retail wise. The game has a fairly steep learning curve as well, throwing you head first into matches with little direction. The relentless AI doesn’t help matters much either, making the first games frustrating. It took me a good hour or two to become decent, which was partially because the opening tutorial sections don’t explain some vital pieces of information such as what each stat does. Sticking through it is its own reward though, since the game gets so better and better as it progresses.

That is, until the end. While most of the game can be played grind free after the opening moments of Inazuma, the end game serves up a sudden difficulty spike, forcing your team to spend a few padded hours building their strength, even if you never skip a random battle. When you consider that you can only build up a handful of players at one time, this can take a long, tedious amount of time before you’ll be able to push through the end of the game.

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To rub salt into the would, the final battle takes place after a long string of  unskippable cutscenes, forcing you to go through the painful punishment of sitting through them again… And again… And again… This wouldn’t have been possible if the game gave you a retry option when losing story matches, but instead, the developers opted with an instant game over, taking you back to your last save. Mildly annoying during the standard story, and mind numbingly angering at the end, when you consider final bosses SHOULD be able to beat you the first time in, most players will have to sit through this frustration at least once, which is one too many times for me.

But even with those complaints, Inazuma Eleven scores in almost every other area. Dispite it showing its age as a DS port, the game play is never dull, the story is completely absurd, (in the best way possible), power ups force the game to evolve as you progress and the music is as charming as you’ll find from more recent releases. Most of all, the game is a truly unique experience that both RPG and sports game fans will be able to get a ton of mileage out of, making this cup one that can’t be missed!

tl;dr
+ A near perfect blend of soccer and RPG game play, creating a unique game play experience.
+ Both defensive and offensive powers keep the game fresh as you progress through the ridiculous anime style story.
+ Hundreds of characters to recruit and level up, creating countless unique teams to be discovered.
+ The ability to take your custom teams and play against other players locally, (if you can find any).
– As a DS port, the game’s visual presentation shows its age, especially for making its Western debut on a more powerful system.
– Late game grinding forces the final moments to come to a screeching halt.
– Instant game overs during story games create more backtracking than should be necessary.
– The tutorials don’t explain the game as well as they could have, especially with the unique game play mechanics introduced by the series.

Final Score: 4.25/5

We got to take a look at Bloodborne, the newest and coolest action RPG game from director Hidetaka Miyazaki (Dark Souls and Demon’s Souls), and it looks fantastic! Bloodborne was developed by FromSoftware and is a new story, not a sequel to Demon’s Souls. Though it is a similar 3rd person RPG, everything else is “very original to this brand new title” (Miyazaki).

At E3, Miyazaki lead a presentation highlighting the game followed by a game play demo. One of the major themes of Bloodborne is the exploration of the unknown in a broad sense. They want players to explore and learn more about the world of the game. You will “venture into a deeply-layered universe laden with mystery cradled by a fresh game concept” (according to the presentation).

This game will feature truly perilous combat where each battle will feel like it is for your life!

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They made the enemies something to be truly feared. When you “face an enemy [you are] facing death” (Miyazaki). The euphoria of victory will be worth it after experiencing the “terror of spine tingling battles”(Miyazaki). Now, of course you will need to be equipped with weapons to face these horrific creatures head on. There will be trick weapons and firearms. During the demo, they stated that the game will have a unique online concept but they could not go into further detail.

The game play is a work in progress, but they are past the alpha stage. Miyazaki mentioned there might be flaws in the demo and to “please be gentle”; which got a few chuckles in the room. So, if you caught the clip going around online of someone who snuck footage of the game play, that is not the final version of the game.

The story takes place in the fictional city of Yharnam around the 19th century. The Victorian architecture is gorgeous! The look was inspired by Victorian gothic, with gas lamps, fog, well worn cobblestone streets and an overall sense of  a cold dark wet place. There is a curse, illness or plague that has transformed people into terrible beasts.

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The night starts off with a beast hunt but things are not as they appear. Your weapon is a transforming saw that can extend its reach for a powerful attack or you can use it as is. Also, you can transform it mid way through an attack. Weapons can be used in a variety of ways and it is up to the player as to how they want to use them.

Players will be challenged to think on their toes because enemies will not be placed statically; they will move around. This was demonstrated when the bell tolled and the mob that was gathered in the courtyard dispersed into the city.

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– Guns will not be useful for sniping but rather they are more effective at close range, like a shotgun.

– You can team up with another hunter (NPC). If you help them, they can come to your aid.

– The map is extensive and complex but you will be able to unlock shortcuts.

Following the game play demo there was a Q&A.

Though there is a horse in one of the trailers there is no mount in the game at this time.

Is there an easy setting? No. Even Miyazaki himself said he is not a master of action games but he does not want people to give up. He enjoys overcoming the challenge and he wants the same for you.

Miyazaki did not want to name the influences for the game because he felt it would give away hints of what is to come in Bloodborne. However, once the game ships he said he would say more.

How will death work in the game? They are still fine tuning the weight of the “death penalty”. They do not want it to be more stress on the player or be what stops a player from playing the game. Miyazaki explained that even though you die, you want to get back and challenge it, which is a delicate balance.

Will there be safe zones? Yes! “We will have a safe zone so you can have your zen moment” (Miyazaki).

Will stamina be a factor? Yes.

Hope you enjoyed our in-depth look at Bloodborne. This game looks stunning and definitely looks like a thrilling game to play!

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The folks over at Blizzard have become masters of time. When the Reaper of Souls expansion was released for Diablo 3 back in March, there was an abundance of time that just dissipated into thin air. Every waking moment was put into what felt like the Diablo 3 players wanted in the first place. Now that some of us have a stronger grip on our time that Blizzard usurped months ago, someone else is trying to control those precious ticks on the clock: Grim Dawn.

Being developed by Crate Entertainment and in early access on Steam, Grim Dawn has players doing the same clickity-clicks looking for that next great item drop, which is typical to most isometric action role-playing games. Though, in this world, everything seems more grimy and rundown with a lack of a broader color palette. The story is also not something I found too intriguing beyond the quests certain townsfolk were all to eager to encourage me to do. I was more than happy to oblige and take on the fools errands just to explore every crevice of the world. I was cackling with anticipated delight to uncover tasty loot cowering away in some dusty old crate or shelf.

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It didn’t take long for me to realize that I would be the one cowering, not the loot. Unlike some action role-playing games, combat is a bit more challenging. Enemies will swarm you in hopes of barricading all exits as precious health ticks away from your character. Simply trying to click-to-win won’t cut it with mobs. Crucial use of skills, items and gear as well as spacial awareness is required to survive. What could be somewhat of a deal breaker for most is the way health is handled in Grim Dawn. When out of combat for more than five seconds, health rapidly refills until the meter is full again. This makes for a lot of hit-and-run style of combat that could last more than a handful of minutes each encounter. The challenge is still there even with this health system in place, though not as challenging as it was made to seem at first.

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Although there are different classes to suit multiple play styles, none of them seemed to feel diverse enough from one another in the beginning. Soldier is your standard sword and shield class, Demolitionist excels in range attacks and explosions, the Occultist wields magic and bringing up the rear is the Nightblade class as the sneaky rogue. That lack of diversity is offset when reaching level ten, which unlocks the dual class specialty. Being able to mix and match two different classes gives birth to a whole plethora of possibilities. With two classes and their skill sets available to cherry pick from, mixing and matching skills ended up being a lot of fun. Resetting skills at next-to-nothing prices greatly enhances experimentation when testing what works and what fails horribly.

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Adding to the experimentation aspect of Grim Dawn is the loot, specifically the properties of said loot. Usually, stat boosts are attached to some items and gear found in the world. Having spells or skills alongside the stat boosts something new to me. From elemental spells to physical skills, having even more options besides what is set for each classes skill trees is almost overwhelming. There’s also crafting that was just added in the latest update that sadly doesn’t seem to be beneficial to players, yet.

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What keeps me coming back for more in Grim Dawn is still a mystery to me after eight hours of playing. Could it be that the power of finding a brand new shiny item allures me to keep pressing on? Maybe it’s the experimentation of skills to find some sort of combination that brings the pain to all who oppose me. Whatever Grim Dawn has over me, I’m excited for its future. With new classes, more quests, more acts in the main story and bug fixes/tweaks, El Diablo will have to look upon the dawn coming with grim chances of surviving.

Warner Bros. Interactive Entertainment, together with developer Arrowhead Games, is bringing back Gauntlet, a classic dear to of-a-certain-age gamers’ hearts. Gauntlet was unveiled at GDC last week (with all the bells and whistles, including renting out a bar near GDC and offering free turkey legs) and we had a chance to do a ten-minute dungeon crawl with some of the developers.

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A dungeon in Gauntlet.
Courtesy of Warner Bros. Interactive

Gauntlet saw its first iteration in 1985, as a  fantasy themed hack and slash arcade game that allowed up to four players at a time (emphasis added for those of you who don’t remember how freaking cool that was) and was ported out to the NES in ’87 as Gauntlet II; it was re-booted in 1989 as Gauntlet Legends across multiple platforms. In all of the versions, there were four main characters: the Warrior, the Wizard, the Archer and the Valkyrie, who had set attributes and abilities and ran through a world killing things and getting loot (perhaps most fondly remembered is the narration in the original games; “Red Warrior needs food” was voted one of the top video game lines ever–which says something about video game dialogue we don’t have time to go into here).

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Screenshot of one of the bosses in Warner Bros. Interactive and Arrowhead Game Studios version of Gauntlet.
Courtesy of Warner Bros. Interactive.

In the 2014 Gauntlet, those classic characters remain, and can be played single player or co-op. It also retains that hack-and-slash arcade feel, with a top-down camera view and dungeon crawls complete with waves of undead and other monsters.

It’s a solid, well-done game. The monsters are sufficiently threatening, the dungeons have the expected spawn/loot/spawn/loot rhythm (with an added layer of difficulty regarding the collection of keys to open doors, behind which a player could see loot, or live-saving food), and the four classes have been upgrade with abilities and skills, but maintain that Gauntlet-feel.

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A top down view of game play in Gauntlet–note the locked rooms. Players can only enter after collecting keys found in the dungeon.
Courtesy of Warner Bros. Interactive

However, while entertaining to play, (and to be fair we only got ten minutes on one class, warrior, which isn’t our preferred class to begin with), it didn’t feel much different than other dungeon procedurals out there. But if your looking to spend some time killing bad guys and clearing out dungeons, it’s definitely a solid bet.

Gauntlet is expected to be released this summer on Steam, for both PC and the upcoming Steam Machines. There is no price point as of yet.

What do you guys think? Do you remember the original? Sick of arcade hack-and-slash? Let us know in the comments!

You can check out the game play in the trailer below:

https://www.youtube.com/watch?v=wepHMRMYqTw

Last week, Square Enix held a huge launch event for Final Fantasy X/X-2 Remaster, showing off the game’s incredible artwork that had fans lining up for blocks in the killer winter heat. Wait, what? Oh, California, you’re doing it wrong.

If it was FFX related, it was there. From some of the best figures released, to a Blitzball themed Foosball table and even the Producer and Art Director of the game, Yoshinori Kitase and Yusuke Naora, were in attendance to sign freshly bought games for their loving fanbase.

Final Fantasy X EventThey came all the way from Japan, too! How awesome is that?

While fun times were had, surely every fan couldn’t be in attendance, which is why Gallery Nucleus is auctioning off the artwork that was on display! But you only have until tonight to get your bids in, so if you have deep pockets and a love for all things role playing, now’s your chance to own something awesome, like this piece!

Final Fantasy X WakkaWhat Wakka does when he’s not being racist.

Check out the auction at this link! Then come back and tell us what pieces you bought, (or at least wish you could’ve bought).

Age of Wonders III somehow takes a fantasy turn-based strategy game, mixes in some role-playing game elements and lets players engaged in battles that feels more like a challenging game of chess. All while making it easy for first-timers to the series and comfortable to the those more familiar with it all.

Being one of these first-timers, I was happy to see that in the different modes offered in Age of Wonders III, one of them was a tutorial disguised as one of the two campaigns available. Taking control of the High Elf princess Sundren, I began the tutorial campaign on a rampage to exact revenge on that dastardly orc, Gamblag. Even though this campaign is an introduction to those new to the series, going in with the notion that Age of Wonders III will take it easy on you will have you hitting restart, a lot. Pacing and planning carefully will be the difference from getting revenge or utter defeat.

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If jumping straight into the action without any story is more your thing, you can go right ahead and test your luck with the random map mode. The amount of settings that you can set for the random map mode is staggering. Just clicking on the advanced tab brings up a plethora of choices. Difficulty, map size, map type, player count and whether or not everything takes place above ground or in the deepest of caverns is just the tip of the iceberg. Once you look over to the right and see that you can access settings for the actual game flow, you’ll finally realize just how much control you have. From what starting towns types everyone gets to treasure structures is modifiable in Age of Wonders III. If you thought getting lost in time when engaging the role-playing game elements of the campaign mode was daunting, the random map mode puts all that to shame.

Sometimes, you just want to play a quick skirmish without the story or spending endless hours trying to create the perfect map. Thankfully, Triumph Studios put in a pre-made scenario mode saving the tinkerers from themselves. A multitude of scenarios will be laid out for players to choose from. Yes, they have a little story for each scenario, but nothing too deep if you just want to show your prowess on the battlefield. If human players are what you desire to battle against, an online mode is present as well to suit those needs to show a stranger how well your strategic mind is at Age of Wonders III.

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Age of Wonders III provides players with a ton of options to lead your army to victory. The role-playing game elements comes into play with your main character. Stats, skills and spells are just some of the things you will have to manage with your hero. I sat for what seemed an eternity just trying to figure our what abilities to research or what spells to master. Deciding on if I want to acquire the ability to summon crows to fight by my side or to start my domination on the rough seas by building a dock for my warships had me at odds with myself. Also trying to settle on if health points were more important than skills for Sundren to use in battle set me back some time just staring, trying to commit to one or the other.

Equipment is also something that you’ll have to deal with as you make your way throughout the world. These items can be found from battles or exploring a cave or building scattered across the map. Nothing like getting a new pair of boots for all the walking ahead or a shiny new ring of fire protection just in case. There are slots to equip pretty much everything to your hero so exploring and looting everything you can would be a be a huge benefit if you want to have all slots equipped with items. To say that Age of Wonders III is a deep game would be selling it short. With so many things to ponder over, one could spend hours and make only a handful of moves. The great thing about this is that you never feel like you’re wasting time since every action makes a difference in your success.

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Speaking of success, you can’t have a successful army without a flourishing empire. Similar to games like Civilization, building cities to become powerhouses that scare any challenging army to run in the other direction is a big part of Age of Wonders III. You could just pump out warriors endlessly to overwhelm your advisories into submission but where’s the fun in that? Taking a small town and creating a vast city that envelopes everything in sight is much more frighting in my mind. Alternating between growing the town with new housing, shrines and store houses with constructing a war hall, shooting gallery and watch towers will help you maintain your illustrious city from anyone who dares walk up to the gates.

Once you’re ready to march your massive army towards the enemies main town, you might want to figure out how each unit fits best with each other. In Age of Wonders III, you can combine up to six units into one bad ass battalion comprised of whatever unit you want cobbled with one another. Having an all archer battalion is possible or having a mix of unicorns, pikemen, mages and battering rams if you want more diversity. Flanking is also a strategy you will learn to love as you play Age of Wonders III. Since the maps are essentially separated hexagons, placing other units in an adjacent hexagon behind the enemy army while you throw the majority of your army straight at the enemy will ensure that there is no place for the enemy to hide.

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Once the battles take place, you can play out the battles automatically. In doing this, what could have been an epic battle is over in mere seconds with a confirmation unveiling if success or failure is the fate of your warriors. Taking control of how the battles play out is also an option with manual combat. Zooming into the battlefield, Age of Wonders III lets players command their armies in turn-based combat. Having my archers pelting the enemy’s front lines with arrows while my swordsmen provide cover all while my assassins sneak into a flanking position has a more satisfying emotion than letting the A.I. roll the dice. Having the option for auto combat or having complete control gratifying to see.

Whatever way you decide to play Age of Wonders III when it releases on March 31, 2014, Triumph Studios has made sure that you have the options to fulfill those decisions and then some.

 

Briefly: Machinima is on a roll this week! Just a few days ago they released Game World, and awesome new short by the always-talented Joe Miale, and today they’ve debuted Counterspell, a hilarious animated comedy set in an old-school video game universe!

CounterSpell follows two dungeon mini-bosses who choose to leave their boss fight instead of facing their scripted deaths at the hands of four RPG players. They embark on a misguided evil adventure that will likely doom the world and turn the RPG genre on its head. It’s a ridiculously simple tale, with planty of preposterously funny content through its duration.

The series, which was created by some of the biggest names in the YouTube and Machinima universes, (including YouTube heavyweights MLGhwnt (220,000+ subs), iHasCupquake (youtube.com/iHasCupquake, 1,300.000+ subs), ImmortalHD (youtube.com/ImmortalHDFilms, 650,000+ subs), and Slyfox (youtube.com/xXSlyFoxHoundXx, 1,180,000+ subs), launched its first two episodes earlier today. You can check them out in full below, and we’ll be sure to share more as they’re released!

Be sure to let us know what you think of Counterspell so far!

http://youtu.be/HcJbx43fbdw

http://youtu.be/L1VoLfu4FUQ

This may be the most useful project that we’ve ever featured on Crowdfund This.

RPG’s are freaking cool. And I don’t mean Pokemon X/Y or Final Fantasy XIV or Bravely Default (even though I have all three in front of me right now and they’re all fantastic), I’m talking tabletop; Dungeons and DragonsPathfinderWarhammer, etc. Sadly, not nearly enough people have any idea where to get started when it comes to tabletop gaming.

I’m, unfortunately, one of those people. About a year and a half ago, I decided that I wanted to get into D&D. I went out and bought a shit-ton of miniatures (awesome deal on Craigslist), picked up the (now unavailable) Dungeons and Dragons Starter Set, grabbed a bunch of my friends, and… we got as far as character creation. Sure, I loved every second of it, but as soon as it came time to actually play the game, play our characters, and actually role-play, everything fell apart; people got silly, we had no idea what we were doing (even with the instructions, it was tough), and we only attempted to play one more time before much of the group decided that it wasn’t for them.

I’ve still been interested in the game since that time, but simply haven’t had an opportunity (or group) to really learn about what I was doing (and what any of it meant). Saving Throw may be just what I (and you) need to really figure things out.

Just take a look at the Kickstarter video below to get an idea of what it’s all about:

It’s really a simple idea, and I’m not sure why it hasn’t been done before, but here it is: an instructional series on how to play tabletop RPG’s. I’m in!

The project describes itself as “an instructional web-series and website, designed to teach you not only how to play, but why. We love pen & paper role-playing games and want to share that passion with you, your friends, and the world.

With over 40 years of history, RPGs can be an intimidating prospect for some geeks. And with new systems emerging each year knowing the choices and rules becomes daunting. That’s where Saving Throw comes in!

Saving Throw will teach you what you need to get started in a friendly and engaging manner where YOU are in control. Episodes will be bite-sized and shareable because we know you’ve got that life-thing that keeps getting in the way!”

'Saving Throw' hosts Ivan Van Norman, Amy Vorpahl, and Ben Dunn
‘Saving Throw’ hosts Ivan Van Norman, Amy Vorpahl, and Ben Dunn

The project is already at $6978 of its $8000 goal (a great start), but the group (including Ben Dunn, who you may recognize around these parts) has a variety of stretch goals in place to take Saving Throw even further, and you can be a part of it!

As always, there are plenty of awesome rewards up for grabs, including, shirts, bags, PDF’s, custom-written songs, producer credits, and a lot more! You probably always wanted to learn how to play RPG’s (or didn’t know that it interested you until now), and here’s your chance! You can check out the campaign page for Saving Throw here, and be sure to let us know if you back the project!

Already a tabletop gamer? What’s you’re favourite system? What are your thoughts on D&D Next? Sound out below!

Briefly: Every time I see another trailer for South Park: The Stick of Truth, I get more and more excited for it… and then it gets delayed again. But now that the game has gone gold, and has an official, final release date of March 4th, you’re pretty well safe to get excited again. The game looks awesome, the dialogue is hilarious, the voice acting is perfect, and you’re basically inside of a freaking episode.

Today, Ubisoft debuted 13 minutes of new gameplay for the game, which shows our introduction to the new kid, and his introduction to the various residents of South Park. The video is well worth watching, and definitely gives us a great idea of what to expect from the title.

Take a look at the video below, and let us know what you think. South Park: The Stick of Truth will launch on PS3, Xbox 360, and PC on March 4th.

In their latest adventure, the boys embark on a quest to the Inn of the Giggling Donkey, an infamous tavern that harbors the scum of all the realm.

 

There, it is believed the famed Bard guards the hallowed stick of truth. In order to defeat the Bard’s followers, you’ll have to throw everything you have at the enemy, including dodge balls and farts. Poison your foes with your flatulence, and refill your mana with burritos.

 

Along with your party member Butters and his legendary hammer of justice, play through the most outrageous turn-based live-action role-playing adventure that could only come from the creators of South Park. This is South Park: The Stick of Truth.

If you’ve watched any of the Nintendo Direct presentations over the past few months, then I’m sure you’ve heard plenty about Bravely Default. This 3DS exclusive RPG from the minds at Square-Enix promises to take us to a simpler time, filled with lands to explore, dungeons to crawl in and tough -as-nails enemies encompased in a fantasy setting while also promising a few twists to keep things interesting. After thoroughly exploring the recently released demo of the game, it’s safe to say that there’s enough here to keep old and new RPG fans alike clamoring for more.

Anyone who’s played Final Fanasy V or III, (more specifically, the DS remake from a few years ago,) you’ll feel right at home with Bravely Default. Presented in an almost pop-up book like style that’s further complemented by the stereoscopic 3D, it brings an extra flare to the chibi style character models. Each of the demo’s three distinct dungeons show off different environments that we can look forward to exploring, such as dark forests and abandoned ruins, each with enemies and bosses that will absolutely punish you if you don’t prepare your party. Those who miss the challenge of a SNES era title of this kind will be glad to know that the difficulty is unforgiving, yet fair. And that’s just on normal difficulty.

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The strategy needed to take down tougher foes relies on the game’s familiar job system. Ranging from warriors and ninjas to mages and singers, each job fulfills a certain need. While each party member can only use one job at a time, ability points can be spent to carry over learned abilities from other jobs. So if you really like the Ninja’s dual weapon boost, but you also want to keep the Swordsman’s ability to gain extra attacks per turn, you can combine both attributes to accumulate huge amounts of damage. It’s customization like this that makes Bravely Default really exciting.

But most of all, what makes the demo stand out is the new ideas it brings to the table, namely the Brave and Default mechanics. Each turn costs one Brave point, which each party member gains one of every turn. If a party member uses Default instead of attacking, it’s essentially the “defend” option from other RPG’s, except this action doesn’t use the Brave Point you gained from that turn. This makes defense a huge part of any sound strategy, since defending for long enough can allow a party member to use their stored turns to move four times in one round without penalty, minimizing damage while using up their attacks at the same time. I say “without penalty” because you can choose to use up to four Brave Points within a turn as long as you have at least one to use, but if you use more points than you have, that character will be immobile for the amount of turns equal to the amount of negative BP. It’s like overdrawing your bank account, except the penalty is getting smashed in the face by a golem instead of a fee.

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On top of all these features in the demo alone, any Streetpasses collected in the demo up to the first 20 will be carried over to the main game. Streetpass for Bravely Default has to be one of the best uses of the feature to date, allowing players to become summons for other characters to use. By setting an action for your Streetpass, anyone who passes you more than once can bring you into battle to perform an action that the sender sets before heading out into the world. On top of this, every time you pass a person, it adds villagers to your town, which then can be tasked with building shops, expanding the town and removing obstacles. The more you have, the faster these tasks are completed, and come in handy big time since many of the items sold here weren’t available in the standard towns.

This is definitely on our most wanted lists.
This is definitely on our most wanted lists.

All in all, my interest in Bravely Default went from me being cautiously optimistic to this becoming a must buy for my 3DS come February. The deep, strategic game play, challenging enemies and Streetpassing galore left me wanting so mcuh more. On top of that, finishing challenges in the demo unlocks items that will be transfered to the full game, so what reason is there for this not to be on your 3DS home screen? Unless you hate RPGs, a challenge or good in the world of course.

Bravely Default will be launcing in stores (including a limited editon at select retailers,) and on the eShop on February 7th!

Briefly: The eShop demo for Square-Enix’s latest highly anticipated 3DS RPG, has just hit the North American store.

The usual demo rules apply here (you can only open the game 30 times), but as was revealed in the last 2014 focussed Nintendo Direct, the demo features all-new content that you won’t find in the main game, and your characters (and their stuff) will transfer to the retail release.

The game looks great, and I can’t wait to take a look at the demo (as soon as I finish A Link Between Worlds, that is). Already play? Let us know how it is, and be sure to let us know if you’ll be grabbing Bravely Default when it hits North American shelves on February 7th!

Briefly: Ubisoft’s long awaited RPG, South Park: The Stick of Truth, has been delayed to 2014.

It seems as though Ubisoft is having a hard time making release dates this year, as early last month the publisher delayed Watch Dogs to 2014, and also pushed The Crew back an entire quarter.

Ubisoft has also debuted a new gameplay video for the game, clocking in at a cool 7-minutes, and showing off some pretty fantastic-looking moments. I’m not a big South Park fan myself (the show is hilarious, I just haven’t made a point to watch it), but the game should definitely be worth checking out.

Take a look at the new video below, and let us know what you think! South Park: The Stick of Truth is now set to release on March 4th, 2014.

http://youtu.be/46Gfksqw1uw

In their latest adventure, the boys embark on a quest to the Inn of the Giggling Donkey, an infamous tavern that harbors the scum of all the realm.

 

There, it is believed the famed Bard guards the hallowed stick of truth. In order to defeat the Bard’s followers, you’ll have to throw everything you have at the enemy, including dodge balls and farts. Poison your foes with your flatulence, and refill your mana with burritos.

 

Along with your party member Butters and his legendary hammer of justice, play through the most outrageous turn-based live-action role-playing adventure that could only come from the creators of South Park. This is South Park: The Stick of Truth.

Briefly: Double Fine Productions’ Costume Quest surprised all of us when it suddenly appeared on the iOS App Store just a few weeks ago.

To celebrate the fact that Halloween is nearly here, the game has just gone on sale for the first time. Normally, the title would cost you a very reasonable $4.99, but through October 31st, Costume Quest is available for $2.99 (plus the DLC expansion is now just $0.99)!

If you’re an iOS user, you should be jumping on the opportunity to play this lauded, extremely overlooked gem. Head here to download, and let us know what you think!

Briefly: I did not expect this news today (or ever, really).

Double Fine Production’s wonderfully quirky adventure/RPG, Costume Quest, just hit the iOS App Store for the fantastic price of $4.99.

The game first launched on PS3 and Xbox 360 back in October 2010, where its originality, humour, and Paper Mario-esque combat were lauded by critics. Sadly, as seems typical with Double Fine titles, Costume Quest remained relatively under-the-radar. Could this iOS port give it the recognition it deserves?

Really, it’s a wonderful title, and one that is well worth its $4.99 asking price. It’s already a huge month for video games (in the last 30 days I’ve picked up Grand Theft Auto VThe Wind Waker HD, and Beyond: Two Souls… and Pokémon X/Y haven’t even released yet), but I’d implore you to take the chance on this one.

Already play the game? Be sure to share your thoughts on it below! You can grab the iOS version of Costume Quest here!

Briefly: Eidos has just announced the next chapter in the incredible Deus Ex saga.

It’s called Deus Ex: Universe, and it’s actually not just one game. As Head of Studio David Anfossi describes it, the idea behind Deus Ex: Universe “is to create an ongoing, expanding and connected game world built across a generation of core games. It’s a commitment on our part to deliver meaningful content that expands the franchise on a regular basis and to deliver a deep conspiracy that will span several connected Deus Ex games, creating a more immersive and richer experience than ever before. Deus Ex: Universe will include PC and console games, but also additional Deus Ex games and experiences available in other media such as tablets, smartphones, books, graphic novels, etc…”

Deus Ex is a universe with countless stories to be told, and essentially infinite room for expansion. I’m a huge fan of the franchise (I remember playing the first title as a 12 year old boy on the first day that it hit the PS2). The idea behind Universe is one that’s a perfect fit for the franchise.

Anfossi continues:

I’m pleased to confirm that we are already into production of the starting point for Deus Ex: Universe with a new game for PC and next-generation consoles. We’re very excited about it at the studio and I wanted to let you know that most of the team behind Deus Ex: Human Revolution is already working hard on this new game. It took us four years to learn how to create a unique Deus Ex experience with Human Revolution and it was important for me to keep this knowledge within the franchise.

If you haven’t yet experienced 2011’s Deus Ex: Human Revolution, I implore you to do so. It’s definitely one of the highlights of this generation. Take a peek at some Deus Ex: Universe concept art below, and let us know what you think of the announcement!

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Blizzard announced earlier this week that it will be shuttering the auction house in Diablo 3 on March 18, 2014.

Diablo 3, which was released in 2012 to record numbers, is a co-op role-playing-game where players could run around and kill various monsters in various ways; the game mechanics encouraged multiple play-throughs as players received better and better gear—and fought harder and harder monsters—as they played through each level a second or third time.

Launched with the game was a controversial in-game Auction House where players could spend real money on gear and other items—including buying in-game currency. While the Auction House has been extremely successful in World of Warcraft, Blizzard Entertainment’s MMORPG, the WoW AH does not allow players to use real money—in fact buying gold is expressly forbidden—and other games use a downloadable content (DLC) system where players can either buy items directly or buy game currency with real currency in order to buy in-game items, an in-game hybrid had never been tried before.

Players were intrigued when it was announced. Some were openly cynical.

And indeed, the AH was a problem almost from the beginning. Being able to buy upgrades meant players could essentially skip whole levels of the killing monsters/get better loot mechanic; co-op play become unbalanced between purists and auction house twinks. Blizzard attempted various hotfixes, none really worked, and finally, Blizzard decided to yank the whole system.

In a blog post by John Hight, Diablo 3’s Game Production Designer, Hight recounted the reasons behind the decision. Saying that the AH was “initially designed and implemented…[to] provide a convenient and secure system for trades,” Hight goes on to state that the AH “essentially undermines Diablo’s core game play: kill monsters to get cool loot.”

While some players have greeted the news with less than sanguine reactions (one Battle.net Forum user was quoted as saying: “Good job killing the game.”)but most are relieved and heartened by Blizzard’s announcement.

Reaper of Souls, Courtesy of Blizzard Entretainment
Reaper of Souls, Courtesy of Blizzard Entretainment

Blizzard is also preparing an expansion for Diablo 3, Reaper of Souls, which is due out in 2014 and will feature an updated loot system as well as new content and classes.

Briefly: Zero Charisma has to be my most anticipated film for the remainder of 2013, and this trailer is absolutely wonderful.

Following the poster release earlier this week, Nerdist today debuted a phenomenal new trailer for the comedy. Zero Charisma premiered at this year’s SXSW, and has been garnering universal acclaim ever since. Our very own Jonathan London even said that “Zero Charisma is one of the best Geek culture films of all time.” Yep, it’s that good (check out his full review here).

Sadly, I still haven’t had an opportunity to see the film. That’s all set to change next month however, as Zero Charisma is scheduled to hit VOD and iTunes on October 8th, before beginning its theatrical run on October 11th. I can’t freaking wait.

Take a look at the new trailer below, and let us know just how much you want to see the film!

As the strict Game Master of a fantasy role-playing game, Scott (Sam Eidson) leads his friends in a weekly quest through mysterious lands from the safety of his grandmother’s kitchen. But his mastery of his own domain starts to slip—along with everything else in his life—when neo-nerd hipster Miles (Garrett Graham) joins the game, winning over the group with his confident charm and dethroning Scott with an unexpected coup. Caught in delusions of grandeur, Scott must roll the dice and risk everything to expose Miles as the fraud he believes him to be. A darkly comedic fable of epic proportions, Zero Charisma is an ode to nerds from every realm.

Briefly: Preceding a brand new trailer that’s set to be released on Monday, Nerdist today debuted a phenomenal new poster for Zero Charisma.

Zero Charisma premiered at this year’s SXSW, and has been garnering universal acclaim ever since. Our very own Jonathan London even said that “Zero Charisma is one of the best Geek culture films of all time.” Yep, it’s that good (check out his full review here).

Sadly, I still haven’t had an opportunity to see the film. That’s all set to change next month however, as Zero Charisma is scheduled to hit VOD and iTunes on October 8th, before beginning its theatrical run on October 11th. I can’t freaking wait.

For now, take a look at the new poster below. We’ll be sure to share the new trailer when it’s released on Monday, and be sure to watch for more Zero Charisma in the coming weeks!

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Briefly: Preceding Sony’s PS4 reveal earlier today, Microsoft announced yet another huge exclusive for the upcoming Xbox One.

The publisher has again teamed up with the acclaimed Lionhead Studios for another title in the Fable franchise. This time, however, you’ll be able to join forces with three other people. Is this a game changer for the franchise?

Fable Legends forgoes the storyline from the original trilogy, and will instead be set 400 years before the first game. I’m guessing that Albion will be a very different place than the one we know and love, and that you’re going to need all the help you can get.

Watch the first trailer for Fable Legends below, and let us know what you think! The game was announced without a release date, but we’ll fill you in as soon as we hear more!

http://youtu.be/XQyv9IDi1Qw

In a wave of complicated games flooding through the scene every now and then, a title comes along that performs in exactly the way it should. I picked up Dragon War at San Deigo Comic-Con this year, and is one of the two card games I plan on reviewing from the con. Where my other find may pride itself in its extensive testing and applied design, professional artist Robert “RAK” Kraus brings a game to the table that you can explain in under ten seconds, yet enjoy for hours while getting lost in the wonderful artwork and relaxed heavy metal atmosphere the game sets. Every card has great art adorned with dragons, zombie boobies, demons, and dinosaurs, in great neon colors with frazetta-esque brutality implied to the point where you can really imagine traversing the land and facing the monstrosities laid before you, weapon in hand, every time you blink.

Two of the game cards, the spaces on the bottom when lined up form the game board.
Two of the game cards, the spaces on the bottom when lined up form the game board.

The overall goal of Dragon War is to usurp the Dragon Throne left open by the mighty Dragon King Marloon after his death, presenting an opportunity that has not come for thousands of years (Dragon Years!). Your character must traverse the land and capture the Throne before another does. The playing field is composed of lines of cards each sporting typically three spaces. Every space has directions much like any classic board-game, and movement is similarly achieved using a D6 and performing the action on the landed square. These directions are usually brief and simple, losing/gaining life, picking up fate cards, battling, and other normal tasks, while advanced cards might bring a sideboard to attention. In terms of difficulty, This is the easiest game to learn that I own, and this is coming from a man that owns Brute Squad. It’s as simple as picking a character and rolling the die to discover what cruel fate the cards have in store for you.

Two more game cards
Two more game cards

Dragon War‘s production value is fantastic for its price point, with a bright box and inclusion of absolutely everything needed to play, including customized tokens for every track needing them as well as a six sided die. The instructions for every expansion are available on the site, and the game’s own rules come on two brief cards for ease, even coming with plenty of extra credits and sketch cards. Like the base set, the expansions are all self contained and immediately ready to be plugged into the game, most can just be shuffled harmlessly into the deck (except Valley of Dinosaurs, but I’m a rebel). Some of the sideboards are difficult to fit in the box, and after awhile your Dragon War set will need a bigger case as more cards enter your possession. As the physical box can be held in most adults palms, it’s a wonderful travel game that you can pull out just about anywhere (but good luck trying to get the Dragon Allies cards in there).

Battlescar is too mighty to fit in your puny box!
Battlescar is too mighty to fit in your puny box!

Where the game begins to shine is its open content attitude, as RAK not only recommends but insists that the game be played however it is most fun to you. In addition to the core set there are many mini-expansions RAK both sells and provides free on his website, presenting new rules, cards, and adventures to deal with on the way to the Dragon Throne. These vary from romps through castles, new characters, set piece cards, new rules, and more to add plenty of hours of extended gameplay. You start with five characters, five adventurers, and a random sixth hero (I got Executioner). Others such as the Elder Wyrm Drako or the noble werewolf Silverbane can be added to your roster for more players and more mayhem, along with their unique special powers. These expansions build upon the basic cards and introduce various new mechanics. The Elemental Furies pack adds four game cards and four sideboards, the spaces on the cards cause the player to do battle with that element’s sideboard. Alternately, you may use the Dragon Allies pack to pick a patron dragon, which, once impressed by fulfilling its goals, will aid you in situations unique to that dragon. RAK’s site, booth, and brain is filled with plenty of such adventures, all the while enjoying seeing what his fans introduce to the gameworld.

The Thundermace card.
Thundermace’s Bio card, one of the collectible characters.

Due to that nature, it’s hard to play the same game of Dragon War twice. At least ten of the base cards have entertainingly brutal effects that make players lose turns or outright switch places with others in a capacity that reminds me of the immense fun to be had playing Boardgame Online, and in some respects Dragon War brings that same zany feel but without the ability to snort coke off Jane Fonda’s rear. Inevitably, a card will be placed in just the perfect way to cause trouble, flinging you a few spaces to an even crueler fate, or robbing you of time that could be spent not being frozen in time. Sooner or later you will roll exactly the number you didn’t want to roll for it is the whim of the mighty Random Number Dragon. That’s all part of the game and fun because of it, as the game’s loose design lets pretty much any player usurp control of the board with a few choice decisions.

This game, extra content, free stuff, and more can all be grabbed on his personal website. RAK also is in the Convention Circuit, with a booth full of great art and a box full of Dragon War cards. Of my regular visits at San Deigo Comic-Con, I found myself wandering to RAK’s booth more often than the others, to pick up more Dragon War cards throughout the entire convention. Dragon War is available for $20 on his site, but it’s worth it to meet him in person at a convention if you can manage it. Of the many card games in my arsenal, this is one of those games that will see use quite often, as you can just lay out exactly as many cards as you need and play whenever, with whoever.

-Necroscourge 7/26/13

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It really does feel like the time put aside to show all of these trailers during E3 2013 has been cut a little. That’s why we’re getting them released right before the show starts. Just hours before we dive into the madness of E3 2013, Square Enix releases yet another trailer for their upcoming game, Lightning Returns: Final Fantasy XIII. This time, we get actual gameplay footage.

The thing that I loved the most about Final Fantasy XIII was the group combat and the Paradigm system. It made combat more tactical instead of mashing one attack over and over. From the looks of this short gameplay trailer, Lightning Returns seems to be a solo affair. I hope we hear more about the combat during Square Enix’s time on stage today at E3 2013.

Lightning Returns: Final Fantasy XIII releases on February 11, 2014 for PS3, Xbox 360

We knew it was coming to PS3 (and PS4), but Diablo III has just been announced for Xbox 360 too!

That means that come September 3rd, you really don’t have an excuse to not be playing the game (unless you’re a Wii U owner… or just don’t like Diablo). The console port will offer everything that it’s year-old PC/Mac counterpart does, and preordering the title will net you an exclusive ‘Infernal Helm’, which is wearable by all characters, and will give you a sweet EXP boost while it’s equipped.

Watch the trailer for the console edition of Diablo III below, and let us know if you’ll be picking it up!

Source: Blizzard

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Some people roleplay by simply sitting around the table and casting the die of fate. Brave is the nerd that lives it by donning his armor and striding the LARP battlegrounds. Yet braver still are the men and women of Synergon: The BLARP (Business Live Action Roleplaying). Capitalism at its finest, the business office environment is a social time bomb of veiled feelings, buzzwords, and despair. So it only stands to common reason that dressing up in suits and living it as a cutthroat game of politics is only right! Synergon takes the spirits of D&D and the Business world, throwing them together. Part of the hilarity is that there are apparently a few real companies called Synergon, yet the site still remains hidden in the interwebs.

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I say D&D specifically because Synergon uses identical character generation rules, though instead of the basic statistics of fantasy you have Patience, Tech Savvy, Eloquence, Charisma, and Creativity; and rather than classes you have a Department and get one Skill. While not identical to D&D in many other regards, it’s similar enough that anybody that knows the basics shouldn’t have too much of a problem as Synergon‘s rules are very easy to understand; with plenty of step by step graphs and clearly labelled sections containing several topics.

I cast the runes seven times to get me seven numbers to put in my new employee’s resume; with a low roll of 6 alongside 15,17,13,13,12,12. For Billium Majar, the latest addition to the Synergon family, I decided to fling the 6 into Education (like anybody cares where he went to school…) and made his primary stats Patience and Creativity, to make him a perfect applicant for the Legal Team, giving him an inherent weakness to Human Resources but making him the worst fears of Accounting.

Synergon-Abilities

All employees start by picking one skill of their choosing and get two random ones with a new choice every ten levels. I chose Intimidate as Billiums chosen skill, making him perfect for demoralizing those that get in his team’s way. In addition, Bill is a bit apathetic and couldn’t care less what people have to say, especially about his MBA degree. The same degree lets Mr. Majar use the Catchy Slogan ability to rejuvenate the efforts of the group. For the free item he gets at sign-on, he chose an Inspirational Poster to give him additional Creativity. The ending result is Bill has 23 AP and 15 MP. If he runs out of MP he quits his job and must start over as an Intern, during this time all he can do is regain his AP used for abilities.

An employee of Synergon uses abilities for anything, many of which allow you to be productive and useful to the company, while many others are used to torture and depress your enemies or inspire your own team. Employees can use any Ability at or below his or her tier (1-3), as well as their department unique abilities. When somebody uses an Attack, the target is allowed the choice of using a Defensive Ability that does not count against his actions for the hour. You are only allowed three per hour, and with only so many soul crushing hours of the day, each employee must be careful on how they budget their time, morale, and ability to get things done.

In addition to the players, there are always the hundreds of other drones that reside at Synergon HQ; the Frenemies. The Janitor, CEO, and the rest of the workforce would love to see you stomp off in anger to free up room in the budget for more pay for themselves. Its not that they hate you, they just hate the idea of working with you when they could be getting more money without you. These parasites often swarm around the halls and water coolers, and are known to strike when you really don’t want to acknowledge their existence. Though it may just be a case of the Mondays.

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Synergon is easy to understand, easy to play, and just plain fun. It’s taking one of the most serious things and exposing just how silly it all really is. Character creation is a snap, and if you feel all the abilities you use can be daunting just make a list of 12+ abilities that you’d like to use and limit yourself to that.

While written primarily as a LARPing game, it’s worth noting that the game is playable just fine as any other tabletop rpg (but I’m sure in its full suited glory the game is great too)! The office environment leads to intense squabbles and the game’s system is very forgiving while also being very cruel, resulting in an entertaining experience when greed isn’t the motivator of the fighting. You can see Synergon free on their official website!

Necroscourge 5/26/13

It looks like I’ll finally get a chance to experience this gem. Star Wars: Knights of the Old Republic was first rumoured to be hitting the iPad a few weeks back. Nobody had seen the game, and nobody confirmed it, so as most rumours do, the idea disappeared.

Confusingly, IGN published a review of the game this morning, with no mention of the title actually coming out. Just a few minutes ago, Knights of the Old Republic hit the App Store. I guess games don’t even need to be announced these days.

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Star Wars: Knights of the Old Republic first released on the Xbox nearly ten years ago. It is a critically acclaimed RPG, and is widely considered the best Star Wars game ever made.

My copy is currently downloading. If you’ve never experienced Knights of the Old Republic, and you like gaming on the go, you owe it to yourself to pick this up. The game will cost you a cool $10, and can be downloaded here.

Already playing? Let us know what you think of the port!

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As some of you on Steam may have noticed, Shadowrun Returns by Harebrained Schemes is on its way, which is of course based on the long running Cyberpunk meets Magic RPG series Shadowrun. This is also the first game in a long while that has been actually worked on by Harebrained’s founder, who also is responsible for the RPG, along with several other games such as Mageknight and something called Mechwarrior. Some of you may recall 2007’s Shadowrun for 360 and PC, which was a Counter-Strike esque team game that, while it had some of the spirit, it was more or less not really all that faithful to the source material at all. Yes, it was a good game, but it was not a good Shadowrun game.

Shadowrun Returns
‘Shadowrun Returns’ concept art.

While the first RPG to blend the Trolls and Elves of fantasy with cyber linked machineguns it was not, a year prior to its original conception, Cyberpunk 2013 debuted, later succeeded by Cyberpunk 2020 and its nuke and paved sequel Cyberpunk V3 (Oh trust me, that waits for another day). While they are comparable and to an extent the same game, there really are key differences. 2020 is simpler, with a heavier focus on the lifestyle of being a Cyberpunk without any of the trolls,orcs or magic, while Shadowrun focuses on well, its namesake: The Shadowrunners. A “Shadow Run” is a tactical operation performed, usually on the behalf of a megacorporation, that involves breaking several laws and must therefore be hush hush. Normally this occurs in meatspace, but it usually pays off to have a hacker capable of traversing the Matrix or a Shaman that frequently steps into the astral realm. While 2020 is all about how awesome it is to be cybered up, Shadowrun is all about the lifestyle and career of a team of Shadowruns created by the players with a greater focus on storytelling.

I own the Shadowrun 20th Anniversary Edition, which uses the fourth iteration rules. Full color hardcover with a nice silken bookmark. Like all dramatic RPG systems (Ex: World of Darkness), there are several vignettes that exemplify core themes and characters in the game’s lore. The first story “What is inside your heart” introduces the concepts of magic and hacking but most of all the important thing to take away from the first story is a mantra that will save your Shadowrunner’s life time and time again: Dragons are douchebags. Yes, the flying kind, but more on them later. The second story “Happy Trails” shows us inside the Matrix and introduces Fastjack, the best damn decker there is. Normally this is bullshit, but Fastjack goes on to save the internet by repeatedly smashing a cyberdragon directly in the face with his signature weapon: The Jackhammer.

Fastjack
Fastjack (in glorious non-English).

Fastjack was born 1999, and narrates the game’s history lesson to explain exactly what happened between his birth and 2072 that left the world as it is today (in the FUTURE). Long story short, magic reawakened in 2011 bringing forth disasters of biblical proportions. Earthquakes around the globe, volcanos simultaneously coating the world in lava, dogs and cats living together, mass hysteria! Thankfully, the wise dragon Dunkelzhan appears and gives a 16 hour marathon interview explaining exactly what is going on and that magic had surged back into the world, causing the Earth to peak in arcane energy, which is the reason the world was fighting right back. At the same time, various megacorporations were fighting “terrorists” all over the world and constantly winning senate rulings in their favor resulting in their status as world superpowers. Now here in 2072, dragons rule most major corporations and in the same store you buy your guns, ammunition, pants, and can get your ears chopped and replaced with cybernetic ones. Why stop there though? Cyberware comes in four flavors, with varied tolls on your sanity, the best stuff is cloned tech if you can afford the insane fees.

The third story, still before any rules, is “Weekend Edition”, telling the story of an Orc Decker named Taylor, and shows off more of how to play the part of a Runner, making contacts, and managing the finances. Food, shelter, booze, ammo, it all costs Nuyen and most runners need to ply their trade to get bread on the table. Strange, since they go on to display bar prices. No way in hell are you getting tap water, but for 1 Nuyen a bottle of water who cares? Not into water? that same Nuyen gets you a can of FUTURE coke and a few more puts booze in it. Granted, that’s just one bar, but its already cheaper than bars are now. The rest of the chapter discusses the big ten megacorporations, combat sports, and finally the major theme connecting the three stories: Simsense.

Simsense
Simsense by Chad Sergesketter

Nearly everybody has a commlink, which is a form of cell-phone/computer and acts as your electronic swiss army knife, that emits a Personal Area Network or “PAN” allowing you and anybody nearby to indulge in the Matrix and experience Simsense. Simply watching movies is boring, why not be inside them? Simsense lets you do just that, but there are drawbacks as you might imagine living somebody else’s events can be addicting and the worst offenders are Better Than Life chips, they act as the major illicit drug in the setting. In the first story the main character mentions walking by several tags and online obstacles in his walks around town, in the second Fastjack pretty much fights Black ICE and in Weekend Edition, Taylor’s date is an Ex-BTL user that experiences withdrawal when a car pumping out raw Simsense data passes by. You can tell reading this book that every detail stated actually exists in the game world, you never feel too much doubt about the validity of the statements where earlier iterations likely felt more patch-worked.

The next story before the games rules is “Gaia’s Heart”, a brief story of a runner told a story about an artifact of great power that twists her into paranoia. The important moral being there are as many liars as ever and the existence of magic makes it even more dangerous. Shadowrun‘s system, like the type of drama it employs is very World of Darkness inspired with all tests using dice pools of Stat+Skill+Mod, with each rolled die of five or more considered a hit. The most important aspect of Shadowrun‘s character sheet is Essence, which starts at six for everybody, and is used for both magic and cyberwear. If you run out, your soul is very violently consumed and you die.

Shadowrun Character Sheet
The ‘Shadowrun’ Character sheet.

One of the largest factors to how your Runner will behave is his race of metahumanity, that is to say whether he is human, ork, troll, elf or dwarf. Elves tend to be the less affected by racism, and many movie stars, celebrities, and porn stars are elves. Orks and Trolls, due to their very decidedly not normal features are usually without a registration number and subsequently, rights. Being a metahuman also means you either have thermal or low light vision, instantly making you better at fighting than a mere human is at the expense of Build points. Every character is made with a point buy system, a much more arbitrary system than the World of Darkness that severely handicaps the points of the various metahuman races in exchange for better stats and abilities. Those that are unwilling to play or mess with the build point system are able to pick from a handful of pre made character archetypes from Enforcers to Adepts, allowing anybody to jump into a field of interest fairly quickly without the math.

Getting to the halfway point in the book, the stories begin to sink in quality. “Fresh Meat” details the formation of a Shadowrun team, what roles these runners normally have, and how they would go about getting prepared in an actually fairly good cohesive story. The sink begins with Monica the Ork Adept in “Extraction”, which tells of Corporate back dealing. At least, I think it does, to be honest the story is written in a chaotic ‘action packed’ style that unlike every other story thus far is much more happy explaining abstract concepts than helping us understand what we are looking at. The last page is indecipherable, it’s hard to figure out who to root for, and what the twist is at the end.

Cyberpunk media prides themselves in a few major genre “requirements”, the first of which is its dark world. Atherton of the first story loses all of his friends in his search, if Fastjack had lost against the dragon both him and his daughter were to be devoured. Drug use, racism, and such themes are much more relaxed than other editions, but its far from gone. In the FUTURE, Orks play heavy metal (more), and are essentially treated poorly. The very nature of being a Shadowrunner is that you are a deniable asset specialized in crime, and part of this involves leading a double life. I appreciate the more dramatic tone in the fourth edition, but it’s worth noting that the 20th Anniversary Edition is NOT a compendium, it flat out sites the other books in the series in a sort of taunting manner. The book’s size is primarily attributed to how very detailed every single aspect of the world is. Factors like recoil, cover, drugs, and summoning are awarded plenty of room to be fully explained. Some may argue a lot of it does not really need to be so explained, but it does really show the effort put into making the reader get into their role in the way a roleplaying game should.

Just a few of 'Shadowrun's weapons.
Just a few of ‘Shadowrun’s weapons.

Second, the toys. We want our smartlinked guns, decking rigs, and cybernetic muscles. Like the Cyberpunk video games, the genre has spawned such as Deus Ex or EYE Divine Cybermancy, a staple of Cyberpunk is the equipment and weapons and Shadowrun still delivers exactly what it should with plenty of Cyberwear coming in several flavors, an extensive weapons list and plenty of drugs to nuke your characters memories. 4th edition presents even more with wireless technology: hackers no longer need to jack in, as most people carry a Commlink and can access whatever they want with it with no wires needed. Which is important as it keeps the group together.

And then of course we have the Cyber Realm, which in Shadowrun is known as Matrix 2.0. As said earlier, almost all tech is wire-free and most electronics allow you to simply think a certain way and things shall happen. In past Cyberpunk games, you normally need to escort your Decker inside the enemy facility if you wanted inside, otherwise your hacker was safely somewhere else. In 4th edition, Hackers can ply their trade wherever they stand and Technomancers act as Cyber-Magicians to add depth to the usual roster of agents (They basically get their own versions of mage abilities, but all sciency).

Deus Ex
‘Deus Ex’, a great cyberpunk video game.

What seals Shadowrun‘s reputation as an extremely tactical combat game are the pages upon pages of “much easier than it looks” combat rules. While Cyberpunk 2020 had simple yet brutally realistic combat rules, Shadowrun takes it many steps forward with special rule after special rule detailing absolutely anything that could potentially happen or go wrong in combat. The main thing to note is through Magic or Cyberwear its possible to have more than one turn (called an Initiative Pass) in a round, with the most possible being four. Each Initiative Pass, a character has either two Simple actions or a Complex, with a multitude of choices of various actions. Firing semiautomatics is a simple action even if you are using two at a time, giving lots of room for badass Adepts to come crashing through windows with a gun in each hand blazing death. Another factor to combat is cover, as every material has a durability and armor rating, and gun control is a punchline in the future so I hope you are not expecting heavy caliber ordinance to be uncommon. Thus, it’s easy to expect combat to turn into Gears of War, running from cover to cover, blind firing to prevent snipers from getting too good of a shot on you. This presents realistic and gritty combat, and once you take the time to read through it, it’s really not too confusing.

The rest of the book details available gear and cyberwear, as well as shows off the Technological and Magical aspects of the game’s system. The last few stories thematically run through a combat scenario, a magic scenario, and then another net scenario; introducing more and more concepts alongside characters that we have no connection with. The only character we actually seem to care anything about is Fastjack and we already know pretty much everything that happens to him. The players are meant to be the sort of heroes, at least until you get the brand new NPC book released just the other week.

5th edition
A shiny new 5th Edition is on its way.

Shadowrun‘s main appeal is that in most cases you are playing a criminal, one in the darkest, deepest pits of society, and you’re shackled to the top of the pile. The rules are extensive and its one of *those* RPGs that is intended to be very deeply structured in the base material, with characters as an extension of it. In order to play the game correctly, its very suggested you read the book cover to cover; That can make the game very hard to learn at first. A lot of the concepts are covered in the book, and those without the time to learn the setting will be missing out, or getting their team killed. That’s something else that always looms in your team’s future as well, from how violent and deadly combat is, to how very ready everybody else is to sell you out: it’s far too easy to get yourself wiped out.

A Fifth edition is on its way, though I have not had the chance to really look through it. The 20th Anniversary Edition is worth checking out: it comes with its own bookmark and has a great comprehensive appendix for the then series of books. Other than that, the Anniversary Edition mostly just looks nice. All in all, I really enjoy Shadowrun‘s well fleshed out world, though its not to the liking of all gamers; those wishing for a much simpler Cyberpunk game need look no farther than Cyberpunk 2020. A great game of magic, guns, and tech, is worth checking out.

-Necroscourge 5/22/13

Shadowrun 20th
‘Shadowrun’ 20th Anniversary Edition

When it comes to the concepts of good and evil, there has been an eternal conflict of opinions and thoughts concerning their uses. The muddiest of uses of course being the 9-part morality system as popular in the Dungeons and Dragons series that is composed of the concepts of Lawfulness and Chaos in various degrees of Good or Evil (IE: Lawful Good, Chaotic Neutral) and like any other concept of morality, you can practically expect that pretty much nobody truly understands it. I was sent into this rant by Spoony’s “So you want to be Evil” video (posted yesterday) that begins with “don’t do it”, and is just him sitting infront of a camera explaining his rampant generalizations and misunderstanding of gaming morality.

Good and Evil, as many know, is the philosophical concept that all actions are either “good” or “evil” where the positive actions that the people like are branded as “good” and things people do not like are called “evil”. This matter gets more complicated in Dungeons and Dragons because of the very true presence of gods, angels, and demons in most normal settings as well as the presence of death, true death, and resurrection. In particular the confusion comes from the DnD interpretation of morality, where Evil just means you kill people and Lawful just implies a moral code or respect of law.

The man himself, Gary Gygax.
The man himself, Gary Gygax.

The common interpretation is that the two states of Good and Evil are directly opposing entities, and that by being one you act a very specific way. That is to say Orcs kill on sight because they are evil rather than any real personal philosophies they may have. “Heroes” kill “Monsters” on sight because they are Evil and thus should not feel bad about the lives they extinguish because our culture says killing monsters is “good” . Good or Evil aside, the Paladin that speaks to god still sliced the heads off three Orcs for just being in his way.

As written by Gygax himself in the Advanced Dungeons and Dragons Players Handbook:

Chaotic Evil: The major precepts of this alignment are freedom, randomness, and woe. Laws and Order, Kindness, and Good deeds are disdained. Life has no value. By promoting Chaos and Evil, those of this alignment hope to bring themselves to positions of power, glory, and prestige in a system ruled by individual caprices and their own whims.

-ADnD PHB

Chaos and Law in DnD are as simple as it sounds, the character either adheres to a code of conduct or instead values the freedom and liquidity of life. These are philosophical states often polarized just like Good and Evil, while they are more accurately states of being as real as ourselves. While as written Good and Evil are mentioned to be a polarized struggle as well, but in truth the only clause that Gygax seems to attribute to an Evil character is having no inherent reverence to the sanctity of life, implying that the Paladin that runs around the countryside mowing down Orcs is “good” because they would never slay a rational being that surrenders before them. In moral terms, the Paladin would be committing an Evil action if he were to take the life of an Orc that surrenders regardless of the Orcs alignment, while the Orc if Chaotic Evil may very well surrender without moral issue and attempt to kill the Paladin in betrayal, though he may not just to keep you guessing as is implied by his random, Chaotic nature.

batmanalignmentChaoticGoodredone

Let’s look at Batman and Superman, who represent Chaotic and Lawful Good. Both do “good” things, they save the day, stop the villains, but no matter how VERY evil their opponents are, they cherish life (which seems to be the only tangible point to being “Good”), and if given the choice would rather spare lives then extinguish them. Even though Batman is chaotic and will do pretty much anything he can to get it done that may or may not cause suffering, he won’t kill. The Joker does not, being Chaotic Evil, cherish life at all and will kill when he feels like it. On the flip side, he may not because he feels like it.

That being established, now to the task at hand. People like to blame morality rather than the actual player’s actions themselves, or use morality as an excuse to do whatever they want. Honestly though, its a game foremost and the simple “Black and White” morality was there just to give an arbitrary excuse for Orcslaughter. Not knowing that years down the road and after Gygax’s death there would be people using mortality as an excuse to slice people’s heads off because they are Good (Something a truely “Good” character would not do) while Evil characters take this as an excuse to go around town murdering willy-nilly just because they are Evil. This is the aspect of morality people usually have a hard time with, the idea of being evil and then the actual practice of being evil.

Definitely, definitely Chaotic Evil.
Definitely, definitely Chaotic Evil.

Granted, as you have noticed Gygax’s view of Evil is very polarized in a fashion that taken literally and morally incorrectly deems all Evil characters to be wanton killing machines with no possible remorse or redemption, nor a tangible reason for their murder as is the ideal of “Evil is just Evil” while Good characters sort of get off scott free with their murder because of their “just cause”. However, until now I have refrained from the second part of the Good versus Evil morality system, the gods themselves. Unlike life as we know it, gods in DnD actually exist. They appear on the planet, walk around, talk to people, and grant spells to their loyal clerics. The “big” gods such as Bahamut, Lolth, and the rest have entire metaphysical planes they live inside populated with outsiders of their alignment as well as the means of directly communicating with living people.

This is where the already very muddy moral politics get even muddier. We know that Evil simply means having no moral issue with taking lives, while Good will only take lives in self defense and that law and chaos are the primary means to which those morals are taken lawfully or randomly. The issue arises when you have the god king of dragons telling you to smite evil in the name of Bahamut, or when Lolth the spider queen of the Drow urges you to sacrifice the young in her name. Lolths existence and policies directly contradict the laws of a God like Bahamut, which drives the Lawful Good followers to kill Evil things in his name and the name of Goodness. Lolth’s followers are urged to spread Lolth’s corrupting influence and kill those that get in their way. We have labelled Bahamut as Good and Lolth as Evil, The former cares about life while the latter does not. The point being that religious characters have a very real god in this world telling them what is good and what is evil, and to an extent most characters know they exist while nowhere near all have had the chance of actually meeting a god. While their actions are not excused, there reaches a point where individual morality is very separated by what god tells them, that just happens to be morally aligned.

The human, you're standard follower.
The human, your standard follower.

As a general rules of thumb, humans are social creatures and are hardwired to listen to the person in charge, if not obey them. When the entity that gives you the ability to heal and call lightning down from the heavens tells you to smite Evil in his name, most are pretty willing to do so. Conversely, without the prior knowledge that the entity is “Evil”, there is little stopping most from obeying them either as without knowing of both Good and Evil, it is impossible to grasp either individually. What does this mean in a gaming context? Essentially that a Chaotic Evil character does not rampantly run around stabbing people because they are Chaotic Evil, they do so because they have a personal reason of doing so. DnD character morality is often played for laughs because of how initially wild the concepts look when in fact the moral alignments presented in DnD are things that we witness and watch every day, especially knowing now that Good and Evil as defined is a stance on the sanctity of life rather than a polarized mindset or specifically the means rather than the end.

It only stands to reason, to realize that while alignment determines a good bit about the individual philosophies and thoughts a character may contain, there is nothing about the system that absolutely determines how a character *should* act. All evil characters do not like the color black, just as all evil characters are not rampaging lunatics in the same manner that all Good characters are bible thumping fanatics that ceaselessly preach about the joys of Pelor. It’s an arbitrary system developed to make players feel better about slaying the various monsters of the world taken far more seriously than it should be.

What's your alignment?
What’s your alignment?

Take for example the Orc baby “Dilemma” as posed by Spoony, where a traditionally good party wipes out a Orc encampment and finds women and children, who immediately surrender. The Good decision is to spare them, with the Evil to be killing them despite the prisoners being of Evil alignment themselves. Of course, the metagaming argument of “they are evil” is moot since that is not roleplaying, and not a proper justification of murdering women and children. Then we are introduced to the concept of Evil characters in the party arguing *for* the murder. The most common ignorant thought is that Good and Evil cannot co-exist, and thus a party must be either all Good or all Evil, despite the hundreds of examples of parties with a mixed ratios of alignments in popular media. A common argument against a mixed party is that there will be conflict and thus it is impossible for them to be in the same party together. Any professional writer can tell you all good stories *require* conflict, and the same is true of a DnD party.

People are under the impression that if a Good and Evil character, meet they are required by the games rules to do combat to the death, which is false as evidenced by what we know Good and Evil stand for, and where they divide. The cause of this incorrect assumption are the cases of “controlled” monsters that are in league with whatever Big Bad is looming beyond the Gates of Extremely Evil Evilness at the end of the campaign. These creatures include Outsiders (Creatures from other planes), mind-controlled or otherwise malcontent goblinoids, and other various ill-willed monsters and are the common things you will be fighting so its only natural to assume they are completely unfeeling in their attacks. In most cases these creatures are either genuinely “Evil” homicidal bastards or directly being controlled by the higher powers just as the heroes are doing the dirty work of the good higher powers in most cases. What most don’t realize is there is a very vast difference between a Good creature and a Cleric of Pelor just as there is a difference between a Chaotic Evil Orc tribesman and Saruman’s Uruk-Hai, and thats where people get confused. A Witch is not bad because she is evil, its more of the whole poisoning and cursing people thing, which is a personal choice made by that witch.

-Necroscourge 5/1/13

A new Final Fantasy Tactics experience is on its way for iOS and Android users. Square-Enix today launched a website accepting registrations for the new title, called Final Fantasy Tactics S. 

The game is set to put a social spin on the Tactics series, though it’s not known just what that means at this point. According to the Final Fantasy Network, the game will feature designs by Ryoma Ito, and races, jobs, and monsters from the 2008 DS title Final Fantasy Tactics A2: Grimoire of the Rift.

Sounds amazing, right? It’s not all good news here. Square-Enix has partnered with mobile publisher Mobage for Tactics S, a company infamous for terrible use of in-app purchases. Now, I’ve got nothing against in-app purchases, but when they’re essential in order to get the most out of a title, I could certainly do without. Just charge me $10 or $15 (for a premium title like this) and be done with it.

Little else is known about the game at this time (including a release date), but we’ll be sure to keep you up to date on this one. If you can read Japanese, head here to preregister.

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This one won’t last long, so if you’re ready for disappointment, watch it quick.

Nearly 20 minutes of gameplay footage from The Elder Scrolls Online have made their way… well, online. The leaked video takes you through the character creation procedure, as well as into the game itself. Sadly, it becomes clear very quickly that in the RPG to MMO changeover, The Elder Scrolls Online has lost much of the charm that previous games in the series were so damn full of. This one looks like an absolutely generic MMO; without the title, you’d have no idea it was an Elder Scrolls game.

Sorry to be the bearer of bad news, folks. If this is the product of six-years of development, I wouldn’t expect the final release to feel much less generic (though I won’t stop hoping). Maybe the long rumoured Fallout MMO will fare better?

Watch the footage below (while you can), and let us know what you think.


The Elder Scrolls Online – Leaked gameplay footage by shadowkid_86